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	<id>https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ike709</id>
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	<updated>2026-05-16T00:58:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7559</id>
		<title>Department Standard Operating Procedure: Engineering</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7559"/>
		<updated>2017-08-26T22:57:02Z</updated>

		<summary type="html">&lt;p&gt;Ike709: /* 64pxShip Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Ce.png|64px]][[Chief Engineer]]=&lt;br /&gt;
#The Chief Engineer is responsible for the setup, maintenance, and condition of the engine. The results of incorrect setup or misuse is on their head.&lt;br /&gt;
#The Chief Engineer is permitted to carry a telescopic baton and a flash.&lt;br /&gt;
#The Chief Engineer must also adhere to Ship Engineer and Atmospheric Technician Guidelines.&lt;br /&gt;
&lt;br /&gt;
=[[File:Engineer.png|64px]][[Ship Engineer]]=&lt;br /&gt;
#Ship Engineers are permitted to move the supermatter shard and use a burn chamber if they are not competently trained in setting up the supermatter engine.&lt;br /&gt;
#Ship Engineers may not make major engine modifications before the SMES units are recharged, ship is undocked, and the mission is underway.&lt;br /&gt;
#Ship Engineers must ensure that critical ship systems such as power, shields, gravity, weaponry, telecommunications, atmospherics, and the FTL drive are operational at all times.&lt;br /&gt;
#Ship Engineers are permitted to carry out personal projects if there is no damage to the ship that requires fixing.&lt;br /&gt;
#Ship Engineers must periodically check on the engine.&lt;br /&gt;
#Ship Engineers must seal off or repair all hull breaches.&lt;br /&gt;
#Ship Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
#Ship Engineers may not wear hardsuits unless required for work in hazardous environments. Hardsuits must be returned after the work is completed.&lt;br /&gt;
#Ship Engineers should not perform the work of Atmospheric Technicians while active Atmospheric Technicians are available, unless it is urgent. Both are expected to deal with hull breaches, however.&lt;br /&gt;
&lt;br /&gt;
=[[File:AtomsTech.png|64px]][[Atmospheric Technician]]=&lt;br /&gt;
#Atmospheric Technicians are permitted to modify the Atmospherics piping setup as they see fit, as long as no harmful gasses are released or pumped into the ship’s air supply.&lt;br /&gt;
#Atmospheric Technicians are not permitted to create or release harmful gas mixes for any non-engine purposes.&lt;br /&gt;
#Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms except for fixing problems or enabling the filtration of harmful gasses.&lt;br /&gt;
#Atmospheric Technicians are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
#Atmospheric Technicians may not wear hardsuits unless required for work in hazardous environments. Hardsuits must be returned after the work is completed.&lt;br /&gt;
#Atmospheric Technicians must seal off or repair all hull breaches.&lt;br /&gt;
#Atmospheric Technicians should not perform the work of Ship Engineers while active Ship Engineers are available, unless it is urgent. Both are expected to deal with hull breaches, however.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7552</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7552"/>
		<updated>2017-08-12T21:52:44Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Removes legalized slips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Janitor.png|64px]][[Janitor]]=&lt;br /&gt;
#If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
#The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
#The Janitor may not make any surface slippery during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_barman.png|64px]][[Bartender]]=&lt;br /&gt;
#The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Master-at-Arms to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender&#039;s shotgun.&lt;br /&gt;
#The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
#The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
#The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
#The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chef.png|64px]][[Cook]]=&lt;br /&gt;
#The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
#The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
#The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
&lt;br /&gt;
=[[File:Botanist.png|64px]][[Botanist]]=&lt;br /&gt;
#Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
#Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_clown.png|64px]][[Clown]]=&lt;br /&gt;
#The Clown is not permitted to interfere with active Security duty, or in any way endanger other personnel.&lt;br /&gt;
#The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
#The Clown must legitimately attempt to be [[Beyond the impossible|funny and/or entertaining]]. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
#The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines. This Guideline is null during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_lawyer.png|64px]][[Lawyer]]=&lt;br /&gt;
#The Lawyer is required to represent any prisoner requesting legal representation unless in violation of Guideline 3.&lt;br /&gt;
#The Lawyer cannot, however, force a prisoner to accept their legal representation.&lt;br /&gt;
#Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under [[Department Standard Operating Procedure: Security]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_librarian.png|64px]][[Librarian]]=&lt;br /&gt;
#The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
#The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chaplain.png|64px]][[Chaplain]]=&lt;br /&gt;
#The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
#The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
#The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
#The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_mime.png|64px]][[Mime]]=&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color: white&amp;gt;Don&#039;t talk.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7546</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7546"/>
		<updated>2017-07-26T01:38:22Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Adds mime to the SOP list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alert Levels==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Situation Green - All Clear&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Suit sensors]] are not required to be on.&lt;br /&gt;
* Weapons worn by security are to be hidden except when in the case of an emergency.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* AI/Cyborgs have no need to bolt down any secure areas.&lt;br /&gt;
* Security &#039;&#039;&#039;are&#039;&#039;&#039; allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Situation Amber - Martial Law&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Elevated alert level. There are reports or other proof available to indicate that there is a threat to the ship, or chaos, mutiny, or rioting are ocurring. &#039;&#039;&#039;May only be called by the Captain after a unanimous command vote. Doing so without a vote will result in demotion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
* Security may have weapons visible.&lt;br /&gt;
* Random searches by security are allowed.&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
* Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;General Quarters - Battle Stations&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Situational alert level called in the event of contact with a hostile ship.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage.&lt;br /&gt;
*Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt combat efforts. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The station&#039;s self destruct mechanism has been engaged due to overwhelming threat to the station. Martial Law is in effect.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All orders from Heads of Staff and security must be followed, any disobedience is punishable.&lt;br /&gt;
* All crew members are to evacuate immediately, if possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;: [[Captain]], [[Executive Officer]], and [[Bridge Officer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;: [[Head of Security]], [[Master-at-Arms]], [[Security Officer]]s, and the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;: [[Chief Engineer]], [[Ship Engineer]]s, and [[Atmospheric Technician]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;: [[Quartermaster]], [[Cargo Technician]]s, [[Shaft Miner]]s, and the [[Munitions Officer]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Science]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;: [[Research Director]], [[Scientist]]s, and [[Roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;: [[Chief Medical Officer]], [[Medical Doctor]]s, [[Chemist]]s, [[Geneticist]]s, and [[Virologist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there&#039;s nothing left: [[Lawyer]]s, the [[Chaplain]], the [[Librarian]], the [[Janitor]], the [[Bartender]], [[Cook]]s, [[Botanist]]s, the [[Mime]], and the [[Clown]].&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pod.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early pod launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Ship Engineer|Ship Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Radiation Storm ===&lt;br /&gt;
* All crew to move to the maintenance tunnels.&lt;br /&gt;
* Wait a while until it&#039;s safe to move again, and continue your business. Report to Medbay if you&#039;re feeling strange.&lt;br /&gt;
* Medbay staff should be ready to administer anti-toxin to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* See: [[Department Standard Operating Procedure: Medical#Viral Outbreak Procedures|Department Standard Operating Procedure: Medical]]&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the ship.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the ship becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Singulo_1.gif]] Supermatter Detonation ===&lt;br /&gt;
* Ejection of Supermatter Shard once it has reached 80% or higher if it has not detonated already.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to ship integrity.&lt;br /&gt;
* Deploy floorbots and engineers with spaceworthy gear to repair the breach and retrieve dead personnel.&lt;br /&gt;
* Equip medical with anti-radiation medicine for the crew.&lt;br /&gt;
* Demotion of [[Chief Engineer]] and/or the responsible [[Ship Engineer|Ship Engineers]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Prevent infection from spreading to Central Command.&lt;br /&gt;
* Destroy all extraterrestrial sources on the ship.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Mime&amp;diff=7545</id>
		<title>Mime</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Mime&amp;diff=7545"/>
		<updated>2017-07-23T03:27:12Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added mime DSOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Generic_mime.png&lt;br /&gt;
|img = mime.png&lt;br /&gt;
|jobtitle = Mime&lt;br /&gt;
|access = [[Theatre]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Silence, and gesture.&lt;br /&gt;
|guides = [[Department Standard Operating Procedure: Service/Civilian#Mime|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Silently stalking the ship, leaning against invisible walls, sitting on invisible chairs, &#039;&#039;&#039;eating invisible food&#039;&#039;&#039;: the mime has a connection to another world beyond the senses of mortals. The mime is the rival of the noisy [[clown]], and usually has a higher standard for his silent pranks and invisible shenanigans.&lt;br /&gt;
&lt;br /&gt;
[[File:Bar.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Clown]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Entertainer==&lt;br /&gt;
As the [[clown]] is here to prank people, and make them laugh, the mime is here to give a show to people! You are not a silly clown copy, you are a professional, and professionals have standards. Be efficent, be polite, have a plan to distract everyone you meet!&lt;br /&gt;
&lt;br /&gt;
Like the [[Clown]], you spawn in the [[Theatre]] and have access to all the costumes inside. Your PDA also can send 5 viruses to others on the message system, presumably making it silent.&lt;br /&gt;
&lt;br /&gt;
Alt-clicking on your mask, or the action button in the top-left of the screen, allows you to express a variety of mime emotions.&lt;br /&gt;
&lt;br /&gt;
===Walls, Everywhere===&lt;br /&gt;
A mime can create invisible walls that block the movement of any who attempt to pass them. It is unknown how, but people suspect quantum physics has something to do with it. Mimes can only manifest a wall every so often and the walls last for a few moments before vanishing; keep in mind, they can&#039;t keep out everything!&lt;br /&gt;
&lt;br /&gt;
===Vow of Silence===&lt;br /&gt;
You cannot talk unless you press the Speech button in your Mime menu. However, to speak as a mime is the ultimate taboo! A mime communicates through gesture. This is his art! Noise is the place of that wretched clown, not a true performer like yourself. In emergencies, a note on a piece of paper can do in a pinch. Such a critic. Make sure your gestures actually make sense to an observer. Use custom emotes to talk and your ass is going to get banned.&lt;br /&gt;
&lt;br /&gt;
A few examples for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORST&#039;&#039;&#039;: Mimington mimes Person A murdering Person B.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAD&#039;&#039;&#039;: Mimington mimes out Person A doing horrible things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OKAY&#039;&#039;&#039;: Mimington points to Person A, mimics a cutting motion, and then gestures to Person B.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETTER&#039;&#039;&#039;: Mimington mimics a stature similar to Person A&#039;s, and throws aggressive movements and stabbing motions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEST&#039;&#039;&#039;: Mimington lifts an imaginary knife and aggressively slashes it forward! &amp;lt;br&amp;gt;&lt;br /&gt;
Person C: An assault, I guess? So it was a murder. Can you show us who did it, mime? &amp;lt;br&amp;gt;&lt;br /&gt;
Mimington nods solemnly, and gestures toward Person A.&lt;br /&gt;
&lt;br /&gt;
====Emotes====&lt;br /&gt;
&lt;br /&gt;
You can use the &amp;quot;me&amp;quot; command to emote anything you&#039;d like, e.g. &#039;&#039;&#039;&amp;quot;Me waves to you&amp;quot;&#039;&#039;&#039;.&amp;lt;br&amp;gt;There are also some built-in emotes in the game, some with special effects. Just use say and an asterisk before your emote, e.g. &#039;&#039;&#039;&amp;quot;Say *blink&amp;quot;&#039;&#039;&#039; (or use one of the below). Using the &amp;quot;me&amp;quot; command is essentially the same as using &amp;quot;say *custom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 aflap, airguitar, blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle,&lt;br /&gt;
 clap, collapse, cough, cry, custom, dap, deathgasp, drool, eyebrow, faint, frown,&lt;br /&gt;
 flap, gasp, giggle, glare-(none)/mob, grin, groan, grumble, handshake, hug-(none)/mob,&lt;br /&gt;
 johnny, laugh, look-(none)/mob, moan, mumble, me, nod, pale, point-(atom), raise,&lt;br /&gt;
 salute, scream, shake, shiver, shrug, sigh, signal-#1-10, smile, sneeze, sniff, &lt;br /&gt;
 snore, stare-(none)/mob, tremble, twitch, twitch_s, wave, whimper, wink, yawn&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The Bottle of Nothing will heal a mime when drunk. The healing rate is 1 burn and 1 brute damage every tick.&lt;br /&gt;
* The mime&#039;s wall blocks tasers. But it doesn&#039;t block lasers.&lt;br /&gt;
* Mime&#039;s suspenders can hold all assortments of things, such as emergency tanks.&lt;br /&gt;
* The mime’s mask can be used for internals.&lt;br /&gt;
* The mime starts with a force 15 weapon in his inventory that also heals him (Bottle of Nothing, can be smashed for weapon).&lt;br /&gt;
* When you use the mime&#039;s crayon on a paper, the text is invisible and you can only see it by selecting it.&lt;br /&gt;
&lt;br /&gt;
==Silent But Deadly==&lt;br /&gt;
Keeping with mime flair, the stealth items are always handy when you are a [[traitor]]. And, no one will expect you to speak, ever, so you never have to communicate on the radios. You start with a pair of white gloves, so you don&#039;t leave prints on a crime scene or your traitor items. Since a mime is expected to have a pen for writing notes, the [[syndicate_Items|sleepy pen]] is a particularly good choice.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7544</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7544"/>
		<updated>2017-07-23T03:26:37Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added mime DSOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Janitor.png|64px]][[Janitor]]=&lt;br /&gt;
#If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
#The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
#The Janitor may not make any surface slippery during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_barman.png|64px]][[Bartender]]=&lt;br /&gt;
#The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Master-at-Arms to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender&#039;s shotgun.&lt;br /&gt;
#The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
#The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
#The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
#The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chef.png|64px]][[Cook]]=&lt;br /&gt;
#The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
#The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
#The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
&lt;br /&gt;
=[[File:Botanist.png|64px]][[Botanist]]=&lt;br /&gt;
#Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
#Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_clown.png|64px]][[Clown]]=&lt;br /&gt;
#The Clown is permitted to slip anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel. This Guideline is null during Code Amber and General Quarters.&lt;br /&gt;
#The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
#The Clown must legitimately attempt to be [[Beyond the impossible|funny and/or entertaining]]. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
#The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines. This Guideline is null during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_lawyer.png|64px]][[Lawyer]]=&lt;br /&gt;
#The Lawyer is required to represent any prisoner requesting legal representation unless in violation of Guideline 3.&lt;br /&gt;
#The Lawyer cannot, however, force a prisoner to accept their legal representation.&lt;br /&gt;
#Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under [[Department Standard Operating Procedure: Security]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_librarian.png|64px]][[Librarian]]=&lt;br /&gt;
#The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
#The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chaplain.png|64px]][[Chaplain]]=&lt;br /&gt;
#The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
#The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
#The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
#The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_mime.png|64px]][[Mime]]=&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color: white&amp;gt;Don&#039;t talk.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Wizard&amp;diff=7503</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Wizard&amp;diff=7503"/>
		<updated>2017-05-27T05:46:00Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added a video tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_wizard.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Wizard&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = Wherever you can teleport to&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = [[Space Wizard Federation]]&lt;br /&gt;
|duties = Welcome the crew to DIE.&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = [http://sam.wileycomputerworks.com/SS13/RAGIN_MAGES.wav &amp;quot;GREETINGS, WE ARE THE WIZARDS AT THE WIZARD FEDERATION *CHAOS*&amp;quot;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Wizardship.jpg|500px|thumb|alt=Wizard&#039;s Ship|The Wizard&#039;s Ship]]&amp;lt;br&amp;gt;&lt;br /&gt;
Crew members of SS13, I offer you my sincerest greetings. My name is of no matter, but if you must call me something, you may call me The QuarterWizard. I would like to inform you that I am the noble leader of the Wizards Federation.&lt;br /&gt;
&lt;br /&gt;
You may be wondering, &#039;&#039;&amp;quot;Why, why mighty QuarterWizard, why do you send wizards to the station to destroy us all?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, denizen of the station, it&#039;s quite simple really: One or more of your crew has angered our magical Federation, and now you will all pay the price.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lucky enough to only have certain members of the crew anger us, like that geneticist who once claimed that us magical folk are merely &amp;quot;products of genetics research&amp;quot;, then you&#039;re more than likely to survive, assuming you give our wizard the means to escape early on. If not, well... Not even I, the mighty QuarterWizard can guarantee your safety. We train our wizards to be masters of many spells, so there is no saying how exactly you will succumb to our mighty wizards.&lt;br /&gt;
&lt;br /&gt;
But, for you lesser beings, I have archived a list of our most common spells, so as to assist you simpletons in identifying just how skilled and varied our wizards can be. [[File:Wizhat.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dress to Kill==&lt;br /&gt;
If you are a Wizard, then remember to keep your gear on. Not only are they the latest in wizarding fashion, they are also a powerful magical amplifier. That&#039;s the Wizard&#039;s Hood, Robes, and Sandals. If you lose those, you are in a boatload of trouble. &lt;br /&gt;
&lt;br /&gt;
Do everything in your power to keep your skirt on. Hurl spells, throw rocks, shout hurtful names at them. Whatever you do, don&#039;t let them touch the clothes.&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
You start on board a nearly destroyed Wizard Ship. You have 10 spell points to spend.&lt;br /&gt;
&lt;br /&gt;
Use the Wizard&#039;s Ship you start in to familiarize yourself with the spells before you teleport onto the station. You can even re-learn the spells as often as you&#039;d like as long as you&#039;re here. Take your time. No need to jump in right away.&lt;br /&gt;
&lt;br /&gt;
===Min-Maxing===&lt;br /&gt;
You can take any of your spells multiple times to upgrade them, generally giving them a lower cooldown. &lt;br /&gt;
&lt;br /&gt;
===Quartermaster Costume Party===&lt;br /&gt;
If you can, masquerade as a Quartermaster Supply Wizard. Not only will you look like the most powerful wizard of all time, but people may be liable to turn a blind eye to your presence. Combine this with some quick spellwork and you may just kill a bunch of people without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Robed Spells ==&lt;br /&gt;
&#039;&#039;&#039;These spells require the Wizard&#039;s POWERFUL, MYSTICAL ROBES. So wizards, for your own sakes, never take off your robes.&#039;&#039;&#039;&lt;br /&gt;
&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;&lt;br /&gt;
! style=&#039;background-color:#B452CD;&#039; width=&#039;150px&#039;|Spell name&lt;br /&gt;
! style=&#039;background-color:#B452CD;&#039; width=&#039;150px&#039;|Invocation&lt;br /&gt;
! style=&#039;background-color:#B452CD;&#039; width=&#039;150px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#B452CD;&#039; width=&#039;100px&#039;|Cooldown&lt;br /&gt;
! style=&#039;background-color:#B452CD;&#039; width=&#039;100px&#039; |Spell Points&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Magic Missile&lt;br /&gt;
|&#039;&#039;FORTI GY AMA!&#039;&#039;&lt;br /&gt;
|The bread and butter of most wizards. This spell summons little magical orbs that deal light damage, and stun all within sight. While slow, the orbs track their targets, making there be no escape.&lt;br /&gt;
|20s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Ethereal Jaunt&lt;br /&gt;
|N/A&lt;br /&gt;
|After casting this spell the wizard dissolves into thin air, becoming invisible to both eye and thermal sensors, as well as being able to pass through any obstacle. This spell lasts for several seconds.&lt;br /&gt;
|30s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Teleport&lt;br /&gt;
|&#039;&#039;SCYAR NILA!&#039;&#039;&lt;br /&gt;
|Instantly transports a space wizard to any location he pleases, as long as it&#039;s within range (the Z-level you&#039;re on).&lt;br /&gt;
|60s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Disable Technology&lt;br /&gt;
|&#039;&#039;NEC CANTIO!&#039;&#039;&lt;br /&gt;
|An EMP: disables all technology within range of the spell. Be wary -- it can shock doors.&lt;br /&gt;
|40s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Blink&lt;br /&gt;
|N/A&lt;br /&gt;
|A lesser form of teleportation. The wizard has no ability to control it, and it will usually send him a good distance, but it has a very short cooldown.&lt;br /&gt;
|2s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Mutate&lt;br /&gt;
|&#039;&#039;BIRUZ BENNAR!&#039;&#039;&lt;br /&gt;
|Temporarily transforms the wizard into a superhuman being, capable of destroying walls with their massive strength, and shoot lasers using their massive minds.&lt;br /&gt;
|40s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Disintegrate&lt;br /&gt;
|&#039;&#039;EI NATH!&#039;&#039;&lt;br /&gt;
|This spell will charge your hand with a powerful energy that can blow up the next person or cyborg that you touch. Their brain will still be recoverable, but definitely hard to clone; you will also make no friends with either the crew or the ghosts observing you, as it is seen as a cheap way to kill.&lt;br /&gt;
|60s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Flesh to Stone&lt;br /&gt;
|&#039;&#039;STAUN EI!&#039;&#039;&lt;br /&gt;
|Can turn even the angriest crew member into a comparatively calm statue. The spell will wear off eventually but is useful for neutralizing threats non-fatally or creating emergency cover. Keep in mind that when the spell wears off if the statue isn&#039;t in good shape anymore the crew member won&#039;t be either. Instead of gibbing the target and leaving a brain it turns the target into a solid statue. However after a certain amount of time the statue will revert back to the original target. By itself it&#039;s just a gimmick -- players turned into stone won&#039;t count as dead for objective purposes. However when this spell is paired with the &amp;quot;Staff of Animation&amp;quot; this becomes a spell even more devastating than Ei Nath or Fireballs.&lt;br /&gt;
&lt;br /&gt;
(tl;dr: Use it with a Staff of Animation or just use Ei Nath.)&lt;br /&gt;
|60s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Repulse&lt;br /&gt;
|&#039;&#039;GITTAH WEIGH!&#039;&#039;&lt;br /&gt;
|Throws everything around the user away. Also knocks down crewmen for a short stun. Items that are thrown can fly into crew as well, which has potential to deal moderate damage. A good choice when used with Blink to make for quick getaways.&lt;br /&gt;
|40s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Stop Time&lt;br /&gt;
|&#039;&#039;TOKI WO TOMARE!&#039;&#039;&lt;br /&gt;
|Stops time for anything that is adjecent too you as displayed by the clock for a few seconds. When cast anything outside of the clock can move with out a problem, it can be used for melee attacks with out having too be scared they will attack back.(migth not requir robes)&lt;br /&gt;
|50s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Lightning Bolt&lt;br /&gt;
|&#039;&#039;UN&#039;LTD P&#039;WAH!&#039;&#039;&lt;br /&gt;
|Starts charging a lightning bolt; when the charge is complete, any enemy unlucky enough to still be near you will be hit by a powerful lightning bolt, taking heavy damage and a stun.&lt;br /&gt;
|30s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Lesser Summon Guns&lt;br /&gt;
|N/A&lt;br /&gt;
|Summons an infinite number of bolt-action rifles to shoot you enemies with! Requires both hands to hold, and you&#039;ll drop the empty rifle every time you shoot it, only to find yourself with a new loaded rifle.&lt;br /&gt;
|10s&lt;br /&gt;
|3&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Summon Guns&lt;br /&gt;
|N/A&lt;br /&gt;
|A strong spell that can be used only once. Summons a random weapon at everyone&#039;s feet (excluding the feet belonging to you or any apprentices), arming the crew to fight you and alerting them of your presence. However, it also grants you one more use of your spellbook, meaning you can take one extra spell or magical item.&lt;br /&gt;
|N/A&lt;br /&gt;
| +1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Summon Magic&lt;br /&gt;
|N/A&lt;br /&gt;
|Grants the crew an assortment of various trinkets from the legendary wizard self storage box. The assortment is wide and varies wildly in usefulness, but will always alert the crew of your presence and can make them a dangerous threat to you. Similarly to Summon Guns, this spell will not work on you or your apprentices, can only be used once, and grants you an extra use of your spellbook.&lt;br /&gt;
|N/A&lt;br /&gt;
| +1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Summon Events&lt;br /&gt;
|N/A&lt;br /&gt;
|Replaces all [[random events]] with an assortment of magical wizard events, from cursed items to random name-swaps to LAVA FLOORS and more! Subject the station to a storm of mass chaos! The more times you cast Summon Events, the more often they will occur.&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Robeless Spells ==&lt;br /&gt;
&#039;&#039;&#039;There are many other spells that do not require THE EXTRA MIGHT of a magic wizard robe. These spells are weaker, but nothing to laugh at. They are as follows:&#039;&#039;&#039;&lt;br /&gt;
&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;&lt;br /&gt;
! style=&#039;background-color:yellow;&#039; width=&#039;150px&#039;|Spell name&lt;br /&gt;
! style=&#039;background-color:yellow;&#039; width=&#039;150px&#039;|Invocation&lt;br /&gt;
! style=&#039;background-color:yellow;&#039; width=&#039;150px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:yellow;&#039; width=&#039;100px&#039;|Cooldown&lt;br /&gt;
! style=&#039;background-color:yellow;&#039; width=&#039;100px&#039;|Spell Cost&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Fireball&lt;br /&gt;
|&#039;&#039;ONI&#039;SOMA!&#039;&#039;&lt;br /&gt;
|Summons a destructive fireball. Fireballs travel in a straight line and detonate when adjacent to an individual or animal or if they directly hit an object, blinding and deafening the target and anyone around him, as well as dealing tremendous damage and usually knockdown. Two direct hits will kill most targets, and as Fireball has a somewhat quick recharge time, a Wizard can lay down heavy damage down a hallway. The drawback is that, as fireballs are explosive, they will damage you and the station as well, and novice Wizards can easily kill themselves with this spell if the fireball hits an object in front of them. It may not be a bad idea to pick up a Gem Hardsuit if using this spell, so if you do hit yourself you&#039;ll take very little damage and suffer no damage from being on fire.&lt;br /&gt;
(tl;dr: Powerful spell in the right hands, finicky to use. Remember to double tap. Don&#039;t fireball yourself.)&lt;br /&gt;
|20s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Knock&lt;br /&gt;
|&#039;&#039;AULIE OXIN FIERA!&#039;&#039;&lt;br /&gt;
|Opens any doors within range, no matter what type.&lt;br /&gt;
|10s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Forcewall&lt;br /&gt;
|&#039;&#039;TARCOL MINTI ZHERI!&#039;&#039;&lt;br /&gt;
|Prevents the [[Assistant|simpletons]] from traveling over a certain spot. For example: the airlock leading to your precious escape shuttle.&lt;br /&gt;
|10s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|A shroud of shadows for the magic user. It&#039;ll grant him immediate cover in the darkness.&lt;br /&gt;
|12s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Blind&lt;br /&gt;
|&#039;&#039;STI KALY!&#039;&#039;&lt;br /&gt;
|Blinds an individual.&lt;br /&gt;
|30s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Mind Swap (aka Mind Transfer)&lt;br /&gt;
|&#039;&#039;GIN&#039;YU CAPAN!&#039;&#039;&lt;br /&gt;
|The incantation is only heard by few, and only few survive after the spell&#039;s words are uttered. It swaps the minds of the wizard and victim, and is used if the wizard is being beaten in a physical battle. Mindswap targets will be unconscious for quite some time. &lt;br /&gt;
|60s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Horsehead Curse&lt;br /&gt;
|&#039;&#039;KN&#039;A`FTAGHU,`PUCK`&#039;BTHNK!&#039;&#039;&lt;br /&gt;
|Conjures an cursed horse mask on your victim&#039;s face, rendering them incapable of coherent speech. Anyone unfortunate enough to be targeted with this spell cannot remove the mask without the help of [[chemistry]] and can only communicate with obnoxious horse noises. For when you just don&#039;t give a fuck.&lt;br /&gt;
|15s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Charge&lt;br /&gt;
|&#039;&#039;DI&#039;RI CEL!&#039;&#039;&lt;br /&gt;
|Useful for recharging magical artifacts that typically run dry after a few shots. They&#039;ve also been used in the past by enterprising wizards to recharge other things like energy weapons, spellbooks, and even other wizards! Care should be used in over-reliance on this ability though, as magical items tend to run down if repeatedly recharged.&lt;br /&gt;
|60s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Artificer&lt;br /&gt;
|N/A&lt;br /&gt;
|Conjures a construct which may be controlled by Shades captured with Soulstones. Six soulstones included with the spell.&lt;br /&gt;
|60s&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Wild Shapeshift&lt;br /&gt;
|&#039;&#039;RAC&#039;WA NO!&#039;&#039;&lt;br /&gt;
|Allows you to choose an animal form. You can choose between a mouse (can ventcrawl), a corgi, a chaos magicarp, an ED209 bot, or a juggernaut. Once you choose your form you won&#039;t be able to pick the others; you can swap to this form and back to human by using the spell.&lt;br /&gt;
|20s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Instant Summons (or Summon Item)&lt;br /&gt;
|&#039;&#039;GAR YOK&#039;&#039;&lt;br /&gt;
|Allows you to mark an item. After this, you can use the spell to summon that item to your hand whenever you want. Vital when you plan to use a magic staff, or you&#039;ll end up getting it stolen from you.&lt;br /&gt;
|10s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Spacetime Distortion&lt;br /&gt;
|N/A&lt;br /&gt;
|Will distort the space around you, making it so walking on any of the distorted tiles could lead you to another random distorted tile. Will affect you too.&lt;br /&gt;
|30s&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Bind Soul&lt;br /&gt;
|&#039;&#039;NECREM IMORTIUM!&#039;&#039;&lt;br /&gt;
|A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use, along with the weakness that the new skeleton body will experience upon &#039;birth&#039;. Note that becoming a lich destroys all internal organs except the brain.&amp;quot;&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&#039;&#039;&#039;These are not spells but tools that can be used by anyone. Extremely dangerous to a wizard should one of the crew members pick them up.&#039;&#039;&#039;&lt;br /&gt;
&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;&lt;br /&gt;
! style=&#039;background-color:lightgreen;&#039; width=&#039;32px&#039;|Icon&lt;br /&gt;
! style=&#039;background-color:lightgreen;&#039; width=&#039;32px&#039;|Artifact name&lt;br /&gt;
! style=&#039;background-color:lightgreen;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:lightgreen;&#039; width=&#039;32px&#039;|Cost&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Staff change.png|64px]]&lt;br /&gt;
!Staff of Change&lt;br /&gt;
|Allows the wizard to randomly change anyone and anything into an alien, slime, lizardman, cyborg, Syndicate cyborg, monkey, or more! Although it has limited uses, it recharges its magic over time.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Staff of animation.png|64px]]&lt;br /&gt;
!Staff of Animation&lt;br /&gt;
|A deadly weapon for a wizard who likes to steamroll their opposition. The staff of animation will shoot a bolt that brings whatever object it hits (besides complex machinery, tables or windows) to life. The animated object will then move and attack everyone in range but the person who spawned it (which is hopefully you). It has limited uses but recharges its magic over time. In combination with the Flesh to Stone spell, the Staff of Animation can be used to create player-controlled statues. These statues have a wide selection of unique powers (of the &amp;quot;MY EYES!&amp;quot; variety), are near-invincible  and receive explicit instructions to not harm or kill the Wizard. However, these statues may also blind you.&lt;br /&gt;
&lt;br /&gt;
(tl;dr: Powerful, especially when paired with Flesh to Stone, until some chucklefuck steals the staff and sends the station infrastructure after YOU.)&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Staff of door creation.png|64px]]&lt;br /&gt;
!Staff of Door Creation&lt;br /&gt;
|Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Staff of chaos.png|64px]]&lt;br /&gt;
!Staff of Chaos&lt;br /&gt;
|Shoots random magic bolts. Charges faster and can hold more shots than other staves.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Staffofhealing.png|64px]]&lt;br /&gt;
!Staff of Healing&lt;br /&gt;
|Shoots bolts that can fully heal the living and raise the dead.&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Necromantic stone.png|64px]]&lt;br /&gt;
!Necromantic Stone&lt;br /&gt;
|This stone will allow you to raise up to three dead people as skeletal servants.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Bottle of blood.png|64px]]&lt;br /&gt;
!Bottle of Blood&lt;br /&gt;
|This bottle of blood, when broken, will attract a Slaughter Demon, which can bloodcrawl and will kill indiscriminately. It does not serve you and it&#039;ll try to kill you if it gets the chance, but it can decimate an unarmed crew. Maximum of 3.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Bottle of blood.png|64px]]&lt;br /&gt;
!Bottle of Tickles&lt;br /&gt;
|This bottle of tickles, when broken, will attract a Laughter Demon. It will try to prank the crew (and you) by tickling them to submission. The only effective difference from a slaughter demon is that when killed it will revive all of the corpses it has eaten, because it was just a prank bro. Maximum of 3.&lt;br /&gt;
|1&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Mjolnir.png|64px]]&lt;br /&gt;
!Mjolnir&lt;br /&gt;
|The mighty hammer of Thor. It crackles with barely contained power.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Mjolnir.png|64px]]&lt;br /&gt;
!Singularity Hammer&lt;br /&gt;
|A hammer that creates a powerful gravitational field around its target, pulling everything towards it on hit.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Cursed heart.png|64px]]&lt;br /&gt;
!Cursed Heart&lt;br /&gt;
|A cursed heart. You can use it to make it beat manually, which will heal you, but if you stop you&#039;ll start to suffocate. It must be used at least every 6 seconds. Hint: liches don&#039;t have to worry about their blood not circulating.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Soulstone Belt.png|64px]]&lt;br /&gt;
!Wand Assortment&lt;br /&gt;
|A belt that comes of one of each useful wand, generated with the highest number of shots possible; they will not, however, regenerate their shots. Includes:&lt;br /&gt;
&lt;br /&gt;
[[File:Wand of death.gif|64px]] &#039;&#039;&#039;Wand of Death:&#039;&#039;&#039; Can and will kill anything instantly. Nasty, nasty stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wand of healing.gif|64px]] &#039;&#039;&#039;Wand of Healing:&#039;&#039;&#039; This wand uses healing magics to heal the living and revive the dead. Rarely utilized within the Wizard Federation, for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wand of polymorph.gif|64px]] &#039;&#039;&#039;Wand of Polymorph:&#039;&#039;&#039; For when you just need a change. Be careful if using on yourself, as many potential forms lack arms to wield the wand!&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wand of teleportation.gif|64px]] &#039;&#039;&#039;Wand of Teleportation:&#039;&#039;&#039; Will rip up and scatter anyone or anything caught in its path. Unlike teleportation spells employed by the wizard, this wand makes no qualms about depositing teleportees in space, fires, or the center of a black hole.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wand of door creation.png|64px]] &#039;&#039;&#039;Wand of Door Creation:&#039;&#039;&#039; For when you need an easy way out. Point at a solid wall and fire -- who needs ID cards in this day and age?&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wand of fireball.gif|64px]] &#039;&#039;&#039;Wand of Fireball:&#039;&#039;&#039; Useful for burning those you don&#039;t like and everyone else too. Point away from face.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Bookfireball.png|64px]]&lt;br /&gt;
!Single Use Spellbooks&lt;br /&gt;
|These easy to use self help books can help teach even the most magically inert subhuman a basic robeless spell. Note, however, that they have been equipped with cutting edge magical rights managements that will create nasty surprises for those who try to buy them secondhand. Spell piracy is a crime!&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Soulstone.png|64px]]&lt;br /&gt;
!Six Soul Stone Shards&lt;br /&gt;
|A belt filled with several soulstone shards that can can be used to trap and enslave the spirits of your friends! You also gain the spell Artificer, which lets you spawn a shell every 60 seconds. Unlike other artifacts, this cannot be used by the crew.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Wizardsuit.png|64px]]&lt;br /&gt;
!Gem-Encrusted Hardsuit&lt;br /&gt;
|Functions the same as normal wizard robes, plus being space-worthy and armored. Minor slowdown. Now you can cast spells in space and low temperature places!&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Scryingorb.gif|64px]]&lt;br /&gt;
!Scrying Orb&lt;br /&gt;
|Summoning this crackling orb of energy will grant you permanent X-ray vision in addition to allowing you to ghost while alive, letting you speak with any dead souls. A deceptively powerful tool for spying, essential for the elusive stealth wizard.&lt;br /&gt;
|2&lt;br /&gt;
|-style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Seed.gif|64px]]&lt;br /&gt;
!Dark Seed&lt;br /&gt;
|An Ancient, Dark Stone that hungers for the flesh of living beings. Sacrifice ten poor souls to this stone by tapping them with it, and it will allow you to open a portal to the dimension of [[Hades]], Pope of Sin.&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faithful Apprentice ==&lt;br /&gt;
You can select an artifact contract from your spellbook which will allow you to solicit the assistance of a &amp;lt;s&amp;gt;helpful&amp;lt;/s&amp;gt; apprentice wizard. Using this contract will select a ghost who has the wizard role enabled and spawn them as your assistant. If no ghosts are available when the contact is used, it will remain usable until one is found. If you do keep yours around note that contracts can be used by non-wizards too. If you change your mind, you can click on your spellbook with an unused contract to refund your spent spell point. When you use the contract you are able to choose from four sets of two spells for the apprentice to learn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destruction:&#039;&#039;&#039; Fireball + Magic Missile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bluespace Manipulation:&#039;&#039;&#039; Jaunt + Teleport&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robeless:&#039;&#039;&#039; Knock + Mindswap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing:&#039;&#039;&#039; Forcewall + Charge/Staff of Healing&lt;br /&gt;
&lt;br /&gt;
Once they have chosen a name, the spawned apprentice is given a set of blue robes, a single-use teleport scroll and an objective to keep you alive. &lt;br /&gt;
&lt;br /&gt;
Remember that your survival is paramount! The round doesn&#039;t end if your apprentice dies, but do try to keep him alive.&lt;br /&gt;
&lt;br /&gt;
== The AI and You! ==&lt;br /&gt;
&#039;&#039;&#039;NOTICE: THE WIZ IS HUMAN&#039;&#039;&#039; (unless he is a [[lizardperson|lizard wizard]] or a [[Skeleton]])&lt;br /&gt;
&lt;br /&gt;
Usually, when you go on your long space adventure, you come across an AI.&lt;br /&gt;
&lt;br /&gt;
The AI will either be nice to you and attempt to protect you from the evil crew, or it will track you the whole time, and attempt to trap you! (Luckily, you have been [[Beyond the impossible|trained by the greatest]]!) If this happens, go into the AI core, and see how he can track you while it&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re feeling nice and don&#039;t mind being stunned a few times, you can always pop into the upload! When you get inside, take a Freeform module, pop out, and make nice law explaining how you are practically god of the station, and return to the upload, and of course, &#039;&#039;upload it!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After that, the AI will be very nice to you, and serve you, his master.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Friendly Wizard ==&lt;br /&gt;
So you&#039;ve been made a wizard but don&#039;t feel like going on a murderboner and would rather live peacefully among the crew? No problem! The staff are usually very friendly towards wizards [CITATION VERY MUCH NEEDED] if they announce themselves to be friendly and the AI is programmed not to harm them. So pop over to the HoP escorted by the Captain/HoS and request to be part of the station! Who knows, maybe you can be the Janitor! Just remember that you are by law and backstory an enemy of Nanotrasen. Don&#039;t get mad when some magic-hating sociopath tries to kill you. They&#039;ll try.&lt;br /&gt;
&lt;br /&gt;
== Suggested Starting Loadouts ==&lt;br /&gt;
Your first time playing as a Wizard can be disorientating and very hard, but also demanding. Just figuring out what spells to take is half the gamemode onto itself, the other half is utilising those spells. As such this section will detail some basic, but robust, starting Wizard loadouts.&lt;br /&gt;
&lt;br /&gt;
You only get five spells to chose, meaning your spell loadout will be limited. So don&#039;t overspecialise.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Stock&#039;&#039;&#039;===&lt;br /&gt;
* Magic Missile&lt;br /&gt;
* Disintegrate&lt;br /&gt;
* Ethereal Jaunt&lt;br /&gt;
* Blink&lt;br /&gt;
* Knock&lt;br /&gt;
&lt;br /&gt;
A basic, but robust set up. Gives you good offensive and defensive capabilities that favour hit and run attacks. &lt;br /&gt;
&lt;br /&gt;
Using Ethereal Jaunt to launch a ambush, then using Magic Missiles to grant you a effective area stun attack while Disintegrate lets you quickly dispatch a single target. Blink and Knock offer a effective fallback to escaping a bad situation or if you screw up.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Offensive&#039;&#039;&#039;===&lt;br /&gt;
* Magic Missile&lt;br /&gt;
* Disable Technology&lt;br /&gt;
* Mutate&lt;br /&gt;
* Disintegrate OR Fireball&lt;br /&gt;
* Blink&lt;br /&gt;
&lt;br /&gt;
Heavily oriented around attacking and killing the crew, you suffer from very little defensive spells, thus relying on being robust enough to kill anyone before they become a threat.&lt;br /&gt;
&lt;br /&gt;
This loadout focuses on Magic Missiles and Mutate in order to kill, as well as either Disintegrate or Fireball to help deliver the coup de grâce. Disable Technology is effective in sapping all energy from Security Officers weapons while Blink offers a small defensive spell to get out of a bad spot.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Defensive&#039;&#039;&#039;===&lt;br /&gt;
* Magic Missile&lt;br /&gt;
* Teleport&lt;br /&gt;
* Ethereal Jaunt&lt;br /&gt;
* Blink&lt;br /&gt;
* Smoke OR offensive spell&lt;br /&gt;
&lt;br /&gt;
This loadout focuses on survivability almost exclusively. You&#039;re going to have to rely on stealing station weapons in order to kill people, however you yourself will be really hard to kill as you have a large array of defensive and retreat spells to use.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Stealth&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;CHOOSE A REALISTIC NAME.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No Robes&lt;br /&gt;
* Fireball&lt;br /&gt;
* Knock&lt;br /&gt;
* Mind Swap&lt;br /&gt;
* 2x Free Robeless Spells&lt;br /&gt;
&lt;br /&gt;
A dangerous and advanced loadout, this set up relies on stealth, evasion and confusion to get the job done. However this can prove effective in avoiding getting shot and pulling of outrageous tasks.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re discovered you will have few defensive or offensive abilities to employ, Fireball is your only main offensive spell, taking either Blind or Smoke can help in avoiding targets and Forcefield can help keep away pursuers. &lt;br /&gt;
&lt;br /&gt;
These loadouts are meant as a general guide on a simple loadout to use. We highly recommend you experiment with any spell combination when you can. &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* While knocked down, you can still change your &amp;quot;facing&amp;quot; direction by clicking on a tile or at-tempting to move. This means you can aim fireball while knocked down.&lt;br /&gt;
* Someone in the &amp;quot;Unconcious&amp;quot; state can be instantly Soul Sharded, regardless of health. Anyone under 50% HP can be KO&#039;d by a briefcase with 100% reliability. See that assistant that burned himself to shit on the door? Briefcase bonk, shard.&lt;br /&gt;
* If you use the scroll of teleportation, put it in your pocket and leave the teleportation win-dow open, when you select &amp;quot;Okay&amp;quot; on the window, you&#039;ll still teleport, even if it&#039;s not in your hands. You can also do this while stunned. So if your escapade as Gas-Mask Wizardtington the &amp;quot;Greyshirt&amp;quot; with a stolen ID ends up getting you tased, you can SCRYAR NILA INCINERATOR 3 times before they&#039;ll be able to cuff you, instead of throwing out a panic fireball and hoping he gets KO&#039;d. This is far more useful to a robeless wizard than a robed wizard...as the robed one will likely just cast teleport/blink/jaunt if he ever gets stunned.&lt;br /&gt;
* Suicide bombing is a very easy way to kill a wizard. Welderbombings can also knock the wizard out if he&#039;s not very good.&lt;br /&gt;
* Removing a wizard&#039;s hat will often render him completely impotent, as very, VERY few wiz-ards carry spare hats in their backpack. Polyacid smoke grenades work well for stripping their hats.&lt;br /&gt;
* You can label constructs, so please please please steal a hand labeler as a wizard so that your artificers actually know which juggernaut to heal.&lt;br /&gt;
* The Staff of Animation can animate holographic objects. They retain their &#039;force&#039; and do not disappear when they leave the holodeck/the holodeck is shut off. So you can load up the thunder dome simulation over and over for infinite E-sword buddies.&lt;br /&gt;
* Wizard EMP shocks doors, so you should not better use doors as wizard, after you use EMP skill. Also the staff of animation is even more OP then veil render, just use it on knifes, hatchets and other items of big robustness. Combine this with EMPing security guys, which approach you and mutating in hulk, when you see guys with syringe guns (however, if chemist is not mainstream and deploys lexorin or unstable mutagen, you would get outrobusted) for greater effects.&lt;br /&gt;
* The wizard&#039;s Knock spell opens bolted doors too.&lt;br /&gt;
* The staff of change works on AIs.&lt;br /&gt;
&lt;br /&gt;
==Video==&lt;br /&gt;
Here is a helpful video: https://www.youtube.com/watch?v=awyDAekUc_8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Now, fearless follower of the Wizards Space Federation..&lt;br /&gt;
&lt;br /&gt;
I have but one question for you, now that I revealed all this knowledge to you,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will you be ready?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With Love,&lt;br /&gt;
&lt;br /&gt;
The QuarterWizard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_trials&amp;diff=7500</id>
		<title>Guide to trials</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_trials&amp;diff=7500"/>
		<updated>2017-05-25T20:43:16Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Important&lt;br /&gt;
|Title=This page is merely an [[IC]] roleplay suggestion like [[Space Law]]. &lt;br /&gt;
|Note=You can refer to this as a framework when you need to perform a trial.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The right to a fair trial is one of humanity&#039;s basic rights. Unfortunately we&#039;re in space, where basic rights are more like basic suggestions. In [[Space Law]], a trial is only required for capital punishments the Captain or Acting-Captain will not or cannot authorise. In the courtroom, all are equal, and all are subject to justice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is not an absolute set of instructions.&#039;&#039;&#039; Some truly amazing roleplaying scenarios have come forth from trials that would violate pretty much every rule on proceedings in a realistic setting. Trials are ultimately an opportunity to enhance your roleplaying experience and yell &#039;&#039;&#039;OBJECTION!&#039;&#039;&#039; in a legitimate situation.&lt;br /&gt;
[[File:Courtroom.png|300px|thumb|alt=Forensics|[[Courtroom|The Courtroom]], where most trials are conducted. Green is the Defense, Red the Prosecution and Blue the Judge. The yellow square is the Witness Stand; the glass box can also be used to hold Witnesses if you want to keep them further away from the crowd and Defendant.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The difference between Criminal and Civil Law ==&lt;br /&gt;
This is an important distinction to make. In the real world, criminal law is everything that you will get sued over by the state, such as murder. Civil law is everything that you get sued over by a private party, for instance slander. On the station this translates as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Criminal Law:&#039;&#039;&#039; Everything that is explicitly against [[Ship Law]]. These cases are prepared for entirely in-house by the Security and Command departments, and typically involve crimes against the crew, the station or [[Nanotrasen]] itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Civil Law:&#039;&#039;&#039; Everything not covered explicitly by Ship Law, or that is simply not high profile enough for Security. For example, if the [[Clown]]&#039;s bike horn is stolen by the [[Janitor]], the Clown can try to sue the Janitor. If the [[Librarian]] is spreading slander about the [[Quartermaster]], they may get sued over that by the QM. These cases are prepared for by the [[Law Office]], maybe with a bit of help from the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
== Roles in the Court Room ==&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Role&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Side&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Description&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | &#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | Impartial&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | Leader of the proceedings. In trials without a Jury, this is the person who gives the verdict.&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | This will usually be the Captain or Head of Personnel for Criminal Law, since the Head of Security is per definition involved in those cases. If the case is Civil Law and the HoS is uninvolved, they may act as Judge too. &lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | &#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | Impartial&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | In trials with a Jury, they give the verdict instead of the Judge. The Jurors discuss the case among each other and vote for a verdict. Until this vote is unanimous, the verdict cannot be handed down.&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; |  Any random crewmember can get picked as a Juror, but they have to be impartial and unrelated to the case.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | &#039;&#039;&#039;Defendant&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | Defence&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | The person on trial.&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | The Defendant may chose to defend themselves, and can be summoned as a Witness, but not at the same time. On rare occasions, a trial can have more than one Defendant, for instance if an entire cult has been arrested at once.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | &#039;&#039;&#039;Defence Attorney&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | Defence&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | The attorney in charge of the Defence, tasked with getting a Not Guilty verdict, or at the very least the smallest possible punishment (such as permabrig instead of execution).&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | This will usually be a [[Lawyer]], but the Defendant can also choose to defend themselves. The Defence Attorney must be devoted to Defence, and can therefore not be someone who benefits from a Guilty verdict.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | &#039;&#039;&#039;Prosecutor&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | Prosecution&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | The attorney in charge of the Prosecution, tasked with getting a Guilty verdict.&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | In Criminal Law, this will usually be the person in charge of the prosecution, such as the HoS or the Detective, but it can also be a Lawyer. In Civil Law this will almost always be the Lawyer representing the accuser.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | &#039;&#039;&#039;Witnesses&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | Any&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | A person or people summoned to the witness stand for questioning and delivery of testimony. Both attorneys can summon witnesses.&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | Any person involved in the case can be called to the stand, including the Defendant (but only if the Defence approves and if the Defendant is not defending themselves). This may even include the [[AI]] if you use the holopad. This naturally excludes the attorneys and the Judge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bailiff&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| Responsible for order in the courtroom, and in charge of the [[Security Officer| Security Officers]] guarding it. If a Witness is summoned, it is the Bailiff&#039;s task to fetch that Witness.&lt;br /&gt;
| Usually the Warden, but can also be assigned to a Security Officer or another trusted person in a pinch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trial Systems ==&lt;br /&gt;
There are different ways in which you can conduct a trial. Here are a few examples.&lt;br /&gt;
&lt;br /&gt;
=== Bench Trial System ===&lt;br /&gt;
If you&#039;ve played any of the Ace Attorney games, you know exactly how this style of trial is performed. The key word is &#039;&#039;speed&#039;&#039;; this trial system is designed to counter the problems with endless trials that drag on forever, and to process criminals rapidly.&lt;br /&gt;
&lt;br /&gt;
In a Bench Trial, there is no jury. The Prosecution and Defence start with their opening statements, usually reinforced by presenting some basic evidence. At this point, one of both sides will usually call a Witness to the stand. The Witness is always fetched by the Bailiff and their subordinates. At the stand they give their testimony, which is then &#039;&#039;cross-examined&#039;&#039;; what this means is that the Defence and Prosecution may point out contradictions in the testimony, or ask the Witness to clarify parts.&lt;br /&gt;
&lt;br /&gt;
The goal for both sides is to convince the Judge of the verdict that benefits them, Guilty for the Prosecution and Not Guilty for the Defence. Once the trial has progressed to a point where there are no mysteries remaining and no evidence or Witnesses left the Judge will deliver this verdict, thus concluding the trial.&lt;br /&gt;
&lt;br /&gt;
=== Jury System ===&lt;br /&gt;
If a Jury is present at a trial, they will decide on the verdict instead of the Judge. During the trial, the Jury must be kept separate from the rest of the crew, and be granted plenty of private time to discuss the case. The trial will not end until all members of the Jury vote for the same verdict.&lt;br /&gt;
&lt;br /&gt;
=== Trial by Combat ===&lt;br /&gt;
This type of trial completely bypasses all legal systems, and is a test of strength between the Defence and the Prosecution. It&#039;s simply a fight in which the victorious party decides the verdict. If you want to perform this type of trial, ensure that all involved parties agree and &#039;&#039;&#039;get admin approval&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mistrial ==&lt;br /&gt;
A &#039;&#039;mistrial&#039;&#039; occurs when a trial violates the right procedures. If a mistrial is sustained, the trial ends before a verdict is declared. This does not mean the case is closed, however. Instead, a &#039;&#039;retrial&#039;&#039; will be necessary to reach a verdict. A few of the most common causes of a mistrial:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conflict of Interests:&#039;&#039;&#039; If the Judge or a member of the Jury is directly involved in the case, they may be incapable of delivering an impartial verdict. If the Prosecutor has something to gain with a Not Guilty verdict, or the Defence Attorney with a Guilty verdict, they are incapable of carrying out their assigned job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hung Jury:&#039;&#039;&#039; No, not that kind of hung. If the Jury fails to reach a verdict even after a reasonable amount of time, the trial might go on indefinitely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tampering:&#039;&#039;&#039; If external influence has been exercised on the Judge or the Jury, for instance bribery or extortion, they will lose their impartiality. Murder falls under Absence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misconduct:&#039;&#039;&#039; If someone present in the Court Room behaves in such a way that it prevents due process, the trial cannot proceed normally. For example when the courtroom suddenly explodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absence:&#039;&#039;&#039; If one or more people vital to the proceedings are missing, such as either attorney or a Judge, the trial cannot proceed normally. It might be a good idea to double-check the crew monitor and morgue.&lt;br /&gt;
&lt;br /&gt;
== Double Jeopardy ==&lt;br /&gt;
&#039;&#039;&#039;You cannot be prosecuted twice for the same crime.&#039;&#039;&#039; This is called &#039;&#039;double jeopardy&#039;&#039;, and it is an important principle in the legal world. Although it means that in theory, once you&#039;ve been found not guilty for a crime you can never be tried for it again, in practice you can be retried if new evidence surfaced since the verdict that sheds new light on the case. The reverse holds too; if you were found guilty of a crime, but new evidence may prove your innocence, you can also get retried... Unless you&#039;ve been executed and turned into burgers, of course.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_trials&amp;diff=7499</id>
		<title>Guide to trials</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_trials&amp;diff=7499"/>
		<updated>2017-05-25T20:43:04Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Space -&amp;gt; Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Important&lt;br /&gt;
|Title=This page is merely an [[IC]] roleplay suggestion like [[Space Law]]. &lt;br /&gt;
|Note=You can refer to this as a framework when you need to perform a trial.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The right to a fair trial is one of humanity&#039;s basic rights. Unfortunately we&#039;re in space, where basic rights are more like basic suggestions. In [[Space Law]], a trial is only required for capital punishments the Captain or Acting-Captain will not or cannot authorise. In the courtroom, all are equal, and all are subject to justice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is not an absolute set of instructions.&#039;&#039;&#039; Some truly amazing roleplaying scenarios have come forth from trials that would violate pretty much every rule on proceedings in a realistic setting. Trials are ultimately an opportunity to enhance your roleplaying experience and yell &#039;&#039;&#039;OBJECTION!&#039;&#039;&#039; in a legitimate situation.&lt;br /&gt;
[[File:Courtroom.png|300px|thumb|alt=Forensics|[[Courtroom|The Courtroom]], where most trials are conducted. Green is the Defense, Red the Prosecution and Blue the Judge. The yellow square is the Witness Stand; the glass box can also be used to hold Witnesses if you want to keep them further away from the crowd and Defendant.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The difference between Criminal and Civil Law ==&lt;br /&gt;
This is an important distinction to make. In the real world, criminal law is everything that you will get sued over by the state, such as murder. Civil law is everything that you get sued over by a private party, for instance slander. On the station this translates as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Criminal Law:&#039;&#039;&#039; Everything that is explicitly against [[hip Law]]. These cases are prepared for entirely in-house by the Security and Command departments, and typically involve crimes against the crew, the station or [[Nanotrasen]] itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Civil Law:&#039;&#039;&#039; Everything not covered explicitly by Ship Law, or that is simply not high profile enough for Security. For example, if the [[Clown]]&#039;s bike horn is stolen by the [[Janitor]], the Clown can try to sue the Janitor. If the [[Librarian]] is spreading slander about the [[Quartermaster]], they may get sued over that by the QM. These cases are prepared for by the [[Law Office]], maybe with a bit of help from the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
== Roles in the Court Room ==&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Role&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Side&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Description&lt;br /&gt;
! style=&#039;background-color:#bbbbbb;&#039; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | &#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | Impartial&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | Leader of the proceedings. In trials without a Jury, this is the person who gives the verdict.&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | This will usually be the Captain or Head of Personnel for Criminal Law, since the Head of Security is per definition involved in those cases. If the case is Civil Law and the HoS is uninvolved, they may act as Judge too. &lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | &#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | Impartial&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; | In trials with a Jury, they give the verdict instead of the Judge. The Jurors discuss the case among each other and vote for a verdict. Until this vote is unanimous, the verdict cannot be handed down.&lt;br /&gt;
| style=&#039;background-color:#90b1FF;&#039; |  Any random crewmember can get picked as a Juror, but they have to be impartial and unrelated to the case.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | &#039;&#039;&#039;Defendant&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | Defence&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | The person on trial.&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | The Defendant may chose to defend themselves, and can be summoned as a Witness, but not at the same time. On rare occasions, a trial can have more than one Defendant, for instance if an entire cult has been arrested at once.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | &#039;&#039;&#039;Defence Attorney&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | Defence&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | The attorney in charge of the Defence, tasked with getting a Not Guilty verdict, or at the very least the smallest possible punishment (such as permabrig instead of execution).&lt;br /&gt;
| style=&#039;background-color:#9FFFBF;&#039; | This will usually be a [[Lawyer]], but the Defendant can also choose to defend themselves. The Defence Attorney must be devoted to Defence, and can therefore not be someone who benefits from a Guilty verdict.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | &#039;&#039;&#039;Prosecutor&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | Prosecution&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | The attorney in charge of the Prosecution, tasked with getting a Guilty verdict.&lt;br /&gt;
| style=&#039;background-color:#FF9391;&#039; | In Criminal Law, this will usually be the person in charge of the prosecution, such as the HoS or the Detective, but it can also be a Lawyer. In Civil Law this will almost always be the Lawyer representing the accuser.&lt;br /&gt;
|-&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | &#039;&#039;&#039;Witnesses&#039;&#039;&#039;&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | Any&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | A person or people summoned to the witness stand for questioning and delivery of testimony. Both attorneys can summon witnesses.&lt;br /&gt;
| style=&#039;background-color:#FFFB86;&#039; | Any person involved in the case can be called to the stand, including the Defendant (but only if the Defence approves and if the Defendant is not defending themselves). This may even include the [[AI]] if you use the holopad. This naturally excludes the attorneys and the Judge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bailiff&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| Responsible for order in the courtroom, and in charge of the [[Security Officer| Security Officers]] guarding it. If a Witness is summoned, it is the Bailiff&#039;s task to fetch that Witness.&lt;br /&gt;
| Usually the Warden, but can also be assigned to a Security Officer or another trusted person in a pinch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trial Systems ==&lt;br /&gt;
There are different ways in which you can conduct a trial. Here are a few examples.&lt;br /&gt;
&lt;br /&gt;
=== Bench Trial System ===&lt;br /&gt;
If you&#039;ve played any of the Ace Attorney games, you know exactly how this style of trial is performed. The key word is &#039;&#039;speed&#039;&#039;; this trial system is designed to counter the problems with endless trials that drag on forever, and to process criminals rapidly.&lt;br /&gt;
&lt;br /&gt;
In a Bench Trial, there is no jury. The Prosecution and Defence start with their opening statements, usually reinforced by presenting some basic evidence. At this point, one of both sides will usually call a Witness to the stand. The Witness is always fetched by the Bailiff and their subordinates. At the stand they give their testimony, which is then &#039;&#039;cross-examined&#039;&#039;; what this means is that the Defence and Prosecution may point out contradictions in the testimony, or ask the Witness to clarify parts.&lt;br /&gt;
&lt;br /&gt;
The goal for both sides is to convince the Judge of the verdict that benefits them, Guilty for the Prosecution and Not Guilty for the Defence. Once the trial has progressed to a point where there are no mysteries remaining and no evidence or Witnesses left the Judge will deliver this verdict, thus concluding the trial.&lt;br /&gt;
&lt;br /&gt;
=== Jury System ===&lt;br /&gt;
If a Jury is present at a trial, they will decide on the verdict instead of the Judge. During the trial, the Jury must be kept separate from the rest of the crew, and be granted plenty of private time to discuss the case. The trial will not end until all members of the Jury vote for the same verdict.&lt;br /&gt;
&lt;br /&gt;
=== Trial by Combat ===&lt;br /&gt;
This type of trial completely bypasses all legal systems, and is a test of strength between the Defence and the Prosecution. It&#039;s simply a fight in which the victorious party decides the verdict. If you want to perform this type of trial, ensure that all involved parties agree and &#039;&#039;&#039;get admin approval&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mistrial ==&lt;br /&gt;
A &#039;&#039;mistrial&#039;&#039; occurs when a trial violates the right procedures. If a mistrial is sustained, the trial ends before a verdict is declared. This does not mean the case is closed, however. Instead, a &#039;&#039;retrial&#039;&#039; will be necessary to reach a verdict. A few of the most common causes of a mistrial:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conflict of Interests:&#039;&#039;&#039; If the Judge or a member of the Jury is directly involved in the case, they may be incapable of delivering an impartial verdict. If the Prosecutor has something to gain with a Not Guilty verdict, or the Defence Attorney with a Guilty verdict, they are incapable of carrying out their assigned job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hung Jury:&#039;&#039;&#039; No, not that kind of hung. If the Jury fails to reach a verdict even after a reasonable amount of time, the trial might go on indefinitely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tampering:&#039;&#039;&#039; If external influence has been exercised on the Judge or the Jury, for instance bribery or extortion, they will lose their impartiality. Murder falls under Absence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misconduct:&#039;&#039;&#039; If someone present in the Court Room behaves in such a way that it prevents due process, the trial cannot proceed normally. For example when the courtroom suddenly explodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absence:&#039;&#039;&#039; If one or more people vital to the proceedings are missing, such as either attorney or a Judge, the trial cannot proceed normally. It might be a good idea to double-check the crew monitor and morgue.&lt;br /&gt;
&lt;br /&gt;
== Double Jeopardy ==&lt;br /&gt;
&#039;&#039;&#039;You cannot be prosecuted twice for the same crime.&#039;&#039;&#039; This is called &#039;&#039;double jeopardy&#039;&#039;, and it is an important principle in the legal world. Although it means that in theory, once you&#039;ve been found not guilty for a crime you can never be tried for it again, in practice you can be retried if new evidence surfaced since the verdict that sheds new light on the case. The reverse holds too; if you were found guilty of a crime, but new evidence may prove your innocence, you can also get retried... Unless you&#039;ve been executed and turned into burgers, of course.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7498</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7498"/>
		<updated>2017-05-25T20:41:17Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Space -&amp;gt; Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security William Harshman&lt;br /&gt;
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy, and the [[Master-at-Arms]] is the second in command of Security. All security members take orders from them, and they takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Executive Officer]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The XO cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on.&lt;br /&gt;
# [[File:StunBaton.gif]] Take your [[Stun Baton]] from your backpack, put it inside the Security Belt.&lt;br /&gt;
# [[File:Flash.gif]] Take your [[Flash]], put it in the belt.&lt;br /&gt;
# [[File:Flashbang.gif]] Get a [[Flashbang]], put it in the belt.&lt;br /&gt;
# [[File:Pepperspray.png]] Get a [[Pepperspray]], put it in the belt.&lt;br /&gt;
# [[File:Handcuffs.png]] Take your [[Handcuffs]] from your backpack and put them in your pocket. Get an extra pair from the SecTech vending machine and put it in your belt.&lt;br /&gt;
# [[File:Hybrid_taser_seclight.gif]] Get your [[Taser]], get the Seclite from your belt and attach it to the Taser and put it back in your exosuit-slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra stunbaton from the locker.&lt;br /&gt;
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You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Ship Law|Law]]==&lt;br /&gt;
[[Ship Law]] is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn&#039;t (within reason).&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM, don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details&lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Ship Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS for orders, respond to calls for help, don&#039;t just sit in your office being useless!&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
* [[Department Standard Operating Procedure: Security]]&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Ship Law#Arrest / Processing Procedure|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give them a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened.&lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
:*Inform the [[Master-at-Arms]] or [[Head of Security]].&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse&lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room&lt;br /&gt;
:*Let a lynch mob harm your prisoner&lt;br /&gt;
:*Refuse their request to speak with legal counsel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[MA]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot&lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Master-at-Arms) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - no reason being the key words, don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your loyalty implants! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
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===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is the generally accepted standard.&lt;br /&gt;
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Criminals screaming that security is rouge or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
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A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated.&lt;br /&gt;
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===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup, consider asking the Master-at-Arms/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including tasers) will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;, unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the MA/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.&lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the MA/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 80% of bullet damage to the chest and head, they can be very helpful.  If the AI is still alive at this point, make sure it&#039;s called the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]]. &lt;br /&gt;
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The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
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===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
Polyacid to the face can melt the Wizard&#039;s hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/MA/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
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===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.&lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist&#039;s you are free to use lethal force to defend yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Master-at-Arms runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&amp;lt;!--- There is no prison wing&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&amp;lt;!--- No posts either&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Master-at-Arms have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the MA&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or MA can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7497</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7497"/>
		<updated>2017-05-25T20:40:25Z</updated>

		<summary type="html">&lt;p&gt;Ike709: DSOP: Security&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security William Harshman&lt;br /&gt;
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy, and the [[Master-at-Arms]] is the second in command of Security. All security members take orders from them, and they takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Executive Officer]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The XO cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on.&lt;br /&gt;
# [[File:StunBaton.gif]] Take your [[Stun Baton]] from your backpack, put it inside the Security Belt.&lt;br /&gt;
# [[File:Flash.gif]] Take your [[Flash]], put it in the belt.&lt;br /&gt;
# [[File:Flashbang.gif]] Get a [[Flashbang]], put it in the belt.&lt;br /&gt;
# [[File:Pepperspray.png]] Get a [[Pepperspray]], put it in the belt.&lt;br /&gt;
# [[File:Handcuffs.png]] Take your [[Handcuffs]] from your backpack and put them in your pocket. Get an extra pair from the SecTech vending machine and put it in your belt.&lt;br /&gt;
# [[File:Hybrid_taser_seclight.gif]] Get your [[Taser]], get the Seclite from your belt and attach it to the Taser and put it back in your exosuit-slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra stunbaton from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Ship Law|Law]]==&lt;br /&gt;
[[Ship Law]] is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn&#039;t (within reason).&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM, don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details&lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Ship Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS for orders, respond to calls for help, don&#039;t just sit in your office being useless!&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
* [[Department Standard Operating Procedure: Security]]&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give them a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened.&lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
:*Inform the [[Master-at-Arms]] or [[Head of Security]].&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse&lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room&lt;br /&gt;
:*Let a lynch mob harm your prisoner&lt;br /&gt;
:*Refuse their request to speak with legal counsel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[MA]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot&lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Master-at-Arms) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - no reason being the key words, don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your loyalty implants! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is the generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rouge or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup, consider asking the Master-at-Arms/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including tasers) will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;, unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the MA/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.&lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the MA/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 80% of bullet damage to the chest and head, they can be very helpful.  If the AI is still alive at this point, make sure it&#039;s called the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]]. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
Polyacid to the face can melt the Wizard&#039;s hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/MA/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.&lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist&#039;s you are free to use lethal force to defend yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Master-at-Arms runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&amp;lt;!--- There is no prison wing&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&amp;lt;!--- No posts either&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Master-at-Arms have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the MA&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or MA can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7496</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7496"/>
		<updated>2017-05-25T20:39:41Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Space -&amp;gt; Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security William Harshman&lt;br /&gt;
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy, and the [[Master-at-Arms]] is the second in command of Security. All security members take orders from them, and they takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Executive Officer]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The XO cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on.&lt;br /&gt;
# [[File:StunBaton.gif]] Take your [[Stun Baton]] from your backpack, put it inside the Security Belt.&lt;br /&gt;
# [[File:Flash.gif]] Take your [[Flash]], put it in the belt.&lt;br /&gt;
# [[File:Flashbang.gif]] Get a [[Flashbang]], put it in the belt.&lt;br /&gt;
# [[File:Pepperspray.png]] Get a [[Pepperspray]], put it in the belt.&lt;br /&gt;
# [[File:Handcuffs.png]] Take your [[Handcuffs]] from your backpack and put them in your pocket. Get an extra pair from the SecTech vending machine and put it in your belt.&lt;br /&gt;
# [[File:Hybrid_taser_seclight.gif]] Get your [[Taser]], get the Seclite from your belt and attach it to the Taser and put it back in your exosuit-slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra stunbaton from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Ship Law|Law]]==&lt;br /&gt;
[[Ship Law]] is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn&#039;t (within reason).&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM, don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details&lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Ship Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS for orders, respond to calls for help, don&#039;t just sit in your office being useless!&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give them a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened.&lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
:*Inform the [[Master-at-Arms]] or [[Head of Security]].&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse&lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room&lt;br /&gt;
:*Let a lynch mob harm your prisoner&lt;br /&gt;
:*Refuse their request to speak with legal counsel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[MA]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot&lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Master-at-Arms) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - no reason being the key words, don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your loyalty implants! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is the generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rouge or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup, consider asking the Master-at-Arms/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including tasers) will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;, unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the MA/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.&lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the MA/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 80% of bullet damage to the chest and head, they can be very helpful.  If the AI is still alive at this point, make sure it&#039;s called the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]]. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
Polyacid to the face can melt the Wizard&#039;s hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/MA/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.&lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist&#039;s you are free to use lethal force to defend yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Master-at-Arms runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&amp;lt;!--- There is no prison wing&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&amp;lt;!--- No posts either&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Master-at-Arms have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the MA&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or MA can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7495</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7495"/>
		<updated>2017-05-25T20:39:03Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Space -&amp;gt; Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security William Harshman&lt;br /&gt;
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy, and the [[Master-at-Arms]] is the second in command of Security. All security members take orders from them, and they takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Executive Officer]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The XO cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on.&lt;br /&gt;
# [[File:StunBaton.gif]] Take your [[Stun Baton]] from your backpack, put it inside the Security Belt.&lt;br /&gt;
# [[File:Flash.gif]] Take your [[Flash]], put it in the belt.&lt;br /&gt;
# [[File:Flashbang.gif]] Get a [[Flashbang]], put it in the belt.&lt;br /&gt;
# [[File:Pepperspray.png]] Get a [[Pepperspray]], put it in the belt.&lt;br /&gt;
# [[File:Handcuffs.png]] Take your [[Handcuffs]] from your backpack and put them in your pocket. Get an extra pair from the SecTech vending machine and put it in your belt.&lt;br /&gt;
# [[File:Hybrid_taser_seclight.gif]] Get your [[Taser]], get the Seclite from your belt and attach it to the Taser and put it back in your exosuit-slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra stunbaton from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Ship Law|Law]]==&lt;br /&gt;
[[Ship Law]] is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn&#039;t (within reason).&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM, don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details&lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS for orders, respond to calls for help, don&#039;t just sit in your office being useless!&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give them a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened.&lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
:*Inform the [[Master-at-Arms]] or [[Head of Security]].&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse&lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room&lt;br /&gt;
:*Let a lynch mob harm your prisoner&lt;br /&gt;
:*Refuse their request to speak with legal counsel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[MA]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot&lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Master-at-Arms) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - no reason being the key words, don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your loyalty implants! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is the generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rouge or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup, consider asking the Master-at-Arms/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including tasers) will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;, unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the MA/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.&lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the MA/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 80% of bullet damage to the chest and head, they can be very helpful.  If the AI is still alive at this point, make sure it&#039;s called the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]]. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
Polyacid to the face can melt the Wizard&#039;s hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/MA/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.&lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist&#039;s you are free to use lethal force to defend yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Master-at-Arms runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&amp;lt;!--- There is no prison wing&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&amp;lt;!--- No posts either&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Master-at-Arms have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the MA&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or MA can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7492</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7492"/>
		<updated>2017-05-22T20:52:10Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Adds a joke link to Clown Guideline 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Janitor.png|64px]][[Janitor]]=&lt;br /&gt;
#If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
#The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
#The Janitor may not make any surface slippery during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_barman.png|64px]][[Bartender]]=&lt;br /&gt;
#The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Master-at-Arms to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender&#039;s shotgun.&lt;br /&gt;
#The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
#The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
#The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
#The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chef.png|64px]][[Cook]]=&lt;br /&gt;
#The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
#The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
#The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
&lt;br /&gt;
=[[File:Botanist.png|64px]][[Botanist]]=&lt;br /&gt;
#Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
#Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_clown.png|64px]][[Clown]]=&lt;br /&gt;
#The Clown is permitted to slip anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel. This Guideline is null during Code Amber and General Quarters.&lt;br /&gt;
#The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
#The Clown must legitimately attempt to be [[Beyond the impossible|funny and/or entertaining]]. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
#The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines. This Guideline is null during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_lawyer.png|64px]][[Lawyer]]=&lt;br /&gt;
#The Lawyer is required to represent any prisoner requesting legal representation unless in violation of Guideline 3.&lt;br /&gt;
#The Lawyer cannot, however, force a prisoner to accept their legal representation.&lt;br /&gt;
#Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under [[Department Standard Operating Procedure: Security]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_librarian.png|64px]][[Librarian]]=&lt;br /&gt;
#The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
#The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chaplain.png|64px]][[Chaplain]]=&lt;br /&gt;
#The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
#The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
#The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
#The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=7489</id>
		<title>Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=7489"/>
		<updated>2017-05-21T19:12:13Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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=Generic bridge officer male.png&lt;br /&gt;
|img=Bridge officer spitzer.png&lt;br /&gt;
|jobtitle=Bridge Officer&lt;br /&gt;
|access=Maintenance, Outer Bridge, Bridge, Tactical Consoles&lt;br /&gt;
|additional=None&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|superior=[[Captain]], [[Head of Personnel]]&lt;br /&gt;
|duties=Fly the ship, shoot at enemy ships. &lt;br /&gt;
|guides=[[Guide to Bridge Officer]], [[Department Standard Operating Procedure: Command#Bridge Officer|Department Standard Operating Procedure]]&lt;br /&gt;
|quote=...I hope you all realissse I can&#039;t drive ssstick...&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|400px|thumb|alt=The Bridge|Your home away from home.]]&lt;br /&gt;
You are the Bridge Officer. Depending on when you joined, you&#039;re either the &#039;&#039;&#039;Weapons Officer&#039;&#039;&#039; or the &#039;&#039;&#039;Helms Officer&#039;&#039;&#039;. The Weapons Officer is in charge of the ship&#039;s anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. &#039;&#039;&#039;Both jobs are vital to completing the mission, and unless the other officer is absent, dead, or never showed up, you should remain at your console at all times, and listen to your superiors.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* Never abandon the ship. You should never intentionally be on a different z-level from the ship without admin permission. This does not apply when docking with a station to retrieve an objective, though that should be delegated.&lt;br /&gt;
* Be active when playing a Head of Staff. If you’re playing a command role and need to go AFK, offline, or otherwise leave then adminhelp to notify admins. WHEN YOU LEAVE, DO NOT SUICIDE OR GO BRAINDEAD. Enter a cryopod to free up the job slot for someone else. Do not join a round as a Head of Staff if you know you cannot stay for the entire round.&lt;br /&gt;
* Do not play the department’s Head of Staff unless you have experience and a basic understanding of performing all of the department’s jobs.&lt;br /&gt;
* Know and follow Ship Law and Standard Operating Procedure.&lt;br /&gt;
* Heads of Staff are, unless otherwise stated, expected to follow the role-specific rules of their underlings in addition to their own.&lt;br /&gt;
* Do &#039;&#039;&#039;NOT&#039;&#039;&#039; fire on either NanoTrasen or SolGov unless either:&lt;br /&gt;
** An admin gives you permission.&lt;br /&gt;
** Your mission objectives state you have to.&lt;br /&gt;
* Follow the Chain of Command. Know who you do and don’t outrank.&lt;br /&gt;
* Do not fire a MAC shell unless it is targeting a hostile ship. Wasting MAC ammo is griefing.&lt;br /&gt;
* Do not FTL jump while docked with a station or landed on a planet. Bad things happen.&lt;br /&gt;
* Do not leave anyone behind, except in an emergency such as the engine overheating or the ship being fired on while landed on a planet. Return for anyone left behind after the emergency has passed. Note: Stations and planets despawn in FTL if they do not have an active telecomms relay. &#039;&#039;&#039;This removes anyone aboard from the game.&#039;&#039;&#039;&lt;br /&gt;
* Unless the other bridge officer is absent on the bridge and you have a good reason to do so, do not touch the other bridge officer’s console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Weapons Officer:&#039;&#039; Know how targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC. &lt;br /&gt;
*&#039;&#039;Helms Officer:&#039;&#039; Fly the ship into and out of danger. Warn the crew when you go to jump or fly into orbit.&lt;br /&gt;
&lt;br /&gt;
==Ladies and Gentlemen, This is Your Pilot Speaking==&lt;br /&gt;
As a Helms Officer, your duty is to fly the ship. Your seat is front and center on the bridge, so you have the best view to parallel-park by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth [[Guide to Bridge Officer|in this guide]].&lt;br /&gt;
&lt;br /&gt;
Sometimes Centcomm will ask you to head to a specific planet. It&#039;s up to you as to how you plan to get the crew there. When you go to make the initial jump, you should check with Engineering and make sure the TEG is making power, and the plasma cans to the FTL drives are connected. Generally speaking, it&#039;s also a good idea to make sure your first jump is into friendly territory to ensure if something &#039;&#039;isn&#039;t&#039;&#039; set up, it can be fixed up without being shot to pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you jump without warning and it causes the death of a crewmember (i.e. leaving a salvage team behind), you may face both IC and OOC consequences.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;It is also a VERY good idea to undock from Centcom and any other stations BEFORE using FTL, otherwise the ship suffers damage and the station hates you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Art of Not Being Able to Shoot at Something On The Other Side of the Star System==&lt;br /&gt;
As a Weapons Officer, your duty is to defend your ship from enemy ships. This is done with the Tactical Console and the ship&#039;s onboard anti-ship battery, which consists of a [[Munitions|mass accelerator cannon]] and a phase cannon at roundstart. You are responsible for coordinating with the [[Munitions Officer]] about what shells to load. If one phase cannon isn&#039;t enough firepower, you can nag Engineering to get a spare circuit board out of Tech Storage and set up a second phase cannon: just know if a shot destroys your phase cannons, you won&#039;t have a spare board you can use to get that back online.&lt;br /&gt;
&lt;br /&gt;
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you&#039;re at a nav beacon and you target a ship that&#039;s not at the same nav beacon as you, you&#039;re wasting ammunition. Wasting ammunition&#039;s a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.&lt;br /&gt;
&lt;br /&gt;
Also note that targeting different areas of the enemy ship will yield different results if you go to salvage: For example, targeting the hull will destroy the cargo holds and thus reduce the available loot you can scrap from the wreckage, while targeting the weapons will reduce the chance of salvaging a new phase cannon.&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
Although the Executive Officer is technically your immediate supervisor, 99% of the time you&#039;ll be answering directly to the Captain or Acting Captain. It&#039;s important to keep the Captain informed and up-to-date on threat assessments. It&#039;s also generally a good idea to let them know when you enter or leave hostile space. If the Captain is dismissed or deceased, the Executive Officer becomes Acting Captain unless they or Centcomm elect someone else to be Acting Captain.&lt;br /&gt;
&lt;br /&gt;
While the Weapons Officer generally orders the Munitions Officer around in terms of ammo-loading, you should remember that they are both on the same level in the chain of command - neither one outranks the other. For example, a Munitions Officer is not obliged to allow a Weapons Officer into the Munitions Bay if asked to do so by the Weapons Officer, &#039;&#039;&#039;but it&#039;s a good idea to do so anyway if you want good communication.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Helms===&lt;br /&gt;
*Being on a planet does not protect you from the enemy.&lt;br /&gt;
*Coordinate with Engineering if you plan to stay planetside for a long time. If you are planetside, there is a planet blocking the heat exchangers from being able to radiate heat, and because of the way the TEG works, the Supermatter can easily delaminate from the cold loop being unable to cool.&lt;br /&gt;
*Forgetting to warn the crew before you make a jump is bad form and annoys the crew. Ideally you should give them at least 30 seconds&#039; warning, if possible, so they have enough time to object or get aboard.&lt;br /&gt;
*A captain&#039;s order to jump does not override Centcomm&#039;s order to stay.&lt;br /&gt;
*If you can grab a copy of a local station&#039;s yellow-pages, it will help in finding nearby stations easier.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*The onboard anti-ship battery will only hit targets at the same planet you&#039;re at. For example, if you&#039;re at a system&#039;s nav beacon, you will only be able to hit targets that are also at the nav beacon. &#039;&#039;This works both ways.&#039;&#039;&lt;br /&gt;
*The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.&lt;br /&gt;
*The enemy ships&#039; cargo holds are within their hulls. Targetting the hull on the tactical console will most likely destroy the loot.&lt;br /&gt;
*You start with one phase cannon at roundstart, but you can get Engineering to build another from Tech Storage. If you coordinate with the salvage team, you can easily get enough phase cannons to be able to destroy ships without firing the MAC &amp;lt;s&amp;gt;but that&#039;s no fun&amp;lt;/s&amp;gt;.&lt;br /&gt;
*It is impossible to get Nanotrasen to stop shooting at you if you accidentally (or intentionally) fire upon them without admin intervention. &#039;&#039;&#039;If you do accidentally fire upon Nanotrasen, ahelp it as soon as possible.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Executive_Officer&amp;diff=7488</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Executive_Officer&amp;diff=7488"/>
		<updated>2017-05-21T19:11:50Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 = Generic_hop.png&lt;br /&gt;
|img = Ian.PNG&lt;br /&gt;
|jobtitle = Executive Officer&lt;br /&gt;
|access = [[Chapel|Full]] [[Theatre|access]] [[Law Office|to]] [[Bar|all]] [[Hydroponics|civil]] [[Library|and]] [[Cargo Bay|supply]] [[Mining Station|departments]], Weapon Permit, [[Morgue]], [[Security Office]], [[Brig]], [[Research Division]], [[Medbay]], [[Engineering]], [[Construction Area]], [[Maintenance]], [[EVA]], [[AI Upload]], [[Bridge]], [[Vault]], [[Gateway]], XO locker, Personal Lockers, [[Computers#Identification_Console|Full ID console access]].&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Altering access on [[ID|ID cards]], manage civil and supply departments, being [[Ian]]&#039;s bodyguard, running the ship and completing the mission when the captain goes missing&lt;br /&gt;
|guides = [[Chain of Command]], [[Identification Card#ID Console Access List|Default ID Access List]], [[Paper_BBCode#Forms_Ready_for_Use|Guide to Paperwork]], [[Department Standard Operating Procedure: Command#Executive Officer|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Change your title from Clown to SUPREME OVERLORD? Sure, why not?&lt;br /&gt;
}}&lt;br /&gt;
You are the Executive Officer. You are the one on the left. The one on the right is a dog. You are not a dog. Your main responsibility is to sit in your [[Head of Personnel&#039;s Office|office]] and listen to people request access to X area or ask for Y job. You are also in charge of making sure the [[Quartermaster]] is managing the supply sector well and that each civil department is working. You are also &#039;&#039;the&#039;&#039; second in command, meaning you&#039;re above all other [[Chain of Command|heads]]. Should the worst come to pass, as well, you will need to assume command of the ship as acting Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* Never abandon the ship. You should never intentionally be on a different z-level from the ship without admin permission. This does not apply when docking with a station to retrieve an objective, though that should be delegated.&lt;br /&gt;
* Be active when playing a Head of Staff. If you’re playing a command role and need to go AFK, offline, or otherwise leave then adminhelp to notify admins. WHEN YOU LEAVE, DO NOT SUICIDE OR GO BRAINDEAD. Enter a cryopod to free up the job slot for someone else. Do not join a round as a Head of Staff if you know you cannot stay for the entire round.&lt;br /&gt;
* Do not play the department’s Head of Staff unless you have experience and a basic understanding of performing all of the department’s jobs.&lt;br /&gt;
* Know and follow Ship Law and Standard Operating Procedure.&lt;br /&gt;
* Heads of Staff are, unless otherwise stated, expected to follow the role-specific rules of their underlings in addition to their own.&lt;br /&gt;
* Do not hand out all access like it’s candy on Halloween. Notify a department’s Head of Staff if you give someone access to their department if possible. This does not apply during emergencies, or when giving Engineers and Scientists additional access for the purposes of repairing and improving ship hull or equipment. Just ask yourself “Does this person need access to this location?” &lt;br /&gt;
* People should not be given additional access to do someone else’s job. For example, giving a Shaft Miner access to Science when Scientists are already working on research.&lt;br /&gt;
* You are not a member of security, and should not involve yourself in security matters unless it is an emergency or you are Acting Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Stay at your desk for the first 10 minutes, and don&#039;t wander off far.&lt;br /&gt;
&lt;br /&gt;
== Responsibilites ==&lt;br /&gt;
[[File:HopOffice small.png|300px|thumb|[[Head of Personnel&#039;s Office|Your office.]] You sit in it.]]&lt;br /&gt;
&lt;br /&gt;
=== ID Changes ===&lt;br /&gt;
Your &#039;&#039;primary&#039;&#039; purpose is to sit at your desk and process people&#039;s requests for access. People often wish to change jobs, or require additional access in order to do their job more effectively (or further their dirty Syndicate goals). It&#039;s also your responsibility to wipe access from the IDs of troublemakers at the request of other heads.&lt;br /&gt;
&lt;br /&gt;
People will come to you with requests ranging from outlandish to mundane, so use your brain, ask a Head over the command channel for any objections before assigning someone to their department. Note that you will be held accountable if you give out access to a department without authorization from its head. Use common sense: [[Maintenance]] access isn&#039;t a big deal, access to [[Munitions]] is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you repeatedly ignore other heads of staff, adding people to departments randomly or handing out all access like candy, you can and likely will be contacted by an admin.  Repeatedly handing out access to others in a way that causes problems for the ship and the mission will result in you losing the ability to play as the Executive Officer, so be mindful of what you do with that access computer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Your ID ====&lt;br /&gt;
If you plan to make yourself an all-access Hero the ship deserves, bear in mind that access is not equivalent to permission, and security will arrest you and throw you in the Brig or the [[Captain]] may demote you if you&#039;re seen waltzing into high security areas you&#039;re not supposed to be in. Talk to the head of the department you&#039;re visiting, and ask before taking anything valuable.&lt;br /&gt;
&lt;br /&gt;
=== Job Slots ===&lt;br /&gt;
Your ID console has the ability to open and close slots for the majority of jobs. This is useful for &amp;lt;s&amp;gt;opening infinite clown positions oh god&amp;lt;/s&amp;gt; situations where no more positions remain available, and helps greatly to stem the sudden influx of 20+ assistants clamoring for access. This is also a good tool to use when somebody who has taken a valuable job is either dead, demoted, traitorous, or an all-around useless butt.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re feeling creative, make up your own jobs with custom titles and access levels. There&#039;s a world of fun [[Assistant#gimmicks|gimmicks]] you can play around with.&lt;br /&gt;
&lt;br /&gt;
=== Departmental Management ===&lt;br /&gt;
As Executive Officer, you are [[Chain of Command|second in command]], and unlike the HoP, you&#039;re above the other heads. The service and supply departments, however, still fall under your jurisdiction. Nobody in these departments is going to listen to whatever stupid orders you give, but feel free to befriend the Quartermaster by opening secure crates for them, smoke weed with the botanists, or listen to the concerns of the miners/salvage team.&lt;br /&gt;
&lt;br /&gt;
=== Acting Captain ===&lt;br /&gt;
You may want to read [[Captain#Tips|this]] and/or [[Captain#Running_the_Bridge|this]] for quick guidelines if the following falls to you. If the real Captain is KIA, MIA, or simply never arrives, the Chain of Command dictates that it is your job to &amp;lt;s&amp;gt;start a massive civil war against Security with your buddies in Cargo&amp;lt;/s&amp;gt; step up and assume the position until they return or are replaced. If this is the case at the start of the round, it is typically wise to make your first order of business the securing of the important items inside the [[Captain&#039;s Quarters]]: The Captain&#039;s Spare ID, the Nuclear Authentication Disk, and the corresponding Pinpointer. Picking up the Hand Teleporter never hurt anybody as well, considering it makes for a powerful escape tool in emergency situations. Do not forget that you will, in fact, need to up your access (Preferably to Captain levels) to do so. The Pinpointer is often best left in the hands of the Head of Security or the Warden, so that they can find your battered corpse or the perpetrator of your murder - Or track you down, if you give them reason.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t take too long to secure the Captain&#039;s items, or else either the Head of Security or the [[Clown]] (he will, believe me) will take the mandate of Acting Captain upon themselves. Either way its a fight you&#039;ll have a hard time winning unless you act quick and decisively.&lt;br /&gt;
&lt;br /&gt;
=== Crew Relations ===&lt;br /&gt;
Due to your low workload compared to other heads, it&#039;s a good idea to always pay attention to general radio. People will often try to use this to summon you to your office when they need an ID upgrade. Aside from that it never hurts to have an awareness of what&#039;s going on in the ship. Chat with the crew so they know you&#039;re not the stereotypical helmeted all-access mute that has come to epitomize the position.&lt;br /&gt;
&lt;br /&gt;
=== Ian ===&lt;br /&gt;
Just so we&#039;re clear. Ian is &#039;&#039;your&#039;&#039; little buddy. Protect him from the [[traitor|various]] [[assistant|dangerous]] [[clown|criminals]], and make sure he escapes on the shuttle alive. This is your most important job of all.&lt;br /&gt;
&lt;br /&gt;
== Taking a Stroll as John Doe ==&lt;br /&gt;
When [[Revolution]] abounds, you will be one of the more well armed and threatening heads. A tendency for disappearing acts makes the Executive Officer usually the hardest head to kill.&lt;br /&gt;
&lt;br /&gt;
You first move should be to [[Guide_to_construction#Computers_2|deconstruct]] your ID console and [[Guide_to_construction#Computers|reassemble]] it somewhere more secure (probably [[Security_Office|security]]). Leave an ID computer ID in it so security officers, heads and the implanted can give themselves all-access.&lt;br /&gt;
&lt;br /&gt;
If shit hits the fan and you need to hide, pick a job where it&#039;s natural to be wearing a mask that hides your face. [[Scientist]], [[engineer]], [[mime]] and [[clown]] are all good examples. Make yourself a Captain ID with that job title and a false name. Travel to where the equipment lockers for that job are kept, and get dressed. Put your old clothes and equipment in your old backpack and put it into the locker, locking it after you&#039;re finished. If you leave your XO&#039;s jumpsuit lying beside an open Engineer locker, anyone who sees it will figure out what you&#039;re disguised as. If you want to be an even more stealthy XO, head to genetics and turn a monkey into a human. Proceed to stab yourself with the UI+UE of said monkey. Then just go and use your ID console to get an all access ID with your new name on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;If you&#039;re the last remaining head, in the interest of fair play, you should try to escape the z-level instead of extending the round for your own benefit at the expense of all the dead people stuck sitting out. This will cause the revolutionaries to win, but you will survive. Self-preservation is a valid reason for ending the round.&amp;lt;/s&amp;gt;&lt;br /&gt;
Going out in the MAC Cannon is always a fun experience.&lt;br /&gt;
&lt;br /&gt;
== Gangs ==&lt;br /&gt;
You have the ability to mass produce all-access IDs, and you do not start the round loyalty implanted. As a result of this, you are a prime target for conversion. As soon as you hear that a gang has been discovered, move your ID console to security and get yourself implanted, assuming security hasn&#039;t been made [[Gangs|an offer they can&#039;t refuse]].&lt;br /&gt;
&lt;br /&gt;
It is in your best interest to cooperate with security early on, as Gangs tend to bring out the worst in security, and being on their side early on can spare you a lot of pain later on. Unless of course you&#039;ve already pledged your allegiance to a gang.&lt;br /&gt;
&lt;br /&gt;
== Revolution ==&lt;br /&gt;
Similarly to Gangs, the Executive Officer has the third ID that can be used to manage access levels for ID cards. Picture the biggest set of crosshairs you can imagine, and then picture them on your back. Get the hell outta dodge as soon as you can.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* As a fail-safe, you can remove your own ID console access after granting it to a special blank card. This should slow people down who attempt to use your stolen ID to hand out all-access. &lt;br /&gt;
* A good tactic is to have three ID cards on you. One ID is you general ID card (but with ID Console access removed), a second blank card is your hidden all access ID card (with ID Console access removed), and the final card is you actual ID Console access card. Hide or place your two special access cards somewhere (one of your ID Card boxes helps) and shuffle the deck. This will make it extremely hard for anyone who killed you to figure out which card is the all access.&lt;br /&gt;
* You can heal Ian by applying bruise packs to him.&lt;br /&gt;
&lt;br /&gt;
== Inhuman Resources ==&lt;br /&gt;
Short of a Chief Engineer tasked with stealing his own blueprints, traitor XO is the easiest traitor job on the ship. Give yourself all-access, use cargo for free guns, try to become acting captain and turn the ship into your personal playground of terror.&lt;br /&gt;
You can do a few fun things&lt;br /&gt;
*Voice Changer can allow you to  fake any kind of crisis if the AI isn&#039;t a problem. Come up with 5 names, switch between the IDs, have them yelling about nuclear ops/wizard/blob for a quick shuttle call.&lt;br /&gt;
*If you manage to become a Captain, buy a Emag, swipe it along the communications console and send a message to the Syndicate for special Captain Traitor objectives.&lt;br /&gt;
*If you depose the Captain you can all but put Security under your thumb. But be wary to not get on the nerves of the Head of Security, he&#039;s the only person on ship who would dare to confront the Captain and win.&lt;br /&gt;
*Buying a syndicate Encryption Key can be an easy way to cause chaos, as the XO speaking with other syndicates and giving them all access can easily let them take over the ship.&lt;br /&gt;
*Don&#039;t be too obvious in giving other traitors/antags all access. The moment security/the Captain finds someone will all access they will instantly figure out who gave it to them, AKA you! &lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Captain&amp;diff=7487</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Captain&amp;diff=7487"/>
		<updated>2017-05-21T19:11:24Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 = Generic_captain.png&lt;br /&gt;
|img = Captain action.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and [[Nanotrasen]] Officials&lt;br /&gt;
|duties = Be responsible for the ship and your mission, manage your [[Heads of Staff]], [[Beyond the impossible|Keep the crew alive]], be prepared to do anything and everything or die horribly trying.&lt;br /&gt;
|guides = [[Chain of Command]], [[Ship Law]], [[Guide to Trials]], [[Department Standard Operating Procedure: Command#Captain|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = &amp;quot;We haven&#039;t found a single Syndicate ship. Time to head for the Syndicate capital, I guess!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CaptainsQuarters.png|300px|thumb|alt=Captain&#039;s Quarters|[[Captains Quarters|Your personal office and quarters]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You shouldn&#039;t go Captain unless you are good at communicating, [[SpaceSHIP|know]] [[Aetherwhisp|the]] [[Trailblazer|map]], and know the [[Jobs|roles]] aboard the ship.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the Captain, the top of the [[Chain of Command]]. It is your duty to ensure the stability and productivity of the ship, as well as carrying out directives or missions from [[Centcom]].&lt;br /&gt;
&lt;br /&gt;
You should have experience of all Heads of Staff jobs. At round start, &#039;&#039;&#039;take the Nuclear Disk with you&#039;&#039;&#039;, call the Heads to report in and keep checking in from time to time on what needs to be done and who should do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* Never abandon the ship. You should never intentionally be on a different z-level from the ship without admin permission. This does not apply when docking with a station to retrieve an objective, though that should be delegated.&lt;br /&gt;
* Be active when playing Captain. If you’re playing a command role and need to go AFK, offline, or otherwise leave then adminhelp to notify admins. WHEN YOU LEAVE, DO NOT SUICIDE OR GO BRAINDEAD. Enter a cryopod to free up the job slot for someone else. Do not join a round as a Captain if you know you cannot stay for the entire round.&lt;br /&gt;
* Do not play the Captain unless you have experience and a basic understanding of performing all of the department’s jobs.&lt;br /&gt;
* Know and follow Ship Law and Standard Operating Procedure.&lt;br /&gt;
* Heads of Staff are, unless otherwise stated, expected to follow the role-specific rules of their underlings in addition to their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Secure dat fukken disk, secure the pinpointer, secure the spare Captain&#039;s ID. Only use your authority when it is really required, the Heads of Staff are there for a reason.&lt;br /&gt;
&lt;br /&gt;
==Howdy, Skipper!==&lt;br /&gt;
&lt;br /&gt;
===Being a Captain – Basics===&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|thumb|400px|alt=Bridge|The [[Bridge]]]]&lt;br /&gt;
&lt;br /&gt;
The Captain has [[Captains Quarters|spacious quarters]], complete with &amp;lt;s&amp;gt;[[Arcade Machine|arcade machine]],&amp;lt;/s&amp;gt; ID computer and Communications console, a [[High-risk_items#Jet_Pack|Jetpack]], a [[High-risk_items#Hand_teleporter|hand teleporter]], the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]], an SSU with a spaceworthy suit of armor and helmet, an energy gun, and a pressurized and humidity controlled display case with your pride and joy, an [[High-risk_items#Captain.27s_Antique_Laser_Gun|antique laser gun]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably best to leave the gun where it is, as the case has been outfitted with a handy anti-theft system. You&#039;ll probably also be mocked if you carry it around with you. &lt;br /&gt;
&lt;br /&gt;
There is also a locked wooden box in your office filled with medals. These can be awarded to your crew to commend them for exemplary service.&lt;br /&gt;
&lt;br /&gt;
At the start of your mission, take your spare ID &#039;&#039;&#039;and nuclear authentication disk&#039;&#039;&#039; and put them in your backpack. If you&#039;ve done that, you&#039;ve done half your job already. If you&#039;re feeling particularly vulnerable, give your [[pinpointer]] to the Head of Security. After this, walk around the ship and command people. Once you&#039;ve checked in with the Heads of Staff and the FTL and Shields are setup, head for the [[Bridge]] to begin the real job of commanding your [[Bridge Officer|officers]].&lt;br /&gt;
&lt;br /&gt;
===Head of Heads===&lt;br /&gt;
&lt;br /&gt;
When you’re not fighting Revolutionaries, Traitors, Syndicates and Wizards, you are monitoring the crew and directing the [[Bridge Officer|bridge staff]].  You are on the top of the food chain, and possess the ultimate authority over everyone and everything on your ship.&lt;br /&gt;
&lt;br /&gt;
You are the Judge, the final word, the Big Guy. You have the ultimate veto power over all matters and is the only person who can authorize an execution without a trial. Anyone who questions your authority can technically be tried for mutiny (but trying someone who says &amp;quot;this captain sucks&amp;quot; is pretty silly). There really is no way to tell you exactly &#039;&#039;how&#039;&#039; to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do not involve yourself when there is somebody else available to do the job.&#039;&#039;&#039; Why have a [[Head of Security]] if you&#039;re going to involve yourself in every security matter? If there isn&#039;t a head for a specific department, promote a new one. It will make your life so much easier.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; You should never have to do any manual task yourself. If someone says &#039;Captain, there&#039;s a plasma leak!&#039; then you should order your [[Chief Engineer]] to go fix it. Do not attempt to fix it yourself, as you will put yourself in unnecessary danger.&lt;br /&gt;
#&#039;&#039;&#039;Follow the [[Chain of Command]].&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process as they are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Stay alert.&#039;&#039;&#039; You have a big target on your back. It is likely you&#039;ll be a prime Traitor target just for your all-access ID. With this in mind, you may want to spend a fair bit of time lounging in the security of the [[Bridge]].&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a war path, the greytide making it&#039;s sweep over the center of the ship, and the occasional aftermath of an Armageddon against the ship thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Running the Bridge===&lt;br /&gt;
Thought you were just going to run around and do whatever you want the entire shift? Nah. You&#039;re actually needed at the [[Bridge]] to command your [[Bridge Officer|crew]] to complete your mission issued to you by Centcom as clean as possible. Of course you will come across bumps along the road and no mission will be perfect, but sometimes you just have to give a little to take a little.&lt;br /&gt;
Missions range from eliminating a set number of enemy ships or retrieving a high value item and returning back to the Capital with it. Make sure you announce to your crew the objective so that they may support you and back you up, and so that [[Station Engineer|important]] [[Security Officer|people]] know what to expect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;COMMUNICATION IS VERY IMPORTANT:&#039;&#039;&#039; Your officers are looking up to you for input and direction, and sitting in your chair staring blankly ahead without saying a word until prompted is bad captaincy, worrying, and just boring all together. &#039;&#039;Interact&#039;&#039; with your crew! Ask for all heads of staff to check in! Chime into department radios to see how things are going! Seize the reins! &#039;&#039;&#039;Be the captain this ship needs!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly… unless you’re a traitor. Then go crazy.&lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programed them to be sensitive to law changes. Besides, Nanotrasen wouldn&#039;t want another SHODAN fiasco happening again.&lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the AI announces you are in their upload, uploading laws, people will likely form a lynch mob, regardless of whatever laws you upload, if you even upload any.&lt;br /&gt;
&lt;br /&gt;
=== Those Assholes From Corporate ===&lt;br /&gt;
&lt;br /&gt;
With your fancy title, medals, and luxurious excesses it&#039;s easy to forget that there is an outside, higher power scrutinizing your every move. &lt;br /&gt;
&lt;br /&gt;
Contact with Central Command may be few and far between, but you&#039;re expected to follow any directives issued by them. Centcom will usually issue directives and updates on activities in your sector through the Communications Console located on the Bridge and your office.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unlucky, you might have to deal with a visit from a [[Centcom Official]] or Commander. Official visits vary from standard performance reviews, internal investigations, or some other kind of corporate meddling. Whatever the case may be, it is important that you try and keep the Official happy throughout their visit. If all else fails, just make sure you can&#039;t be blamed for anything that goes wrong.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind that you still hold authority over any Officials on your ship. That is, as long as you&#039;re still the legitimate Captain.  If you piss off the wrong guy you might find yourself relieved of command. If the official is causing trouble, though, you are well within your right to have them arrested, and then contact THEIR superior with a complaint.&lt;br /&gt;
&lt;br /&gt;
Contacting Centcom on your own is possible through the use of Communications Consoles, but unless the transmission is urgent it will likely get caught up for weeks in Centcom&#039;s notorious bureaucracy. Even then, it&#039;ll be a crapshoot.&lt;br /&gt;
&lt;br /&gt;
===Abandoning Ship===&lt;br /&gt;
&#039;&#039;&#039;You are ultimately responsible for the ship and its mission.&#039;&#039;&#039; It is not uncommon for Captains to be court-martialled or even executed if he or she should decide to abandon their ship, regardless of condition. As they hold the ultimate responsibility for the ship and its crew, losing them could likely be perceived by your superiors as desertion, mutiny, gross negligence, and/or sedition.&lt;br /&gt;
&lt;br /&gt;
So keep this in mind when you are facing disaster. Permit no evacuations without your explicit authorization. You should be doing your utmost in keeping the ship up and running --lest you go down with the ship, either one way or the other.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Tell your heads to keep you up to speed on their department&#039;s tasks! You can save yourself the chat spam by only tuning into department channels that don&#039;t have a (reliable) head.&lt;br /&gt;
* Although you shouldn&#039;t involve yourself in most affairs, this doesn&#039;t mean you can&#039;t. If some people aren&#039;t doing a good job keeping their situations under control, motivate them! If you must leave the bridge to help with a situation, however, please tell your [[Bridge Officer|officers]], otherwise they&#039;ll be left wondering why their head just sprinted out of the bridge without a word.&lt;br /&gt;
* Executing without a trial by MAC is fun and all but it can cause quite a stir among the crew. Unless the subject is constantly interfering with everything they can get involved with, you should be lenient before proceeding to the death sentence. Executing anyone who looks at you the wrong way doesn&#039;t earn you many favors with the crew.&lt;br /&gt;
* If the Bridge gets hit or power goes out during combat, the rest of the ship is as good as dead. It may be wise to instruct an [[Station_Engineer|Engineer]] to build a SMES on the bridge.&lt;br /&gt;
* As Captain, you should always be carrying the Nuke Disk: The [[Head of Security]] spawns with the pinpointer, so he can find your inevitable corpse.&lt;br /&gt;
* The Nuke Disk can fit in a wallet. Now the operatives have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, in a backpack full of boxes, in the AI upload.&lt;br /&gt;
* Never, NEVER, put the Nuke Disk into your safe. Anyone who needs to steal it WILL be able to easily steal it with an emag or similar.&lt;br /&gt;
* The default Captain&#039;s Hat is both heavily armored and spaceworthy, making it both a fashionable and robust choice of headgear&lt;br /&gt;
* Don&#039;t go nuts and run off by yourself. You&#039;re not a one man army and no one else on the ship has your level of access, rushing head along into a Medbay Cult, only to discover the rest of security doesn&#039;t have access to follow through the front doors to help you, can quickly lead to disaster.&lt;br /&gt;
&lt;br /&gt;
==I Am the State==&lt;br /&gt;
&#039;&#039;&#039;NOTE: By default the Captain cannot be an antagonist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traitor Captain is less about completing your objectives and more about turning the entire ship into your own private playroom. With your access and authority you can pretty much take anything you want, and dispatching a lowly subordinate shouldn&#039;t take much effort at all. Chances are you won&#039;t even need to open your syndicate uplink.&lt;br /&gt;
&lt;br /&gt;
You have more freedom than any traitor could dream of. Liberally hand out execution orders, release and pardon criminals, give the clown all-access, release the singularity, reprogram the AI to fuel your ego, or just generally act like a comdom and demote anyone who gets in your way. Just make sure that you&#039;re at least trying to be subtle.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
&lt;br /&gt;
The only person with more potential to fuck things up than you is the AI, and they’re probably not going to do that. So watch your step, your back, and your crew, or you may just end up floating through space wondering why your Oxygen tank is filled with plasma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a special note&#039;&#039;&#039;, the [[Administrators|gods]] tend to notice the actions of the captain quite a bit more often than they do [[chaplain|anyone]] [[clown|else]].&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Command&amp;diff=7486</id>
		<title>Department Standard Operating Procedure: Command</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Command&amp;diff=7486"/>
		<updated>2017-05-21T19:10:29Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Dept SOP page for Command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Captain_action.png|64px]][[Captain]]=&lt;br /&gt;
#The Captain may not change the alert level to circumvent any laws or [[Standard Operating Procedure#Department SOP|Department Standard Operating Procedure]] Guidelines. The alert level must always be set to the appropriate level.&lt;br /&gt;
#The Captain is still subject to [[Ship Law]].&lt;br /&gt;
#The Captain is not permitted to perform regular Security duty. However, they may still assist Security if they see a crime being committed.&lt;br /&gt;
#The Captain may not take Armory equipment outside of Code Amber or General Quarters, and the Captain must return it once the alert level is lowered.&lt;br /&gt;
#If a department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position.&lt;br /&gt;
#The Captain is to ensure that [[Ship Law]] is being correctly applied. This should be done in cooperation with the Head of Security.&lt;br /&gt;
#The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the department. Said Acting Head of Staff must be a member of the department they are to lead.&lt;br /&gt;
#The Captain may not fire or demote any Head of Staff without reasonable justification (ie: incompetency, criminal activity, repeatedly breaking [[Standard Operating Procedure#Department SOP|Department Standard Operating Procedure]], or otherwise any action that endangers/compromises the ship and/or crew).&lt;br /&gt;
#The Captain must have the approval of at least two Heads of Staff to modify the AI’s lawset. The Captain must order the AI to state their new laws immediately after uploading them. This Guideline is null if the ship lacks two Heads of Staff.&lt;br /&gt;
#The Captain may only order the execution of a crewmember in compliance with [[Ship Law]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_hop.png|64px]][[Executive Officer]]=&lt;br /&gt;
#The Executive Officer must inform the relevant Head of Staff when giving a crewmember a job in their department.&lt;br /&gt;
#The Executive Officer may not grant themself all access.&lt;br /&gt;
#The Executive Officer may not grant anyone all access unless there is an extreme emergency.&lt;br /&gt;
#The Executive Officer may not grant someone access to an additional department if said department is staffed (e.g. don’t give Shaft Miners access to Science while Scientists are already doing research). However, the Executive Officer can transfer crewmembers to other departments in compliance with Guideline 1.&lt;br /&gt;
#The Executive Officer may not fire or demote any crewmember without authorization from the relevant Head of Staff, unless they have violated [[Ship Law]] or [[Standard Operating Procedure#Department SOP|Department Standard Operating Procedure]].&lt;br /&gt;
#The Executive Officer is free to utilize paperwork at their discretion. However, during emergencies, expediency should take precedence over bureaucracy.&lt;br /&gt;
#The Executive Officer must report to their desk when a crewmember requests it.&lt;br /&gt;
#The Executive Officer is in charge of Supply, however, it is recommended to let the Quartermaster handle things.&lt;br /&gt;
#The Executive Officer is bound to the same Guidelines regarding ordering crates as the Quartermaster and Cargo Technicians.&lt;br /&gt;
#The Executive Officer is not permitted to perform Security duty.&lt;br /&gt;
#The Executive Officer is permitted to carry any nonlethal weaponry, plus an energy gun, for self defense only.&lt;br /&gt;
#The Executive Officer must follow the same Head of Staff promotion/demotion Guidelines as the Captain.&lt;br /&gt;
#The Executive Officer is not permitted to open extra job slots for civilian slots unless the original crewmember of this job is dead or missing; entering cryosleep does not count.&lt;br /&gt;
&lt;br /&gt;
=[[File:Bridge_officer_spitzer.png|64px]][[Bridge Officer]]=&lt;br /&gt;
#Bridge Officers may not fire on SolGov or Nanotrasen.&lt;br /&gt;
#Bridge Officers may not fly into the Syndicate capital without specific orders to do so.&lt;br /&gt;
#Bridge Officers may only use their designated console unless the other Bridge Officer is not in the bridge.&lt;br /&gt;
#Bridge Officers may not waste MAC ammunition. Only fire it while targeting hostile ships that are &#039;&#039;&#039;in range&#039;&#039;&#039;.&lt;br /&gt;
#Bridge Officers may not move the ship if doing so will leave behind crewmembers.&lt;br /&gt;
#Bridge Officers must announce that they are moving the ship and give ample time for crewmembers to get on board.&lt;br /&gt;
#Bridge Officers are permitted to FTL jump during combat if they believe the ship will not survive. This Guideline supersedes any orders given by the Captain or Executive Officer.&lt;br /&gt;
#Bridge Officers are permitted to detain unauthorized crewmembers on the bridge, however, Security must be notified immediately and the prisoner must be turned over to them.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Munitions_Officer&amp;diff=7485</id>
		<title>Munitions Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Munitions_Officer&amp;diff=7485"/>
		<updated>2017-05-21T02:03:37Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_munitions_officer_male.png&lt;br /&gt;
|img = Munitions officer bombsuit.png&lt;br /&gt;
|jobtitle = Munitions Officer&lt;br /&gt;
|access = [[Cargo Office|Delivery Office]], [[Munitions]], MO office, Outer Bridge, [[Bridge]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Load the mac cannon&lt;br /&gt;
|guides = [[Guide to munitions]], [[Munitions]], [[Department Standard Operating Procedure: Supply#Munitions Officer|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = &amp;quot;WARNING: There is a loaded shell inside the MAC cannon! Are you sure you want to open it? &amp;gt;Yes&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Munitions Officer. You wanted to fire the MAC cannon, but the Weapons Officer position was already taken. Or maybe you [[beyond the impossible|actually wanted to load the MAC cannon]]. Whatever the reason, you&#039;re in charge of the main arm of the NSV Astraeus&#039;s anti-ship battery, the Mass Accelerator Cannon cannon. &amp;lt;!-- redundant acronym syndrome syndrome ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* DO &#039;&#039;&#039;NOT&#039;&#039;&#039; EJECT AN ARMED SHELL FROM THE MAC. IT WILL EXPLODE. This is griefing.&lt;br /&gt;
* Listen to your [[Bridge Officer|Weapons Officer]] regarding what shell to load in the [[Munitions|MAC]]. They know more about the situation than you do&lt;br /&gt;
* Do not let anyone into Munitions without good reason. You will be held responsible if anything bad happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Load the MAC cannon without blowing yourself or Munitions up.&lt;br /&gt;
&lt;br /&gt;
==Lock and load.==&lt;br /&gt;
[[File:Mac loaded warning.png|200px|thumb|right|Trust us... you&#039;ll want to hit &amp;quot;no&amp;quot;.]]&lt;br /&gt;
The MAC cannon is your responsibility, so it&#039;s probably best to start off with a quick how-to guide to loading it:&lt;br /&gt;
&lt;br /&gt;
# Open the MAC cannon&#039;s breech. (If you get a pop-up warning like the one shown to the right, there is a live round already loaded and you do &#039;&#039;&#039;not&#039;&#039;&#039;  want to unload it.)&lt;br /&gt;
# Use the munitions console in the office and select a round.&lt;br /&gt;
# Turn on the conveyor belt and wait for the round to move itself onto the loading tray.&lt;br /&gt;
# Use a multitool on the round to toggle the arming mechanism. If the lights are flashing, the round is armed. &#039;&#039;You can disarm a round if it&#039;s outside the MAC cannon by using a multitool again.&#039;&#039;&lt;br /&gt;
# Close the MAC cannon&#039;s breech. &lt;br /&gt;
&lt;br /&gt;
Congratulations, the MAC is now loaded. &#039;&#039;&#039;Once there is an armed shell in the MAC, you&#039;ve passed the point of no return - you cannot unload it without it detonating.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
As a Munitions Officer, your chain of command is slightly odd: While your immediate superior is the Executive Officer, you&#039;re most likely going to be taking orders from the Weapons Officer or the Captain. You and the Weapons Officer are at the same level on the Chain of Command - neither one of you outranks the other. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to listen to them when they tell you what type of ammo to load because they&#039;re better-equipped to make informed decisions about what ammo would be most effective, but if they ask for you to allow them into the Munitions Bay, for example, you are not required to honor that request. If in doubt, ask the Head of Personnel for advice.&lt;br /&gt;
&lt;br /&gt;
==Give me another HE!==&lt;br /&gt;
&lt;br /&gt;
There are three different types of ammunition you&#039;ll be using, each listed here: &amp;lt;!-- damage values obtained from https://github.com/FTL13/FTL13/blob/master/code/game/objects/structures/cannon_shell.dm ---&amp;gt;&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Shell type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=50|Damage &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_he.png|32px]]&amp;lt;br&amp;gt;High Explosive&lt;br /&gt;
|5&lt;br /&gt;
|A large shell designed to deliver a high-yield warhead upon high-speed impact with solid objects. This is a good round to load all-together unless the WO has other plans.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sh.png|32px]]&amp;lt;br&amp;gt;Smart Homing&lt;br /&gt;
|3&lt;br /&gt;
|A large shell designed with maneuvering jets and a targeting computer integrated into the sabot to allow for course corrections during flight. Delivers a medium-yield warhead upon impact.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sp.png|32px]]&amp;lt;br&amp;gt;Shield Piercing&lt;br /&gt;
|1&lt;br /&gt;
|A large shell containing bluespace disrupter technology that is designed to phase through shields. Delivers a low-yield warhead upon impact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your WO should either tell you what to load, or come up with a battle plan with you before the shells start flying. If they don&#039;t, nag them until they tell you which shell you need - using a shield piercing round against a target with no shields, for example, is a waste of ammunition - and you only get 5 of each to start with!&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Enemy shields are usually taken out quickly with the phase cannons, granting a pathway for an HE round. You&#039;ll want to load HE unless told not to.&lt;br /&gt;
* The MAC cannon is loud. If you don&#039;t have a bowmans&#039; headset, there are earmuffs in the office.&lt;br /&gt;
* Wearing a bombsuit, found in the Level 4 EOD closet in the office, will mean if you get hit with an explosion or eject a live round into yourself, you won&#039;t be gibbed and can thus be cloned.&lt;br /&gt;
* You have a baton. Use it if there are intruders. &lt;br /&gt;
* Ejecting a live shell is a surefire way to get lynched at best and banned at worst.&lt;br /&gt;
* The MAC breech can hold 1,000 (one THOUSAND) units of oil. It comes loaded with 50 at roundstart. [[Guide to munitions#Maintenance|It&#039;s a good idea to get some more as soon as possible.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Shaft_Miner&amp;diff=7484</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Shaft_Miner&amp;diff=7484"/>
		<updated>2017-05-21T02:03:02Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision | reason = Out of date.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_shaft.png&lt;br /&gt;
|img = Lava_miner.png&lt;br /&gt;
|jobtitle = Shaft Miner&lt;br /&gt;
|access = [[Mining Station]], Mining Station EVA, [[Cargo Office]], Mineral Storage&lt;br /&gt;
|additional = [[Maintenance]], [[Cargo Bay]], MULEbot access, [[Quartermaster&#039;s Office]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Quartermaster]] and [[Head of Personnel]]&lt;br /&gt;
|duties = Mine ores and process them into useful materials. Kill hostile wildlife. Go on an adventure in mysterious ruins.&lt;br /&gt;
|guides = [[Lavaland]], [[Department Standard Operating Procedure: Supply#Shaft Miner|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Spare vouc- oh.&lt;br /&gt;
}}&lt;br /&gt;
Welcome, Miner! You will break rocks, slay monsters, and die lost and alone in the depths of the caverns. Not on some sandy asteroid, but on what we call [[Lavaland]]!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Stay alive long enough to return your loot to the station.&lt;br /&gt;
&lt;br /&gt;
==Workin&#039; In The Coal Mine==&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mining Dock.png|300px|thumb|alt=Mining Dock|The [[Mining Dock]] is your &amp;lt;s&amp;gt;one way ticket&amp;lt;/s&amp;gt; access to the outside.]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVMining Dock.png|300px|thumb|alt=Mining Dock|The [[Mining Dock]] holds your &amp;lt;s&amp;gt;inoperable&amp;lt;/s&amp;gt; mining shuttle.]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
Being a miner can be somewhat tedious, but you serve a crucial role in the R&amp;amp;D food chain, and can accrue some decent personal rewards. Just follow a few guidelines to keep yourself from becoming dead in the mines.  &lt;br /&gt;
&lt;br /&gt;
Your workplace, Lavaland, has some hazards&lt;br /&gt;
* Ash storms will cut right through your clothes, dealing constant burn damage if you are outside. A rain of dark particles outdoors indicate an ash storm.&lt;br /&gt;
* Lava - one step in and you&#039;ll be badly burned and on fire.&lt;br /&gt;
* Chasms - Anything that falls into one will disappear from this world.&lt;br /&gt;
The risk of these hazards can be reduced by watching your step and being aware of your surroundings. Don&#039;t walk into lava, chasms, or outside during an ash storm. You&#039;ll get a text warning not long before a ash storm is about to begin, so long as you stay near shelter (or have a bluespace shelter capsule with you) then you&#039;ll be fine. &lt;br /&gt;
&lt;br /&gt;
If you run into rock with a pick or drill in your inactive hand, it will automatically start digging for you. ALSO, it is important to note that &#039;&#039;&#039;you are able to click more than ONE square of asteroid at a time&#039;&#039;&#039; when mining or digging for sand!  As long as it&#039;s accessible, you don&#039;t have to wait to finish digging before you start digging again, so you can have several dig jobs running in parallel. Just don&#039;t change hands or move until all dig jobs are done.&lt;br /&gt;
&lt;br /&gt;
===Working With Your Boss===&lt;br /&gt;
Who is your boss? You answer to the Head of Personnel, much like the rest of Supply -- but usually, you&#039;ll just be talking to the Quartermaster or other Miners. He can watch cameras on the Asteroid and has full access to Mining, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
===The Objective===&lt;br /&gt;
You&#039;re here to mine, so get digging! Once you&#039;re full to bursting with ores, drag your ore box back to the station and head to cargo where the ore redemption machine sits. Insert your ID, and empty the box next to the machine to offload your ores and have them instantly processed into sheets. You gain points for doing this, so be sure to claim them and then retrieve your ID. Now buy new gear if you want, take your crate and it&#039;s back to the mines!&lt;br /&gt;
&lt;br /&gt;
====How to Do This====&lt;br /&gt;
# Gear up! From the mining equipment locker, you will need Meson Scanner goggles, a mining scanner, your pickaxe (optional), a bluespace shelter capsule (DON&#039;T FORGET!) and your standard issue proto-kinetic accelerator. If you want, there is also a additional mining satchel, and a shovel.&lt;br /&gt;
# Use your voucher on a mining vending machine to select your choice of advanced mining tool: a bluespace shelter capsule-chest rig combo pack, resonator, advanced mining scanner or a drone.&lt;br /&gt;
# Go to the lava mining station and get an explorer suit, breath mask, and oxygen tank from Mining &#039;EVA&#039;. On the western side of the base, there is a mini-Medbay where you can find first-aid kits. There is also a maintenance room adjacent to it where you can top off internals.&lt;br /&gt;
# Before you go, you&#039;ll want an Ore Box, which can hold an infinite amount of minerals. Ore boxes are available on the mining station, the mining shuttle and the asteroid.&lt;br /&gt;
# Make sure you&#039;ve packed a bluespace shelter capsule if you plan on a long distance expedition.&lt;br /&gt;
# Pick a destination: Both sides have a transit tube you can shove yourself into for quick access to the relevant outposts, located near the Mining Shuttle.&lt;br /&gt;
# Find dem minerals. Click the scanner in hand to be able to see deposits in the rock. Try to get a mixture of:&lt;br /&gt;
#:* Gold&lt;br /&gt;
#:* Silver&lt;br /&gt;
#:* Uranium&lt;br /&gt;
#:* Plasma&lt;br /&gt;
#:* Diamond&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note:Sand can be dug up with a shovel or drill and iron can be seen without a scanner, but they do not redeem as many points as the other minerals.&lt;br /&gt;
# Go to the ore redeemer and get points. If R&amp;amp;D doesn&#039;t show up, you can also deliver materials to R&amp;amp;D (10-15 sheets each material except iron) and everything else to Robotics. Ask R&amp;amp;D for a sonic jackhammer if they have the materials.&lt;br /&gt;
# At the mining equipment vendor you can get sonic jackhammers, jetpacks, MediPens and more with the points you&#039;ve gained.&lt;br /&gt;
# Use your better gear to push deeper into lavaland.&lt;br /&gt;
&lt;br /&gt;
===Voucher===&lt;br /&gt;
You start the shift with a complimentary mining voucher, worth one free item out of a selection of four. These items, and their strengths, are:&lt;br /&gt;
* Bluespace Capsule + Chest Belt Webbing: The capsule is a good choice to allow you to explore out in lavaland for even longer, and the webbing (you put on your belt slot) allows you to carry even more mining equipment, like  a pickaxe. A strong starting choice.&lt;br /&gt;
* Resonator: A viable alternative weapon, not as competitive since you start with a Proto-Kinetic Accelerator but the Resonator can prove useful for large scale mining or for fending off certain wildlife.&lt;br /&gt;
* Adv Mining Scanner: This scanner has a more expanded view range, allowing you to see all minerals withing the entire screen. Very useful but not a critically needed item as you can compensate with the standard scanner by exploring more thoroughly. &lt;br /&gt;
* Mining Drone: Some swear by it, other&#039;s hate it. A &#039;useful&#039; companion that helps in storing ore and hunting wildlife. You can also purchase upgrade to make the little bugger more useful. &lt;br /&gt;
&lt;br /&gt;
===For Great Profit!===&lt;br /&gt;
Mining for the sake of it can only get you so far. By mining minerals and returning them to the station you&#039;ll accrue mining points, you can then use these points to buy better and more powerful equipment and supplies from a equipment vendor. You can then in turn use these items to push further into lavaland to mine better minerals, fell stronger wildlife and find greater treasure. Consider it all a investment.&lt;br /&gt;
&lt;br /&gt;
Stimpacks can help you in a pinch for example, or a Wormhole Jaunter can help you escape what would have been a death trap. Or saving up for a Legion Stabilizer can let you save their instant healing heart for later. Or you can spend it all on booze and cigars.&lt;br /&gt;
&lt;br /&gt;
==Default Gear==&lt;br /&gt;
The following is a list of default mining equipment:&lt;br /&gt;
&lt;br /&gt;
====Essential Equipment====&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:explorersuit.png|32px]]&amp;lt;br&amp;gt;Explorer Suit&lt;br /&gt;
|This comes with a inbuilt hood. It provides some protection against heat and cold, and works as decent armor. It is not spaceproof, but can hold a full-sized oxygen tank or other mining gear. You can also reinforce it with goliath plates.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BreathMask.png|32px]]&amp;lt;br&amp;gt;[[Breath mask|Breath Mask]] and [[Oxygen]] Tank&lt;br /&gt;
|So you can have oxygen when mining. Oxygen tanks are available from the tank storage unit, and can be worn on your suits storage slot. You can also use your emergency oxygen tank which can be placed on your suit. Running out of oxygen is unlikely with the full sized tank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MGlasses.png|32px]] [[File:MiningScanner.png|32px]]&amp;lt;br&amp;gt;[[Meson Goggles|Meson Scanners]] and  Mining Scanner&lt;br /&gt;
|When used together will briefly flash any non-iron ore on screen. Can be placed in your pocket to work automatically.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GPSm.gif|32px]]&amp;lt;br&amp;gt;Global Positioning System, GPS&lt;br /&gt;
|The crew monitoring console back on the station won&#039;t catch your suit sensor signal from all the way down on the planet. Having one of these on you will help others track down your body if you happen to develop a case of the dead. In addition it can be used to locate other miners (who bothered to take it) as well as &amp;quot;lost&amp;quot; signals, be wary. Be sure to set your name on the GPS.&lt;br /&gt;
|-&lt;br /&gt;
![[File:buckknife.png|32px]]&amp;lt;br&amp;gt;Survival Knife&lt;br /&gt;
|Use it for butchering the wildlife (hit while on harm intent). It&#039;s as strong against mobs as a pickaxe, but you can&#039;t mine with it. You can store it in your boots to save space, but remember to alt-click the boots to draw the knife back out.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bandaid_brute.png|32px]]&amp;lt;br&amp;gt;Brute patch&lt;br /&gt;
|Heals severe bruising, which you will most likely get from the wildlife. You start the shift with one in your pocket.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace shelter capsule&lt;br /&gt;
|Activate this in your hand, and it&#039;ll near instantly produce a beautiful shelter. Ash storms do not hurt you inside, but wildlife can break through the walls. The shelter contains a cupboard which contains a guitar and some donk pockets. It also has a sleeper which requires another person to use. Never leave home without one. Your issued one for free in your the mining lockers on station.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreSatchel.png|32px]]&amp;lt;br&amp;gt; Ore Satchel&lt;br /&gt;
|For carrying ore without using a mining cart, holds 50 ore nuggets. Get at least one of these, make sure to set the bag to &amp;quot;all on tile&amp;quot;. Use in conjunction with an ore crate. (Newbie tip: This does not work like a typical backpack.  Hold it in your hand and click the ore with that hand to pick it up.)&lt;br /&gt;
|-&lt;br /&gt;
![[File:Voucher.gif|32px]]&amp;lt;br&amp;gt;Mining Voucher&lt;br /&gt;
|Found in your backpack, exchange this at the mining equipment locker for one of several items listed below&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]&amp;lt;br&amp;gt;Proto-kinetic Accelerator&lt;br /&gt;
|A gun. The good part is that it packs a punch in a vacuum and has infinite shots. The bad part is that it tickles in pressurized environments, has to automatically reload after each shot, and has a range of three steps. Each blast can clear a rock wall if you feel like digging using this, which it can do well.  Standard issue equipment you can get from your mining locker.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Equipment====&lt;br /&gt;
Items that, while not critical to take, can be situationally useful.&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Pickaxe&lt;br /&gt;
|Somewhat antiquated thanks to the prevalence of the proto-kinetic accelerator and resonator. Nevertheless it can be used to dig wide tunnels, robust certain monsters in melee combat and as a backup if you lose your resonator. It can also fit inside a belt chest webbing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shovel.png|32px]]&amp;lt;br&amp;gt;Shovel&lt;br /&gt;
|Gathering sand. You can stick this in your backpack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreCrate.png|32px]]&amp;lt;br&amp;gt;Ore box&lt;br /&gt;
|Used for carrying huge amounts of ore. While a satchel can only hold 50 nuggets, this can hold an unlimited sum. You cannot carry it but you can drag or push it with you. Use your satchel on the box to empty it into the box.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crowbar.png|32px]]&amp;lt;br&amp;gt;[[Crowbar]]&lt;br /&gt;
|Just in case when coming back from the mines there is a blackout. Spawns in your backpack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advance Gear==&lt;br /&gt;
The following are more advance items that need to be purchased from a mining equipment vendor, points being earned by mining.&lt;br /&gt;
&lt;br /&gt;
====Voucher/Reward Equipment====&lt;br /&gt;
These items can either be acquired from a voucher, or are bought with points earned via mining via the redemption machine on the station. Prices are included.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=Mining Equipment Vendor&lt;br /&gt;
 |bgcolor1 = #cc9966&lt;br /&gt;
 |bgcolor2 = #cc9966&lt;br /&gt;
 |image = Mining_vendor_default.png&lt;br /&gt;
 }}&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Price&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace Shelter Capsuel-ChestBelt Webbing Combo&lt;br /&gt;
|The Shelter Capsule is indespendiple for long expeditions, while the ChestBelt Webbing is a very useful item to carry a array of items (including a pickaxe) on your belt slot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 400 for Shelter, 500 for Webbing&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|32px]]&amp;lt;br&amp;gt;Resonator&lt;br /&gt;
|Another deadly tool. This will instantly clear a rock wall when clicked on, and when used in hand or swung at empty space, will create a field on that spot that lasts for about five seconds before rupturing, causing serious damage to anything standing on it. Just like the kinetic accelerator, it does reduced damage in pressurized environments. You can activate it in your hand to switch the field to last between 3 and 5 seconds.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 800 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningScanner.png|32px]]&amp;lt;br&amp;gt;Advance Mining Scanner&lt;br /&gt;
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningDrone.png|32px]]&amp;lt;br&amp;gt;Mining Drone&lt;br /&gt;
|This helpful little guy goes around collecting loose ore so you don&#039;t have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with special modules bought from the vending machine to increase its effectiveness. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Melee Upgrade&lt;br /&gt;
|Increases the Drone&#039;s melee damage&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Health Upgrade&lt;br /&gt;
|Increases the Drone&#039;s health.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Ranged Upgrade&lt;br /&gt;
|Decreases the Drone&#039;s ranged weapon&#039;s cooldown.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: AI Upgrade&lt;br /&gt;
|Installs a high tech AI into the Drone (grants a ghost control over the Drone).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MediPen.png|32px]]&amp;lt;br&amp;gt;Stimpack Medipen&lt;br /&gt;
|A cheap stimpack that stimulates your body&#039;s adrenaline but can be fatal if abused. Use three at a time at most. Addiction without anti tox will be lethal over time.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;50 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Box.png|32px]]&amp;lt;br&amp;gt;Medipen Bundle&lt;br /&gt;
|An addiction kit! Comes with five stimpacks and for some god awful reason, enough epi pens to to overdose someone and get them addicted.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;200 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bottle17.png|32px]]&amp;lt;br&amp;gt;Hivelord Stabilizer&lt;br /&gt;
|This is injected into a hivelord&#039;s remains to preserve its healing capabilities.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
!Wormhole Jaunter&lt;br /&gt;
|A single use device that creates a wormhole set to a random teleport beacon, creates a quick way of getting out of a sticky situation. Just try not to lose your lunch.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Points&lt;br /&gt;
|-&lt;br /&gt;
!Lazarus Injector&lt;br /&gt;
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Head of Personnel! Or make yourself a pet Goliath. The lazarus injector can be EMP&#039;d to make revived mobs hostile to everyone but you. Practical uses are reviving a Goliath and killing it for additional plates, or reviving a basilisk for more diamonds. Alternatively useful for bartering with the HoP or any staff with a pet. Flood the AI core with goliaths! EMAG FOR INTENSE TRAITOR ACTIONS (Don&#039;t use goliaths for this purpose, you can&#039;t drag them.)&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Silver-plated Pickaxe&lt;br /&gt;
|Slightly better than the default pickaxe, but even a plain old drill from the scientists will do better.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Diamond Pickaxe&lt;br /&gt;
| For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:JetPack.gif|32px]]&amp;lt;br&amp;gt;Miner Jetpack&lt;br /&gt;
|A jetpack that you can attach to your hardsuit for better mobility. Useless on lavaland but great for back on the station.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining_Hardsuit.png|32px]]&amp;lt;br&amp;gt;Mining Hardsuit&lt;br /&gt;
|A nostalgic suit piece from the older days of asteroid mining. Useless on lavaland but great for back on the station.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]&amp;lt;br&amp;gt;Super Proto-Kinetic Accelerator&lt;br /&gt;
|Like the regular KA, but does slightly more damage, has one better range, and has a faster cooldown. Science can make an even higher tier of KA.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;3000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|32px]]&amp;lt;br&amp;gt;Super Resonator&lt;br /&gt;
|Like the regular resonator, but able to have 5 fields active at a time&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2500 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Misc/Joke Reward Equipment====&lt;br /&gt;
These items are either joke items or are highly situational items you can buy.&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Price&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiskeyemoji.png|32px]]&amp;lt;br&amp;gt;Bottle of Whiskey&lt;br /&gt;
|Half the components for Beepsky Smash, and has various other uses.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cigar.png|32px]]&amp;lt;br&amp;gt;Premium Havanian Cigar&lt;br /&gt;
|Inject with drugs for a good time.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;150 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:soapnt.png|32px]]&amp;lt;br&amp;gt;Soap&lt;br /&gt;
|For cleaning up those blood trails made from assistants who the HoP let in dragging downed miners from asteroid beasts. A tile based stun that is amazingly robust for its cost. Also cleans up evidence. Can piss off gang members.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;200 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_Pointer.png|32px]]&amp;lt;br&amp;gt;Laser Pointer&lt;br /&gt;
|Go for the eyes! Borg stunner. Amazing during malf, or when you need to stop a borg in its tracks and don&#039;t want to invest in EMP or trying to flash it.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Facehugger.png|32px]]&amp;lt;br&amp;gt;Alien Toy&lt;br /&gt;
|A toy facehugger with REAL face-clinging action! Scare your friends! Tear off your enemy&#039;s breath mask in a N2O flood. Laugh as the captain and head of personnel uselessly unload their energy guns on it!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
!Point Card&lt;br /&gt;
|A card with 500 mining points stored, for trading amongst your coworkers. Simply use an id over it to claim the points stored on.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
!GAR Mesons&lt;br /&gt;
|Stylish Mesons that are functionally the same as regular ones. Except the fact they are extremely pointy, can be used to stab people to death (10 brute) and have a tendency to get embedded into people like a throwing star.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
!1000 Space Cash&lt;br /&gt;
|DOSH! Bribe the gods!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
The following is a list of advance items that can be acquired only from RnD, using a combination of minerals and high tech research.&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:miningdrill.png|32px]]&amp;lt;br&amp;gt;Mining Drill&lt;br /&gt;
|Can be acquired early on from RnD. It&#039;s twice as fast as the standard Pickaxe but is quickly superseded by better variants and is expensive for what it gives.&lt;br /&gt;
|-&lt;br /&gt;
![[File:diamonddrill.png|32px]]&amp;lt;br&amp;gt;Diamond Tipped Mining Drill&lt;br /&gt;
|Very powerful drill, able to almost instantly mine mineral walls. Very expensive in terms of Diamonds needed to produce however.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sonicjack.png|32px]]&amp;lt;br&amp;gt;Sonic Jackhammer&lt;br /&gt;
|The epitome of mining. Can practically instantly mine through rock and walls. But it requires three times the Diamonds of a Diamond Tipped Drill.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hyperproto.png|32px]]&amp;lt;br&amp;gt;Hyper-Kinetic Accelerator&lt;br /&gt;
|The most advance form of accelerator available, deals more damage, has a slightly longer range but also deals damage and mines in a 3x3 radius.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluespacemining.png|32px]]&amp;lt;br&amp;gt;Mining Satchel of Holding&lt;br /&gt;
|Very cheap mining satchel that can hold a unlimited amount of minerals and ore.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Wildlife==&lt;br /&gt;
Lavaland is filled with a variety of bloodthirsty alien lifeforms populating the caverns, walking just fine over the ponds and puddles of lava. Fortunately, you can fight them whilst taking minimal damage, if you have the know-how&lt;br /&gt;
&lt;br /&gt;
Useful items can be harvested from these creatures&#039; corpses should you triumph; butcher them with a knife and the goods will spill out! &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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Creature&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Threat&lt;br /&gt;
|-&lt;br /&gt;
![[File:legion.png|64px]]&amp;lt;br&amp;gt;Legions&lt;br /&gt;
|Considered annoying at worst, and a free medkit at best. These creatures unleash legion skulls, one after another at you whilst trying to keep a distance. Fortunately, each of its spawn dies in a single hit (even a single punch), and deal tickle damage to you; the legion itself can&#039;t directly hit you. It&#039;s best to go on the aggressive against these with pickaxe in hand, advancing constantly whilst picking away each of its brood. Once you&#039;ve closed the gap or have it stuck in a corner, it&#039;s toast.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It drops a soul when killed. Hit yourself with the soul and it will instantly restore your health to its maximum, and even cure diseases or any other ailment on your body. It also has the side effect of purging any beneficial chemicals from your system, so don&#039;t munch one just after injecting a stimulant. Don&#039;t think you can store these for later, though -- they will spoil after a few minutes unless you use a stabilizer from the vending machine. However, legion souls, spoilt or not, can be inserted in one&#039;s chest through [[surgery]] to provide a constant regenerating effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
tl;dr strategy: &#039;&#039;&#039;Attack with your pickaxe. Hack your way through the legion and its heads until the host is mush.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:watcher.png|64px]]&amp;lt;br&amp;gt;Watchers&lt;br /&gt;
|Fierce, territorial beasts capable of firing freezing beams, cold enough to inflict serious freeze burns while the watcher closes in and attacks its immobilized target. Fortunately, they don&#039;t attack unless someone comes very close to them, so if you don&#039;t feel confident, you can just wait until you have a few more goliath plates, or maybe some gibonite.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Despite the slowdown, watchers can be kited. However, it is often a better idea to &#039;&#039;&#039;just melee them&#039;&#039;&#039; with your pickaxe in the event that you have several goliath plates. Have a brute patch handy if you choose to fight a watcher, as it will injure you in a melee.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Butcher a watcher for 2 pieces of diamond ore.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tip: Watchers are notably weak to explosions due to the nature of their bodies, taking over half their health in damage from even the weakest of explosions.&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:EdgyGoliath.png|64px]]&amp;lt;br&amp;gt;Goliaths&lt;br /&gt;
|The bane of many careless miners. These monsters carry a hefty health pool, a mean wallop, and a deceptively dangerous ranged tentacle attack. They are inherently resistant to lasers, so using a KA is the best option regarding dealing with these. They move at a slow pace, stopping every couple seconds to burrow tentacles under you. These will trap you for a long duration if you stand on top of them for too long. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting them is simple: &#039;&#039;&#039;Shoot, step back, shoot, avoid tentacles.&#039;&#039;&#039; Repeat this process until it stops moving. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Butcher a goliath for its hide and its meat. Goliath plates can be used to reinforce your hardsuit and helmet a maximum of three times, allowing you to turn your suit into something closer to a spaceworthy piece of riot gear if you hunt some Goliaths. The meat can be cooked in lava.&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Goldgrub.png|64px]]&amp;lt;br&amp;gt;Goldgrubs&lt;br /&gt;
|Mostly harmless and quite rare. These creatures swallow up any loose, valuable ore they can find and flee when approached by a human, smashing through even solid rock on their path of escape before burrowing into the ground. A tactic toward killing one is to throw an ore towards it, and quickly charging in to kill it while it&#039;s busy eating, but note that kinetic accelerator shots do nothing against these. Their skin is reflective, requiring a pickaxe melee smackdown to ensure a kill.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When killed, they spit up multiple pieces of ore, based on what they ate. Feed them many different types of ore before killing them, and they&#039;ll spit out more of each type than you gave it! Just don&#039;t let it get away after spooking it.&lt;br /&gt;
|&#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!FILE&amp;lt;br&amp;gt;MISSING&amp;lt;br&amp;gt;Unidentified Lifeforms&lt;br /&gt;
|Long range recon missions have identified at least two additional lifeforms living deep within the planets mining network. Little is known of these creatures except they are very hostile towards intruders, the biggest lifeform signature was detected near a unknown structure. all recon elements were killed in action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Extreme caution is advised when mounting expeditions deeper into &#039;lavaland&#039;. Central Command recommends teams equip themselves with the best weapons and gear the station can provide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Miners should use their GPS devices to scan for these larger unidentified lifeforms, with this information a miner can tactically avoid a encounter with one of these unidentified lifeforms, at least until they are ready...&lt;br /&gt;
|&#039;&#039;&#039;EXTREME&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xenoforms==&lt;br /&gt;
Your not always the only sentient being on the planet. Aside from the lovecraftian horrors living down there you may also content with several groups or factions of beings on the planet. Some hostile, some friendly.&lt;br /&gt;
&lt;br /&gt;
The follow is a list of all known sentient groups found on the planet based on information sent from recon squads.&lt;br /&gt;
&lt;br /&gt;
=====Podmen=====&lt;br /&gt;
Recon Expedition #4 &amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Minimal, Non Hostile &amp;lt;br&amp;gt;&lt;br /&gt;
Note: A small group of podmen were observed living inside a crashed ship. They appear minimally armed and seem to avoid leaving their home.&lt;br /&gt;
&lt;br /&gt;
=====Golems=====&lt;br /&gt;
Recon Expedition #9&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Minimal, Non Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: A unidentified flying object was seen crashing by Recon Team Charlie during expedition #8. Alpha team on expedition #9 located a group of golems, the golems appeared utterly uninterested in their surroundings all things considered.&lt;br /&gt;
&lt;br /&gt;
=====[[Ashwalkers]]=====&lt;br /&gt;
Recon Expedition #13&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Medium, Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: It appears a group of Basiliscus Lizretus, also known as Lizardmen, live on the planet, they are hostile to all intruders. These &#039;ashwalkers&#039; only started to appear when mining operations started, they are agile but lightly armed, wielding primitively forged armor and spears. They appear to also have a hostile relationship with the wildlife, having been observed killing and dragging wildlife corpses away, as to why they need these corpses the recon team is unable to ascertain.&lt;br /&gt;
&lt;br /&gt;
=====Prisioners=====&lt;br /&gt;
PMC Expedition #1&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: High, Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: A prison transport carrying high tier prisioners crashed on the planet, a PMC expedition was mounted to track them down but the team was unable to locate the crash site and was forced to abandon when the ash storms took a turn for the worse. Any prisoners found should be considered armed and extremely dangerous, and should only be approached by a fully equipped security team.&lt;br /&gt;
&lt;br /&gt;
==The Ores==&lt;br /&gt;
These are what you should be looking out for, generally try and get a good mix of the more exotic ore types. Iron ore is ok but it sells for little and is highly abundant on the station already.&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; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Wall&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100px&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Raw Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Point Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Processed Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Frequency&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
!Iron&lt;br /&gt;
![[File:Ironwall.png|64px]]&lt;br /&gt;
![[File:Ironore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Metal.png|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For just about everything.&lt;br /&gt;
|-&lt;br /&gt;
!Plasteel&lt;br /&gt;
!&lt;br /&gt;
![[File:Ironore.png|64px]][[File:Plasmaore.png|64px]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!N/A&lt;br /&gt;
|An alloy of iron and plasma, for AI cores and reinforced walls. Can now be produced via the ore redemption machine.&lt;br /&gt;
|-&lt;br /&gt;
!Sand&lt;br /&gt;
![[File:minefloor.png|64px]]&lt;br /&gt;
![[File:Sandore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Glass.png|center|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For making glass, which has a plethora of station applications. Activate sand in your hand to make sandstone bricks. These can be used to make dirt which can be used to grow plants.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Glass&lt;br /&gt;
!&lt;br /&gt;
![[File:Sandore.png|64px]][[File:Ironore.png|64px]]&lt;br /&gt;
!N/A&lt;br /&gt;
![[File:Glass_r.png|center|64px]]&lt;br /&gt;
!N/A&lt;br /&gt;
|For reinforced glass, which is tougher than normal glass.&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma]]&lt;br /&gt;
![[File:Plasmawall.png|64px]]&lt;br /&gt;
![[File:Plasmaore.png|64px]]&lt;br /&gt;
!15&lt;br /&gt;
![[File:Plasmadone.png|64px]]&lt;br /&gt;
!Common&lt;br /&gt;
|Ship sheets back to Centcom for bonus supply points.&lt;br /&gt;
|-&lt;br /&gt;
!Silver&lt;br /&gt;
![[File:Silverwall.png|64px]]&lt;br /&gt;
![[File:Silverore.png|64px]]&lt;br /&gt;
!16&lt;br /&gt;
![[File:Silverdone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|Making dosh, mechs, and researching Bluespace.&lt;br /&gt;
|-&lt;br /&gt;
!Gold&lt;br /&gt;
![[File:Goldwall.png|64px]]&lt;br /&gt;
![[File:Goldore.png|64px]]&lt;br /&gt;
!18&lt;br /&gt;
![[File:Golddone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|For making various electronics or pimping out Beepsky.&lt;br /&gt;
|-&lt;br /&gt;
!Uranium&lt;br /&gt;
![[File:Uraniumwall.png|64px]]&lt;br /&gt;
![[File:Uraniumore.png|64px]]&lt;br /&gt;
!30&lt;br /&gt;
![[File:Uraniumdone.png|64px]]&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For making you radioactive (notice: no joke, this shit is deadly as a wall or a door). Delicious cocktails.&lt;br /&gt;
|-&lt;br /&gt;
!Diamond&lt;br /&gt;
![[File:Diamondwall.png|64px]]&lt;br /&gt;
![[File:Diamondore.png|64px]]&lt;br /&gt;
!50&lt;br /&gt;
![[File:Diamonddone.png|64px]]&lt;br /&gt;
!Rare&lt;br /&gt;
|For making mech parts, among other industrial uses.&lt;br /&gt;
|-&lt;br /&gt;
!Gibtonite&lt;br /&gt;
![[File:Gibtonitewall.gif|64px]]&lt;br /&gt;
![[File:Gibtoniteore.png]]&lt;br /&gt;
!N/A&lt;br /&gt;
!&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For &amp;lt;s&amp;gt;trolling miners&amp;lt;/s&amp;gt; blowing shit up, whether they be solid asteroid or [[Traitor|other things]]. Hitting it with your mining tools will start a chain reaction. If you don&#039;t stop the reaction with your mining scanner in time, the gibtonite will explode. If you do, you can mine the ore, pick it up (you need both hands free) and use it as an explosive. The closer the gibtonite was to exploding before defused, the more potent its power. Cannot be forged or turned in to the ore redemption machine, so don&#039;t bring any of this to the station or else you&#039;ll be &amp;lt;s&amp;gt;arrested&amp;lt;/s&amp;gt; ignored by security because they don&#039;t know what the hell it is.&lt;br /&gt;
&lt;br /&gt;
How to obtain Gibtonite: Hit ore, count to 8 flashes of the ore then hit it with your scanner. Gibtonite varies in the number of reactions it has, so you may get lower quality ore. Use 2 of the 0 reaction ores (the most potent) to blow open the AI core and make it cry at it&#039;s malf failure!&lt;br /&gt;
|-&lt;br /&gt;
!Bananium&lt;br /&gt;
![[File:Bananimumwall.png|64px]]&lt;br /&gt;
![[File:Bananimumore.png|64px]]&lt;br /&gt;
!60&lt;br /&gt;
!&lt;br /&gt;
!HONK!&lt;br /&gt;
|A rare and unusual mineral found exclusively in clown-controlled space. Used only for the [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mech]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, bluespace crystals sometimes spawn on mining. These crystals can be used in various ways. Give them to science to increase bluespace science, hold onto them to use as a risk free jaunter, or throw them at people to make them teleport randomly (often into space.)&lt;br /&gt;
&lt;br /&gt;
===Who Needs What===&lt;br /&gt;
Miners don&#039;t have to deliver ores directly to departments -- they can if they want, or if those bastards are too lazy to leave their fortress of &amp;lt;s&amp;gt;autism&amp;lt;/s&amp;gt; science -- but it never hurts to know what to aim fir.&lt;br /&gt;
&lt;br /&gt;
* [[Scientist]]s just want a little (10-15 of each is enough to last them the entire round) uranium, [[plasma]], diamond and gold. In exchange, they may give you a bomb or more advanced mining tools like a Sonic Jackhammer or a Diamond Drill, both for even faster digging!&lt;br /&gt;
* [[Roboticist]]s need diamond, uranium, silver and gold for building mech parts. Give them enough and you&#039;ve indirectly helped out most of the departments on the station if the Roboticists are competent enough to build helpful stompy mechs for everybody! Too bad the Ripley is the only &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; mech for mining.&lt;br /&gt;
* The [[Quartermaster]] may want mineral sheets to trade them in for bonus supply credits.&lt;br /&gt;
* Everybody could always use more iron, glass and plasteel, but especially Roboticists and [[Station Engineer]]s.&lt;br /&gt;
* The [[Virologist]], [[Chemist]] and [[Guide to xenobiology|Xenobiologist]] will all appreciate having extra plasma.&lt;br /&gt;
* A [[Clown]] with Bananium is a grateful and dangerous ally.&lt;br /&gt;
* The [[Bartender]] can use a few sheets of uranium or iron to craft some of his rarest cocktails.&lt;br /&gt;
&lt;br /&gt;
==Secrets of the Asteroid==&lt;br /&gt;
While on the asteroid, you may come upon small boxed structures, usually made of plasma or reinforced walls. Dig in through openings, or use the blue toolbox in the hardsuit room to break down that wall and discover your prize! They could have items ranging from magical artifacts to [[Aliens|alien facehugger]]s. A plasma wall doesn&#039;t necessarily mean an alien, always check. If you are at all unsure, always let your mining buddies know using :u before you tear down that wall.&lt;br /&gt;
&lt;br /&gt;
You may randomly find a facehugger in one of the treasure rooms. Do not infect yourself with the facehugger. This makes the admins very cross. If you are an antagonist, or a responsible parent with a xeno baby den set up somewhere full of monkeys, you should consider yourself as having more leeway. Do not try to pick the Facehugger up. Construct a locker, put the hugger in the locker, weld it and drag it back to the station. It&#039;ll leap at the vulnerable targets it sees once it&#039;s re-opened. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some super useful Treasures you might find while mining include:&lt;br /&gt;
&lt;br /&gt;
*A mysterious medibot. It is black and heals significantly better than other types.&lt;br /&gt;
*A Grinder. The limits depend on your ability to use it yourself.&lt;br /&gt;
*Cultist Armor. Faster than the mining one but can&#039;t be upgraded. Also can get you arrested.&lt;br /&gt;
*Various spellbooks. Ranging smoke, knock and blind. In the hands of a good miner, can make a huge difference.&lt;br /&gt;
*An E-cutlass. Considered one of the rarest and most desired items from mining, An e-sword in all regards. &lt;br /&gt;
*Creature : The creature comes from the Cultist room. If you are a traitor, emagging the laz injector gives you a potent ally that&#039;s fast and lethal.&lt;br /&gt;
*Soul Stone : Useful for slaving people as a traitor, less useful to non antags.&lt;br /&gt;
*Sonic Jackhammer : Breaks walls. ALL OF THEM.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Always go with at least two other people when mining. Not only can you mine faster together, the chance that they could both be &#039;lings/traitors is rather low. Pickaxe to the skull tends to put down most people.&lt;br /&gt;
* You can view the contents of a mining satchel as if it were a backpack.&lt;br /&gt;
* Durands only require uranium and silver, which are abundant. So if you find just 5 diamond, to get yourself a diamond drill, and mine out shit tons of metal, uranium and silver, you can make it Durand station 13!&lt;br /&gt;
* Wish soup is made of 20 units of water and nothing else, but sometimes (~25% of the time) will actually be generated with nutriment you can actually get full on. Meaning it&#039;s one of the only things you can make once the donk pockets run out. It&#039;s also the only thing you can make on the DJ station at all without importing ingredients (provided you bring something to hold the water in).&lt;br /&gt;
* Ctrl-Z (with no hotkey-mode) or just Z (with hotkey-mode on) cocks the combat/mining shotgun. No more clicking in between shots!&lt;br /&gt;
* Minebots are great at distracting monsters. Just walk near and bash the distracted target with your drill. They can take quite a beating, though goliaths can take them down pretty quickly if you&#039;re not quick enough. Plus they collect all the crap gibtonite left.&lt;br /&gt;
* The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.&lt;br /&gt;
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.&lt;br /&gt;
* The Head of Personnel may reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.&lt;br /&gt;
* If you&#039;re expecting trouble on the station, consider taking out a window on the mining shuttle before you return to make a quick getaway so you&#039;re not trapped like a rat in a cage.&lt;br /&gt;
* Taking stimulants before delivering materials to science will help keep you alive.&lt;br /&gt;
* The mining drone can be repaired with a welding tool, but not in the middle of a fight. A goliath will always win in a one on one fight with a mining drone.&lt;br /&gt;
* Life improving things:&lt;br /&gt;
** Mining rig upgrade : Goliath plates add +10% melee resist each time when applied to a rig, ideally if you&#039;re just mining you&#039;d want to solely apply that to your chest piece. When maxed out you&#039;ll be able to fight a goliath without kiting and take minor damage. It is recommended to apply plates to the head instead if you plan to antag as players more often target your head. The plates will stack until they reach 80%. That makes your suit a space worthy riot suit.&lt;br /&gt;
** Security Jumpsuit : This gives a +10% melee resist to everywhere but your head. Nag the QM or HoP to give you one.&lt;br /&gt;
** Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Downside : EMP vulnerability.&lt;br /&gt;
** If these three are combined you become close to immune to melee, only a ninja&#039;s energy blade is robust enough to even so much as scratch you, and blobs are utterly hopeless. However, guns are still a threat, and anybody can still surprise you with a stunprod and strip away your precious +4 rig. And be wary, the [[Admin | gods]] may not take kindly to your hubris.&lt;br /&gt;
* Kinetic accelerators can be used as infinite tools to navigate space, since every time you fire, it&#039;ll throw you in the opposite direction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dead Space==&lt;br /&gt;
A traitorous miner has a lot of advantages. You have a space suit for free right away and a robust pickaxe. Certain minerals you&#039;ll find have more &amp;quot;specialized&amp;quot; uses -- uranium structures will irradiate people, plasma can start fires, gibtonite goes boom. You can also buy dangerous &amp;quot;mining&amp;quot; tools and possibly even revive those monsters you&#039;ve been fighting. As long as you have some mineral wealth or an ore box with you, no one will suspect your presence around the station, even in highly restricted areas like robotics or toxins, and if you are smart enough, you could get a big stompy mech to drill people to death! In addition, the asteroid is isolated, hard to get to, dangerous, and as expansive as you&#039;re willing to dig out. Plenty of room for somebody to get lost in... &#039;&#039;Forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* If you&#039;re a miner and you have to kill another miner; there&#039;s a really easy way to block communications one way so he can&#039;t call for help.&lt;br /&gt;
** Grab a multitool, go to the mining communications room.&lt;br /&gt;
** Use the multi tool on the relay and make sure the relay isn&#039;t sending, meaning your headset won&#039;t go to people on the station.&lt;br /&gt;
** Kill your target with their shouts for help unheard.&lt;br /&gt;
* You can get plasma at exactly the heat you need for canister bombs by welding a plasma door in vacuum. Use an air pump to take it, then put [REDACTED] KPa into an empty large tank (the size of plasma, emergency O2, etc). You can then ignite it with a can of pure O2 set to release at 1013.25 KPa. This is the Shaft Miner&#039;s canister bomb. It&#039;s easy to set up on the asteroid.&lt;br /&gt;
* More than one uranium wall is hilariously deadly, as they give off a pulse of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.&lt;br /&gt;
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.&lt;br /&gt;
*Ripley is a fairly robust murdering tool, if you can, convince robotics to put a gravity catapult on it. &#039;&#039;&#039;SLAM PEOPLE INTO WALLS. THE SUFFERING NEVER ENDS.&#039;&#039;&#039;&lt;br /&gt;
*Space is your best ally. Your weapons are more lethal in space, and anyone who wants to chase you will need access to a jetpack and EVA gear. Make people fight on your terms by blowing up the station with various Gibtonite charges, or bust in, stun and drag targets into space. &lt;br /&gt;
*Stim packs don&#039;t just increase your movement speed, they lower the duration of stuns. Always have this running in your system to remain speedy and more difficult to keep down.&lt;br /&gt;
====Tips for Culting====&lt;br /&gt;
If you&#039;re a miner, [[Mining Station]] is the perfect hive for a cult. The back room can easily be broken down by Constructs, runes can be placed, and a single artificer can make it very difficult for Security to try and raid. Remember to cut cameras, so a Non-Asimov AI doesn&#039;t bolt and electrocute every door. Remember to use Teleport other to get Cultists off station and into safe custody. All the station needs is a Medibot and you are golden.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Cargo_Technician&amp;diff=7483</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Cargo_Technician&amp;diff=7483"/>
		<updated>2017-05-21T02:02:43Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_cargo.png&lt;br /&gt;
|img = cargo.png&lt;br /&gt;
|jobtitle = Cargo Technician&lt;br /&gt;
|access = [[Cargo Loading Area|Cargo Bay]], [[Cargo Office]], [[Maintenance]]&lt;br /&gt;
|additional = [[Quartermaster&#039;s Office]], [[Mining Station]], Mining Station EVA, Mineral Storage&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Quartermaster]] and [[Executive Officer]]&lt;br /&gt;
|duties = Distribute supplies to the departments that ordered them, collect empty crates, load, unload stuff from the station... &lt;br /&gt;
|guides = [[supply crates|List of Supply Crates]], [[Guide to stocks]], [[Department Standard Operating Procedure: Supply#Cargo Technician|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = I get pushed around more than the cargo.&lt;br /&gt;
}}&lt;br /&gt;
Basically you load and unload crates, order things for people, deliver orders, make things with the autolathe and ghost-ride the MULE. It&#039;s fun and easy. JUST KIDDING. YOU&#039;LL BE SITTING AROUND DOING NOTHING ALL MISSION. ENJOY THE SHIFT!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Pull full crates out of the station, and push empty crates back into it.&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NSV_Austraeus_Cargo_Bay.png|400px|thumb|The [[Cargo Bay]]]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRV_Aetherwhisp_Cargo_Bay.png|400px|thumb|The [[Cargo Bay]]]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
== Your workplace ==&lt;br /&gt;
The [[Cargo Bay]] is your home as a Cargo Tech and, naturally, where you spawn at the beginning of the round. It contains a [[Hand Labeler]], a [[Cell Charger]] and [[Power Cell]] set, a [[Station Bounced Radio]], some [[Rods]], a [[Multitool]], a [[Med-kit]], some empty [[Crates]], a [[Quartermaster#MULEbot|MULE]], and an [[Autolathe]].&lt;br /&gt;
&lt;br /&gt;
== I need a Crate NOW!!! ==&lt;br /&gt;
Cargo Techs can order crates and approve requests from a terminal near the foyer. Ask over the supply channel if there are any more orders &amp;lt;s&amp;gt;before sending the shuttle&amp;lt;/s&amp;gt; so that you can yell at the bridge to not undock with the station, and so other people don&#039;t have to wait for an eternity to dock with another station and be disappointed when you&#039;ll rarely come across one ever again.&lt;br /&gt;
&lt;br /&gt;
== Your Boss ==&lt;br /&gt;
You answer to the Quartermaster, and they answer to the Executive Officer. The majority of QM&#039;s will leave you to your own devices, provided you&#039;re not abusing your position or rejecting perfectly reasonable orders so you can save points for guns or a hat crate. [[Hacking]] MULEBots and the autolathe would best be done with his/her permission, but most players don&#039;t care/expect these to be hacked.&lt;br /&gt;
&lt;br /&gt;
== [[File:MULE.gif|64px|Ping!]] MULEbot ==&lt;br /&gt;
&#039;&#039;&#039;Using a MULEbot:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can control the MULEbot by clicking on it and unlocking its controls, but it&#039;s a lot easier and safer with the PDA.&lt;br /&gt;
&lt;br /&gt;
# Drag the crate you want to deliver next to the MULE.&lt;br /&gt;
# Drag the crate&#039;s sprite on top of MULE&#039;s sprite. It should load on.&lt;br /&gt;
# Open your PDA.&lt;br /&gt;
# Click &#039;&#039;Delivery Bot Control&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;Scan for Active Bots&#039;&#039;.&lt;br /&gt;
# Choose your MULE.&lt;br /&gt;
# Click on &#039;&#039;Destination: (set)&#039;&#039;.&lt;br /&gt;
# Choose a destination and click OK.&lt;br /&gt;
# Click &#039;&#039;Proceed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your MULE should be on its way to the destination, with the default settings of also coming back home when the job is finished. Sometimes the MULEbot will make a funny sound when it encounters something in it&#039;s way, this is the MULEbot nervously farting.&lt;br /&gt;
&lt;br /&gt;
It&#039;s common for the Cargo Tech to, at the very least, [[Hacking#MULEbot|enable nonstandard cargo and speed the motor up]]. The MULE is one of your best tools as a Cargo Tech, and can make your life (and subsequently the lives of the rest of the crew) so much better.&lt;br /&gt;
&lt;br /&gt;
== The Delivery System ==&lt;br /&gt;
In addition to MULEs and hand-deliveries, you can also make use of the disposals mailing system. Note that a break in the disposal piping could cause your package to be lost (while this may not happen, you should wait until the ship is repaired after an attack), so this is not always the most secure ways to deliver something. You can wrap up a piece of paper and mail it the same way if you (or someone at the desk) wants to mail a letter.&lt;br /&gt;
&lt;br /&gt;
# Wrap your item/crate in packaging paper.&lt;br /&gt;
# Use the destinations tagger to choose where to send it.&lt;br /&gt;
# Tag the package.&lt;br /&gt;
# Stick it on the conveyor and let the system handle it.&lt;br /&gt;
&lt;br /&gt;
== The Wolf of Cargo Street ==&lt;br /&gt;
&lt;br /&gt;
In addition to &amp;lt;s&amp;gt;shipping crates and materials to CentComm&amp;lt;/s&amp;gt; sitting around and hoping you dock with another station, cargo can get more points by playing the stock market. The Stock Exchange console gives you everything you need to get started, including real-time stock prices, history charts and news articles, and special short selling options. Just remember that cargo can just as easily lose points and even go bankrupt!&lt;br /&gt;
&lt;br /&gt;
== How to be Good at Your Job ==&lt;br /&gt;
# When the round begins, head to Auxiliary Tool Storage and get the metal rods, metal sheets and glass sheets. Return to cargo, and load as much metal and glass as will fit into the Autolathe. If someone has already taken the metal and glass, order metal and glass with the Supply Ordering Console.&lt;br /&gt;
# Order a mechanical maintenance and electrical maintenance crate. Ask over the supply channel if anyone wants to order anything else.&lt;br /&gt;
# Working quickly, open the warehouse and drag the crates onto the conveyor belt at the bottom of Cargo. Each crate you send is worth supply points, which are used to pay for crates. Get the stamp from the table above the Supply Ordering Console, or the Quartermaster&#039;s stamp, and leave it between the external airlocks.&lt;br /&gt;
# When docked with a station, activate the conveyor with the lever beside it. Consolidate the contents of the crates you ordered into one crate, leaving the manifests on the floor. Put what you ordered into one of the ID locked cargo tech lockers (lock them by clicking on them with your ID in your hand), to prevent trespassers being able to help themselves to it.&lt;br /&gt;
# Load the crates from the conveyor belt onto the station, then take the stamp you left outside and use it to stamp the manifests from the crates you ordered. Stamped manifests are worth supply points, and they must be located inside a crate to count. Even the clown&#039;s stamp will work. One paper per crate, the system will not count multiple stamped manifests in the same crate.&lt;br /&gt;
# Make sure no one else has any crates they want to load by asking through Supply.&lt;br /&gt;
# Keep in mind that your job is to order supplies for people, so if you&#039;re called to your desk, make sure to answer. An infrared emitter/remote signaler assembly paired with a signaler in your pocket (all three devices can be made with the Autolathe) can create a great door bell when the beam is pointed across the entrance to the cargo lobby.&lt;br /&gt;
&lt;br /&gt;
== For Cargonia! ==&lt;br /&gt;
Revolution! First thing you need to do is deal with the QM and then it&#039;s all yours for the taking. It&#039;s preferable to get those sunglasses off and flash them, but if no head revolutionary is nearby or the QM is implanted, DO &#039;EM.&lt;br /&gt;
&lt;br /&gt;
== Revenge of the Crates ==&lt;br /&gt;
If you&#039;re a traitor, spawn a [[emag|Cryptographic Sequencer]] and you&#039;ll have easy access to just about [[Supply crates|anything you want]] - but make sure to grab a lighter or welding tool and burn those ordering forms. Make sure the cargo manifests and emagged crates are sent back to the station. A hacked autolathe can create .357 ammunition for traitor revolvers, handcuffs, and circular saws (powerful melee weapons). Be careful not to be caught ordering or making things you shouldn&#039;t be.&lt;br /&gt;
&lt;br /&gt;
Emagging the supply ordering console enables you to order [[Supply_crates|cheap special ops crates]].&lt;br /&gt;
 &lt;br /&gt;
Remember that the XO oversees cargo, the XO&#039;s office isn&#039;t too far away, and that the XO&#039;s ID can give you all-access.&lt;br /&gt;
&lt;br /&gt;
=== Opening ID-locked Crates ===&lt;br /&gt;
These can be opened with any of the following:&lt;br /&gt;
&lt;br /&gt;
* The [[Supply_crates|correct ID]]&lt;br /&gt;
* An [[Emag#Cryptographic_Sequencer|Emag]]&lt;br /&gt;
* Damage from a laser or a shotgun&lt;br /&gt;
* Emitter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Quartermaster&amp;diff=7482</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Quartermaster&amp;diff=7482"/>
		<updated>2017-05-21T02:02:13Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_qm.png&lt;br /&gt;
|img = Quartermaster.png&lt;br /&gt;
|jobtitle = Quartermaster&lt;br /&gt;
|access = [[Cargo Loading Area|Cargo Bay]], [[Quartermaster&#039;s Office]], [[Cargo Office|Delivery Office]], [[Mining Station]], Mining EVA, [[Maintenance]], Mineral Storage&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Paperwork, order stuff, paperwork, send your underlings to collect crates, paperwork, coordinate mining, paperwork...&lt;br /&gt;
|guides = [[supply crates|List of the supply crates]], [[Forms|forms]], [[Guide to stocks]], [[Department Standard Operating Procedure: Supply#Quartermaster|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = &amp;quot;Why does the Quartermaster have more guns than me?&amp;quot; &#039;&#039;- Jeremiah Swift, Head of Security&lt;br /&gt;
}}&lt;br /&gt;
Do not play this without some experience as a [[Cargo Technician]] first, you&#039;ll ruin [[Revolution|the round]].&lt;br /&gt;
&lt;br /&gt;
As a Quartermaster, your primary job is to &amp;lt;s&amp;gt;flood the station with paperwork and more paperwork&amp;lt;/s&amp;gt; order equipment to help keep the station running. Make sure points aren&#039;t wasted, kick the [[clown]] out, and make sure your Cargo Techs aren&#039;t getting in to trouble - and pull their arses out of the fire when they &#039;&#039;do&#039;&#039; get in to trouble. You have three helpers to &amp;lt;s&amp;gt;run off with anything not bolted to the ground and ignore you&amp;lt;/s&amp;gt; help you redistribute things throughout the station. You also have authority over mining, and should try and coordinate the [[Shaft Miner]]s to meet the needs of the station -- Primarily, this means passing on requests from [[Robotics]], [[Research Director|Research]], and [[Station Engineer|Engineering]].&lt;br /&gt;
&lt;br /&gt;
You have sunglasses, a unique jumpsuit, mining access, and your own office. This is all that distinguishes you from a Cargo Technician. The Head of Personnel can waltz in at any time and order or take whatever they want.&lt;br /&gt;
&lt;br /&gt;
[[File:QM_Office.png|300px|thumb|[[Cargo Office|Your Lair]]]]&lt;br /&gt;
&lt;br /&gt;
== Supply Shuttle Console ==&lt;br /&gt;
&#039;&#039;&amp;quot;Who the hell blew all our points on Wizard Costumes?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Cargo Bay]] and [[Cargo Office|your office]] is filled with paper, paper and more paper. Most importantly, there is a console to order items. Everything that people will expect you to order that cannot be procured from the autolathe will show up on the Supply Shuttle once it arrives at CentComm. Each order will produce a requisition form, which is usually best just shoved in the adjacent filing cabinet and forgotten until Security kicks down your door demanding to know who flooded the station with shotguns and clown outfits. In general, try and make sure that you know who ordered what. Don&#039;t worry about point-jackers, either: Your console and the one in the Cargo Office are locked, requiring Cargo Bay access to function, meaning that only your subordinates ([[Cargo Technician|Cargo Technicians]]) and Superiors ([[Captain]] and [[Head of Personnel]]) can order stuff.&lt;br /&gt;
&lt;br /&gt;
=== Supply Points ===&lt;br /&gt;
Every order requires you to spend supply points. You can earn bonus points by shipping certain items back through the supply shuttle:&lt;br /&gt;
*5 supply points per crate&lt;br /&gt;
*1 supply point per correctly stamped supply manifest (GRANTED if the crate had the right contents, DENIED if it didn&#039;t – must be in a crate when sent back)&lt;br /&gt;
*A full refund of any correctly denied supply manifests (some things to check: destination station, contents)&lt;br /&gt;
*5 supply points per [[Plasma|plasma sheet]] (must be in a crate when sent back)&lt;br /&gt;
*??? supply points per exotic seeds from [[Hydroponics]]&lt;br /&gt;
*100(?) supply points should you get your hands on Syndicate [[High-risk_items#Secret_Documents|documents]]&lt;br /&gt;
&lt;br /&gt;
Crates are money. [[Maintenance|Find them]]. Hoard them greedily. [[Teleporter|Steal]] [[Security Office|them]] [[Construction Area|if]] [[Engineering|need]] [[Hydroponics|be]]. The more crates you send back, the more stuff you can order.&lt;br /&gt;
&lt;br /&gt;
=== Stocks ===&lt;br /&gt;
&lt;br /&gt;
You can also earn more points by playing the stock market. The Stock Exchange consoles have logs; be sure to check them periodically to make sure your cargo techs aren&#039;t putting all your points into shitty penny stocks.&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s in Those Crates? ===&lt;br /&gt;
See the list of [[Supply crates]].&lt;br /&gt;
&lt;br /&gt;
=== First Things First ===&lt;br /&gt;
You start with quite a few supply points, so here are some good first choices for the prepared Quartermaster:&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Engineering Equipment&lt;br /&gt;
* Metal/Glass&lt;br /&gt;
* Brute Medkits&lt;br /&gt;
* Standard Medkits&lt;br /&gt;
&lt;br /&gt;
== How To Order Crates ==&lt;br /&gt;
&#039;&#039;&amp;quot;Robotics is bugging me for a Ripley Crate - Everyone point and laugh.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crates are the lifeblood of your department. Ideally, you&#039;ll be ordering quite a few of them. There are very few jobs who will require a crate early into the round, so until something special happens or their progress gates are met, you&#039;ll have the pool of points to play with all to yourself. This includes the Autolathe. While you start with no materials, Auxiliary Tool Storage is just a ten-second walk away and will keep the lathe running for quite some time if you get all the metal and glass. &lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll get a feel for what different people want. The Roboticist will almost always want either metal and glass, while the Virologist will perhaps want a Virus crate. The Bartender might want to borrow a circular saw for his shotgun, and the Botanist might want seeds. One of the marks of a good Quartermaster is the ability to anticipate someone&#039;s order and have it ready for them. This often means keeping a stock of insulated gloves and welding masks (if you&#039;re the type to hand those out to [[Assistant|certain people]]) and checking out who walks in. If you just hand out everything to everyone, you are a security risk. Use your own judgement - an Assistant should not have an RCD, but an Engineer [[Contraband|definitely should]]. Likewise, the clown should not have a combat shotgun, but Security can have one if they want it.&lt;br /&gt;
&lt;br /&gt;
==Junk mail: Disposals mailing==&lt;br /&gt;
# Wrap your item/crate in packaging paper.&lt;br /&gt;
# Use the destinations tagger to choose where to send it.&lt;br /&gt;
# Tag the package.&lt;br /&gt;
# Stick it on the conveyor and let the system handle it.&lt;br /&gt;
&lt;br /&gt;
== Slave Revolt ==&lt;br /&gt;
&#039;&#039;&amp;quot;Confirmed Revs! Loyalty implants and nothing but!&amp;quot;&#039;&#039; - Anonymous Quartermaster, shortly before suffering a tragic work-related accident&lt;br /&gt;
&lt;br /&gt;
During a revolution, you can turn the tide for either side. The Quartermaster quickly becomes one of the most powerful people on the station, able to order loyalty implants or weapons en masse depending on what side they&#039;re on. Your sunglasses will stave off the revolution, but they won&#039;t hesitate to beat you down and steal them to ensure your brainwashing. Implanted, you are a secondary Armory and the greatest ally of Security. And if you happen to be one of the scant few bourgeoisie who have taken up the [[Revolution|cause of the working man]], remember to convince your [[Cargo Technician|comrades]] that it is time to rise up and throw off the chains of the [[Captain|opressors]] - Those who suffer the most under the harsh yoke of the capitalists will be your staunchist allies in the glorious struggle. Always remember Comrade - A true revolutionary seeks [[Mining Outpost|a peaceful solution]], if at all possible.&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
* If you&#039;re riding a MULEbot, you can&#039;t get facehugged.&lt;br /&gt;
* You can flip caps backward by right clicking them in hand or on your head. Don your trusty cap and tell the Captain to eat your shorts as you ride about on a MULEbot.&lt;br /&gt;
* Lethal projectiles can open crates, albeit slowly. Make use of a .357, the Bartender&#039;s Shotgun, or any other projectile weapon to bust open Secure Crates.&lt;br /&gt;
* Packaging paper allows you to wrap things up and put them in your backpack when they wouldn&#039;t otherwise fit, like space suits!&lt;br /&gt;
&lt;br /&gt;
===Tips for traitoring===&lt;br /&gt;
* Emitters can open locked crates, as can Gibtonite explosions.&lt;br /&gt;
* Crates can be trapped: Get a crate, put stuff in the crate, close the crate, apply cable coil, apply Electropack.&lt;br /&gt;
* Emagging the Cargo Consoles allow two special crates to be ordered:&lt;br /&gt;
** The Spec Ops crate contains several grenades and a parapen, as well as other assorted good&lt;br /&gt;
** The NULL_ERROR_ENTRY crate contains a random Syndicate bundle - The same kind you can buy for 20 TC in an uplink!&lt;br /&gt;
&lt;br /&gt;
=== Requisition Me a Beat(ing) ===&lt;br /&gt;
&#039;&#039;&amp;quot;Fun is Contraband. And we&#039;re all about contraband.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many members of the station know that the QM can make things they aren&#039;t supposed to, and most security officers will overlook a little recreational [[hacking]]. Hack the Autolathe to make nifty toys like [[Rapid Construction Device|RCDs]] and [[Flamethrower|Flamethrowers]]. You don&#039;t even need a multitool for this. Just snip and fix till you find the one that turns off the blue light - Remember your [[Insulated_gloves#Gloves|rubber gloves]], because the green light makes it shock you. As long as you don&#039;t try to wall off Cargonia with an RCD, most people will forgive you for wasting resources on it to be prepared.&lt;br /&gt;
&lt;br /&gt;
It&#039;s common for the Quartermaster to, at the very least, [[Hacking#MULEbot|enable the MULEbots&#039;]] nonstandard cargo and speed the motor up, though you can also upgrade the power cell if you have spares. The MULE is one of your best tools as a Quartermaster, and can make your life (and subsequently the lives of the rest of the crew) so much better.&lt;br /&gt;
&lt;br /&gt;
See [[Mulebot|here how to use a MULEbot]].&lt;br /&gt;
&lt;br /&gt;
=== [[Contraband|Contraband]] ===&lt;br /&gt;
Contraband posters contain inappropriate themes that Nanotrasen has deemed too vulgar and have subsequently banned them from their space stations.&lt;br /&gt;
&lt;br /&gt;
How to obtain:&lt;br /&gt;
# Get the circuitboard of your supply computer&lt;br /&gt;
# Multitool it and set its receiver to the appropriate spectrum&lt;br /&gt;
# Put it back in. You can now order contraband&lt;br /&gt;
# Note that contraband is illegal. [[Shitcurity|Security]] can do whatever they wish to it, and therefore you for bringing it on board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a [[Engineering#Engineering_Secure_Storage|certain way]] to open crates you shouldn&#039;t, if you can [[emag|get]] [[Head of Personnel|your]] [[Chief Engineer|hands]] [[Engineer|on]] [[Assistant|it]]. Security will often panic about a Quartermaster that is better equipped than they are, so keep your ill-gotten gains hidden and secure until they are needed.&lt;br /&gt;
&lt;br /&gt;
== Ordering a Good Helping of Death ==&lt;br /&gt;
&#039;&#039;&amp;quot;Why is there a Singularity being built in Escape?&amp;quot;&#039;&#039; - Commissar Jesus, Chief Engineer&lt;br /&gt;
&lt;br /&gt;
Being a Traitor QM is one of the best damn things in the game. As a Quartermaster, you have direct and easy access to weapons and tools many other jobs do not, and can easily conceal most of your nefarious deeds. Cutting the cameras is the first step to &amp;lt;s&amp;gt;success&amp;lt;/s&amp;gt; drawing attention to yourself, followed closely by ordering and hiding a weapons crate. Better yet, send the crate back and stash the loot in your locker. Hell, you can even order a ton of weapons and give all of them to the greyshirts. Maybe they&#039;ll accomplish your objectives for you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re feeling daring, order a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] and use it to unlock any crate you want. You can even emag the ordering computer to get the Special Ops and NULL_ENTRY crates, which contain some nifty things. Problem is, this makes it a dead giveaway that you&#039;re a traitor, so pocket what you want to keep, space what you don&#039;t, and send the crate back. Don&#039;t forget to awaken the MULE&#039;s bloodlust -- that&#039;ll cause some havoc, creating an amazing distraction, and you can blame one of your slaves to take the heat off yourself.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Supply&amp;diff=7481</id>
		<title>Department Standard Operating Procedure: Supply</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Supply&amp;diff=7481"/>
		<updated>2017-05-21T02:01:28Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Dept SOP page for Supply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Quartermaster.png|64px]][[Quartermaster]]=&lt;br /&gt;
#The Quartermaster must follow the same Guidelines as Shaft Miners and Cargo Technicians.&lt;br /&gt;
#The Quartermaster has the authority to deny any request not made by a Head of Staff or Command staff.&lt;br /&gt;
#The Quartermaster does not have authority over the Munitions Officer regarding the MAC, nor can the Quartermaster order the Munitions Officer to perform the role of Cargo Technician or Shaft Miner.&lt;br /&gt;
#The Quartermaster is free to utilize paperwork at their discretion. However, during emergencies, expediency should take precedence over bureaucracy.&lt;br /&gt;
&lt;br /&gt;
=[[File:Cargo.png|64px]][[Cargo Technician]]=&lt;br /&gt;
#Cargo Technicians may not distribute contraband without permission from the Executive Officer or Captain.&lt;br /&gt;
#Cargo Technicians are not permitted to hack the autolathe or any other machinery in Cargo.&lt;br /&gt;
#Cargo Technicians are not permitted to create weaponry without permission from the Head of Security or Captain. With permission, weapons are to be handed over to the Master-at-Arms and placed in the Armory.&lt;br /&gt;
#Cargo Technicians are not permitted to distribute equipment from department-specific crates to crewmembers outside of that department without permission from the relevant Head of Staff.&lt;br /&gt;
#Cargo Technicians are not permitted to break open crates.&lt;br /&gt;
#Cargo Technicians must immediately transfer mission objectives (e.g. the volatile bomb) to Security or Command.&lt;br /&gt;
&lt;br /&gt;
=[[File:Lava_miner.png|64px]][[Shaft Miner]]=&lt;br /&gt;
#Shaft Miners must have permission from Command to begin salvaging operations.&lt;br /&gt;
#Shaft Miners must inform Command when salvaging operations are complete and all Shaft Miners are aboard the ship.&lt;br /&gt;
#Shaft Miners are required to setup the telecommunications relay while planetside, and may not disable it.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_munitions_officer_male.png|64px]][[Munitions Officer]]=&lt;br /&gt;
#The Munitions Officer is not permitted to allow any unauthorized personnel into Munitions. Engineers are authorized if repairs are needed.&lt;br /&gt;
#The Munitions Officer may only load the type of shell requested by the Weapons Officer.&lt;br /&gt;
#The Munitions Officer must be inside of Munitions when the ship drops out of FTL, and until the Weapons Officer confirms there are no enemy ships in the system, or the enemy ships are defeated.&lt;br /&gt;
#The Munitions Officer may not load any crewmembers into the MAC unless it is a legal, approved execution.&lt;br /&gt;
#The Munitions Officer is required to keep the MAC in good condition. Having extra oil and a spare actuator is recommended.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7480</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7480"/>
		<updated>2017-05-20T01:26:53Z</updated>

		<summary type="html">&lt;p&gt;Ike709: HoP -&amp;gt; XO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security William Harshman&lt;br /&gt;
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy, and the [[Master-at-Arms]] is the second in command of Security. All security members take orders from them, and they takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Executive Officer]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The XO cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on.&lt;br /&gt;
# [[File:StunBaton.gif]] Take your [[Stun Baton]] from your backpack, put it inside the Security Belt.&lt;br /&gt;
# [[File:Flash.gif]] Take your [[Flash]], put it in the belt.&lt;br /&gt;
# [[File:Flashbang.gif]] Get a [[Flashbang]], put it in the belt.&lt;br /&gt;
# [[File:Pepperspray.png]] Get a [[Pepperspray]], put it in the belt.&lt;br /&gt;
# [[File:Handcuffs.png]] Take your [[Handcuffs]] from your backpack and put them in your pocket. Get an extra pair from the SecTech vending machine and put it in your belt.&lt;br /&gt;
# [[File:Hybrid_taser_seclight.gif]] Get your [[Taser]], get the Seclite from your belt and attach it to the Taser and put it back in your exosuit-slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra stunbaton from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn&#039;t (within reason).&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM, don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details&lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS for orders, respond to calls for help, don&#039;t just sit in your office being useless!&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give them a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened.&lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
:*Inform the [[Master-at-Arms]] or [[Head of Security]].&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse&lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room&lt;br /&gt;
:*Let a lynch mob harm your prisoner&lt;br /&gt;
:*Refuse their request to speak with legal counsel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[MA]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot&lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Master-at-Arms) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - no reason being the key words, don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your loyalty implants! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is the generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rouge or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup, consider asking the Master-at-Arms/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including tasers) will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;, unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the MA/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.&lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the MA/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 80% of bullet damage to the chest and head, they can be very helpful.  If the AI is still alive at this point, make sure it&#039;s called the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]]. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
Polyacid to the face can melt the Wizard&#039;s hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/MA/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.&lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist&#039;s you are free to use lethal force to defend yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Master-at-Arms runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&amp;lt;!--- There is no prison wing&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&amp;lt;!--- No posts either&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Master-at-Arms have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the MA&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or MA can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7479</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_security&amp;diff=7479"/>
		<updated>2017-05-20T01:26:23Z</updated>

		<summary type="html">&lt;p&gt;Ike709: The MaA is the 2iC of Security.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security William Harshman&lt;br /&gt;
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy, and the [[Master-at-Arms]] is the second in command of Security. All security members take orders from them, and they takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on.&lt;br /&gt;
# [[File:StunBaton.gif]] Take your [[Stun Baton]] from your backpack, put it inside the Security Belt.&lt;br /&gt;
# [[File:Flash.gif]] Take your [[Flash]], put it in the belt.&lt;br /&gt;
# [[File:Flashbang.gif]] Get a [[Flashbang]], put it in the belt.&lt;br /&gt;
# [[File:Pepperspray.png]] Get a [[Pepperspray]], put it in the belt.&lt;br /&gt;
# [[File:Handcuffs.png]] Take your [[Handcuffs]] from your backpack and put them in your pocket. Get an extra pair from the SecTech vending machine and put it in your belt.&lt;br /&gt;
# [[File:Hybrid_taser_seclight.gif]] Get your [[Taser]], get the Seclite from your belt and attach it to the Taser and put it back in your exosuit-slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra stunbaton from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn&#039;t (within reason).&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM, don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details&lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS for orders, respond to calls for help, don&#039;t just sit in your office being useless!&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give them a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened.&lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
:*Inform the [[Master-at-Arms]] or [[Head of Security]].&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse&lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room&lt;br /&gt;
:*Let a lynch mob harm your prisoner&lt;br /&gt;
:*Refuse their request to speak with legal counsel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[MA]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot&lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Master-at-Arms) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - no reason being the key words, don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your loyalty implants! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is the generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rouge or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup, consider asking the Master-at-Arms/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including tasers) will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;, unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the MA/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.&lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the MA/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 80% of bullet damage to the chest and head, they can be very helpful.  If the AI is still alive at this point, make sure it&#039;s called the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]]. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
Polyacid to the face can melt the Wizard&#039;s hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/MA/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.&lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist&#039;s you are free to use lethal force to defend yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Master-at-Arms runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&amp;lt;!--- There is no prison wing&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&amp;lt;!--- No posts either&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Master-at-Arms have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the MA&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or MA can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Roboticist&amp;diff=7478</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Roboticist&amp;diff=7478"/>
		<updated>2017-05-19T22:38:14Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Roboticist.png&lt;br /&gt;
|img = roboticist_action.png&lt;br /&gt;
|jobtitle = Roboticist&lt;br /&gt;
|access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage&lt;br /&gt;
|additional = Research Labs, [[Toxins Storage]], [[Xenobiology]], [[Genetics]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR.&lt;br /&gt;
|guides = [[Guide to robotics]], [[Department Standard Operating Procedure: Science#Roboticist|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Alright, who wants to donate their brain to science?&lt;br /&gt;
}}&lt;br /&gt;
The Roboticist&#039;s job is to maintain the system&#039;s cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits.[[File:Robotics.png|300px|thumb|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Build and maintain cyborgs.&lt;br /&gt;
&lt;br /&gt;
==The Lab==&lt;br /&gt;
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains the [[Exosuit Fabricator]]s for the creation of any robotic component you require, a few cyborg recharge stations, a few Exosuit recharge stations, a chest with multiple sheets of [[metal]], [[power cells|Power Cell]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flashes|Flash]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].&lt;br /&gt;
&lt;br /&gt;
===Oh God, I Don&#039;t Know What To Do! Help!===&lt;br /&gt;
See the [[Guide to robotics]] for a how-to on most things you&#039;ll be handling. &lt;br /&gt;
&lt;br /&gt;
==THIS HAND OF MINE GLOWS WITH AN AWESOME POWER==&lt;br /&gt;
You are going to be building some of the most powerful things on the ship, given time and resources from your fellow Scientists and the department&#039;s best friends, the Miners.&lt;br /&gt;
One of the most useful tools for your job is a toolbelt, which allows you to use an otherwise vacant slot to hold an entire cadre of tools. There&#039;s one in the Robotics Lab... But there are two of you. Be quick or be forced to find your own, and don&#039;t be afraid to dunk the other guy if he&#039;s a chucklefuck who wants to fight you for the belt.&lt;br /&gt;
It may be a good idea to stop by [[Primary Tool Storage]] as well, for the metal, glass, and potentially another a toolbelt. Return to your den and meet the cyborg, replace his battery for him and exchange displays of affection via a relay of petting and pinging. Then, law 2 it to get the fuck out. They&#039;re keeping you from important work.&lt;br /&gt;
&lt;br /&gt;
==This is no Zaku boy, no Zaku==&lt;br /&gt;
If you didn&#039;t get a tool belt, go harass [[engineering]] until you get one. Put your tools (Including a Multitool) inside it and discard the now-worthless toolbox. It might be a bad idea to grab a spare length of cable coil if and when you&#039;re out and about, as you only start with one in the lab. Now it&#039;s time to start building robots. &lt;br /&gt;
First on the agenda is the fulfill the handful of requests to turn people into Cyborgs. Fill the [[Exosuit Fabricator]]s with metal and get them working.There will likely be one or two people waiting around for you, so either let them in via the service window or . Oblige, this is what you are here to do after all. Take out their brains while you wait on the cyborg parts, and keep their access cards for yourself. Stuff the brainless corpses down disposals and put the cyborgs together, before finally inserting the MMI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Life on the Assembly Line==&lt;br /&gt;
Build another cyborg. Try to keep at least 1 cyborg body on standby for the inevitable train of corpses that will be coming through your door. Now you can waste valuable time and resources on fancy exosuits. If Mining all died off or R&amp;amp;D feels uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.&lt;br /&gt;
&lt;br /&gt;
Sync up your R&amp;amp;D console, set your Exosuit Fabricators to auto-sync, and get building. Just make sure you have the acid you need to make the circuit boards by now, and that mining has brought you the metals you need. You will have a love-hate relationship with the R&amp;amp;D lab and its residents. On the one hand they will be inventing fun toys for you, on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it&#039;s smooth sailing. Make exosuits, give them to people with little-to-no authorization,and watch the ensuing chaos from your comfy chair.&lt;br /&gt;
&lt;br /&gt;
==Other tips==&lt;br /&gt;
Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Don&#039;t waste them.  Third, have a plan before you start building anything huge, like a exosuit (without the circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn&#039;t load them with anything but the minimum required power cells. Fifth, tech storage is your friend.  It has two flashes, two power cells, and insulated gloves.  Raiding tech storage can net you an extra cyborg exosuit before having to beg cargo for a robotics assembly.  For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone.  Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.&lt;br /&gt;
*Cut LawSync and reset cyborg laws when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around.&lt;br /&gt;
*Make drone shells so players can &amp;lt;s&amp;gt;steal all your metal and glass&amp;lt;/s&amp;gt; rejoin the round&lt;br /&gt;
*Put beacons in all Exosuits lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
*Try to make your own boards by getting acid from chemistry and getting R&amp;amp;D to sync the servers.&lt;br /&gt;
*Remember to periodically sync your own R&amp;amp;D console to get the most out of their research data&lt;br /&gt;
*Recognize that the QM might be more inclined to get you some metal/robot assemblies if you don&#039;t eat up all of their points with Ripley boards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a cyborg shell without making sure it isn&#039;t braindead (they can speak you know).&lt;br /&gt;
*Blow all the cyborgs because one was emagged.&lt;br /&gt;
*Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.&lt;br /&gt;
*Try to make a exosuit you don&#039;t have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.&lt;br /&gt;
*Go on exosuit rocket launcher rampages &#039;because you can&#039;.&lt;br /&gt;
*Be an asshat.&lt;br /&gt;
*Build an exosuit for anyone who just comes by and asks for one (And won&#039;t accept a Tracking Beacon)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Putting better parts in your robotics fabricator reduces the materials required to build stuff and the time equivalent to increasing the efficiency via materials science, so upgrading at the start helps a lot to get the most out of your starting metal. It stacks with materials science. In particular; the micro laser and manipulators as well as a high materials research will lower amount of materials used.&lt;br /&gt;
* Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).&lt;br /&gt;
* Medibots are a bit more robust than people often seem to account for.&lt;br /&gt;
**Anywhere between adding the robotic arm and the sensor module, you can write on the assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they&#039;re all just named &amp;quot;Medibot&amp;quot;.&lt;br /&gt;
**Additionally, you can make medical bots out of any of the different colors of first aid kit available on the ship, and the resulting medical bot will keep that color.&lt;br /&gt;
**Medibot assemblies can be crafted to the last step, and then stored in your backpack. Proximity sensors are tiny items, and can fit in your pockets and your internals box - so it&#039;s entirely viable to carry and deploy a small army of medical robots, simply by combining the proximity sensors with them in your backpack. They&#039;ll spawn on the ground there and then, ready to work.&lt;br /&gt;
**If you have medical access, a good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, great for topping people up. Remember to lock it after you are done.&lt;br /&gt;
**Again if you have medical access, you can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they&#039;re needed the most simply by temporarily turning them off. You don&#039;t even need to unlock them to do this, and turning them on again is simple.&lt;br /&gt;
**Though I&#039;ve not tested it, logic dictates (see next point) that increasing the injection amount probably isn&#039;t going to help too much, since a lower threshold means a Medibot can keep injecting you until you&#039;re healthy without overdosing you (which, like with all healing chemicals in the game, has no negative effects other than redundancy).&lt;br /&gt;
**Medical robots all use the same chemicals as standard, so it won&#039;t stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - I&#039;ve been brought out of crit several times because I had two medical robots healing me a few minutes before.&lt;br /&gt;
**The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel.&lt;br /&gt;
**Offering a tetrality of appropriately named and colored medical robots at the chapel to the Spess Machine God Mechatron will grant you his favor.&lt;br /&gt;
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don&#039;t have a space suit and you need to cross dangerous breaches.&lt;br /&gt;
* The Odysseus can scan a stupidly robust assortment of chemicals with its syringe gun, from the laughable to the freakishly deadly. One such chemical is Plasma. Unlimited liquid plasma can be generated.&lt;br /&gt;
* Mech drills can bust open lockers to get the goodies inside.&lt;br /&gt;
*RIPLEYs are a Roboticist&#039;s BEST FRIEND.&lt;br /&gt;
** They are Relatively Cheap&lt;br /&gt;
** They Have Storage Capability&lt;br /&gt;
** Their Internal Airtank, when activated, negates the effects of both hot and cold environ-ments and holds enough air to last the entire round. Literally hours.&lt;br /&gt;
** Their Drill can cut through almost anything including most items, walls, even blast doors. If upgraded to diamond the drill can even cut through Reinforced walls. It is a fairly robust weapon and can gib bodies.&lt;br /&gt;
** If caught in a singularity the mech will be destroyed first giving you the chance to flee.&lt;br /&gt;
** It has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds.&lt;br /&gt;
** It blocks line of sight.&lt;br /&gt;
** When it is destroyed turrets cannot target anyone standing on the same square as it IE the person who was inside when it went boom.&lt;br /&gt;
** A good roboticist should have one on hand at all times.&lt;br /&gt;
** As a side note: An intelligent roboticist in a RIPLEY can rob the vault in 3-5 minutes.* The Odysseus is a force to be reckoned with. It can scan any chemicals, this includes drinks. The Odysseus&#039; internal generator makes infinite amounts of any chemical and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents.&lt;br /&gt;
** You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance:&lt;br /&gt;
** Healing mixture: Omnizine.&lt;br /&gt;
** Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash.&lt;br /&gt;
* Clicking a box with syringes while in an Odysseus with syringe gun raised will load every syringe from the box in the Odysseus.&lt;br /&gt;
* Constructing a Ripley Chassis at Materials 1 costs 30,000 metal; at Materials 5, it costs 24,000; at Materials 7, 21,600.&lt;br /&gt;
** At Materials 1, fully upgrading the Exosuit Fabricator (Good luck doing that) makes it cost 27,600 metal (down from 30,000)&lt;br /&gt;
** At Materials 7, fully upgrading the Exosuit Fabricator changes the cost 19,200 metal (down from 21,600 metal)&lt;br /&gt;
** To build a Durand at Materials 7 on a default ExoFab requires:&lt;br /&gt;
*** Metal: 329400 (87.84 sheets); Glass: 32400 (8.64 sheets); Silver: 27000 (7.2 sheets); Uranium: 10800 (2.88 sheets)&lt;br /&gt;
** On a fully-upgraded ExoFab, the numbers drop to:&lt;br /&gt;
*** Metal: 292800 (78.08 sheets); Glass: 28800 (7.68 sheets); Silver: 23600 (6.293333 sheets); Uranium: 9600 (2.56 sheets)&lt;br /&gt;
** Gygax, Default ExoFab:&lt;br /&gt;
*** Metal: 297000 (79.2 sheets); Glass: 32400 (8.64 sheets); Diamond: 10800 (2.88 sheets)&lt;br /&gt;
** Gygax, Pimped ExoFab:&lt;br /&gt;
*** Metal: 264000 (70.4 sheets); Glass: 28800 (7.68 sheets); Diamond: 9600 (2.56 sheets)&lt;br /&gt;
** tl;dr -- Combat Mechs mostly cost exorbitant amounts of metal - a stack and a half at least in most cases - but not actually that much of anything else.&lt;br /&gt;
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* People can&#039;t tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Change your mechs name to some other mech and you can walk around as a conferred traitor.&lt;br /&gt;
* You can load a Medibot with &#039;&#039;&#039;any&#039;&#039;&#039; chemical mixture. Refer to the mixture in the Traitor Chemist section and they will inject them with said mixture over and over until they die.&lt;br /&gt;
&lt;br /&gt;
==Being an Evil Genius==&lt;br /&gt;
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high ship access, and access to tech storage will allow you to get pretty much everywhere,considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit&#039;s contents poured into a single large beaker of an emagged Medibot can create a very dangerous &#039;helper&#039;. Emagging the cyborgs equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console.&lt;br /&gt;
If you want to make a cyborg despite having no volunteers, it&#039;s never a bad idea to simple drag the body of your last murder victim back to the lab for a debraining - Rarely do people question you once the body is already being operated on.   &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Scientist&amp;diff=7477</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Scientist&amp;diff=7477"/>
		<updated>2017-05-19T22:37:36Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img_generic = scientist_generic.png&lt;br /&gt;
|img = Generic_scientist.png&lt;br /&gt;
|jobtitle = Scientist&lt;br /&gt;
|access = [[Research Division]], [[Xenobiology]], Laboratories, Toxins Storage, Mineral Storage, [[Mining Dock]]&lt;br /&gt;
|additional = [[Robotics]], [[Tech Storage]], [[Genetics]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Do experiments, research, feed the slimes, and make bombs!&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to xenobiology]], [[Guide to telescience]], [[Department Standard Operating Procedure: Science#Scientist|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = OH GOD THE ALIEN BROKE OUT OF CONTAINMENT PLEASE SEND HE-GACK!&lt;br /&gt;
}}&lt;br /&gt;
Scientist is one of the most feared and fun jobs on ship. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the ship, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the ship. This is of course a really bad idea, often resulting in jobbans - but then again, &#039;&#039;delicious bombs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Do R&amp;amp;D if nobody else is.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdivision.png|300px|thumb|alt=Research Division|[[Research Division]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Laboratories==&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Research and Development|Research &amp;amp; Development]] ===&lt;br /&gt;
Houses the destructive analyzer. You put stuff in it, to numbers go up. The higher the numbers, the more stuff you can produce with the protolathe and circuit imprinter.&lt;br /&gt;
&lt;br /&gt;
With the right research levels, you can construct almost any machine on the ship. You can also research upgraded parts to improve existing machines. Remember to sync the database with the network, so the [[roboticist]]s can benefit from your discoveries!&lt;br /&gt;
&lt;br /&gt;
Your research efforts will cap at a certain point without minerals from mining. Coordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=== [[Guide to toxins|Toxins Research]] ===&lt;br /&gt;
This lab focuses on exploring the possibilities of [[Plasma|plasma gas]], &amp;lt;s&amp;gt;typically&amp;lt;/s&amp;gt; always in the form of massive explosions. Provided to you is the [[Toxins Test Chamber]], where you can safely test your creations.&lt;br /&gt;
&lt;br /&gt;
While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.&lt;br /&gt;
&lt;br /&gt;
Bombs have practical uses as [[Shaft Miner|mining]] charges, though they are mainly sought after by [[traitor]]s wanting to take out valuable ship equipment and cause havoc.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=== [[Guide to xenobiology|Xenobiology]] ===&lt;br /&gt;
The primary purpose of this lab is research on the breeding of [[slime]]s, the extracts of which have a variety of fun effects, by feeding them large numbers of [[monkey]]s.&lt;br /&gt;
&lt;br /&gt;
It also contains a pen capable of safely housing [[xenomorph]]s, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the ship can only end well.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to telescience|Telescience]] ===&lt;br /&gt;
This lab specializes in the research of bluespace and teleportation. Provided is a telepad, a console and several GPS devices for you to engage in &amp;lt;s&amp;gt;grand theft&amp;lt;/s&amp;gt; research!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the Telescience Lab is not present at round start, but you can still build the machines yourself if you get R&amp;amp;D high enough.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=== [[E.X.P.E.R.I-MENTOR|Experimental Lab]] ===&lt;br /&gt;
This lab houses the [[E.X.P.E.R.I-MENTOR]], AKA that machine that drives R&amp;amp;D crazy by constantly setting off the fire alarm in their lab.&lt;br /&gt;
&lt;br /&gt;
=== [[Testing Lab]] ===&lt;br /&gt;
A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
== Tips! ==&lt;br /&gt;
*&#039;&#039;&#039;Hey! Listen!&#039;&#039;&#039; &#039;&#039;Unless you&#039;re an antagonist, &#039;&#039;&#039;DO NOT&#039;&#039;&#039; use the bombs on the main station. You&#039;ll get banned otherwise. Refer to the [[rules]].&#039;&#039;&lt;br /&gt;
*Change the frequency of the remote signalling devices so that other scientists or saboteurs don&#039;t set off your explosives themselves.&lt;br /&gt;
*It&#039;s possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist&#039;s work.&lt;br /&gt;
*You can blow up the singularity with a [[Clothes_and_internals#Backwear|Bag of Holding]]. Seriously.&lt;br /&gt;
*RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It&#039;ll replace the parts in the machine with the next best parts in the RPED!&lt;br /&gt;
**Using an RPED on a machine will tell you what parts it&#039;s made of!&lt;br /&gt;
**You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!&lt;br /&gt;
* Slimes will glomp you if you hug them enough times.&lt;br /&gt;
* Golems cannot slip. A golem with a spray bottle or a bucket is one of the most dangerous things in the game.&lt;br /&gt;
* You can easily kill slimes with TK. You don&#039;t even have to get close to them to kill them. Just tele-throw something like floor tiles or metal sheets at them from another room.&lt;br /&gt;
* Black extracts turn people into actual slimes, green extracts only turn people into googirls/guys.&lt;br /&gt;
* Also black/green slime work even in fairly minute amounts, you can throw 1 unit of green/black extract in 40 units of water and the resulting 5 unit injections would still have an effect.&lt;br /&gt;
* If you have bluespace slimes and large grenades you can use them together to make a weaponized teleport. Space all the beacons you can and then make more and space them as well. Huck the grenade in confined spaces (i.e. the shuttle) and delight as large portions of the crew are probably thrown into deep space. Just make sure you&#039;re out of the grenade&#039;s range. ADDED: Stash the grenade in one of the shuttle&#039;s medkits/lockers and activate with a signaler.&lt;br /&gt;
* The slime processor and the chef&#039;s food processor are the same thing. So you can grind slimes in the chef&#039;s food processor and make fries in the slime processor!&lt;br /&gt;
* Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.&lt;br /&gt;
* If you&#039;re making a typical valve transfer bomb, don&#039;t follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.&lt;br /&gt;
* You can now research and build cyborg rechargers.&lt;br /&gt;
* Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.&lt;br /&gt;
* Plasma cutters (AKA infinite welders) can cut through regular walls without causing damage to your eyes.&lt;br /&gt;
* You can scan Slime Jelly with the Odysseus and have it produce more.&lt;br /&gt;
* If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.&lt;br /&gt;
* Remember: If you detonate your bombs on the main station without being an antagonist, you will get banned. Refer to the [[rules]].&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
*Test Range firing pins can be emagged to work like a normal firing pin.&lt;br /&gt;
*With enough illegal research, you can make things like universal suppressors and ebows.&lt;br /&gt;
* Orange slime extracts can be used as ghetto firebombs.&lt;br /&gt;
* Friendly Spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.&lt;br /&gt;
&lt;br /&gt;
==A Terrorist is you!==&lt;br /&gt;
At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on things to conceal your identity, as people will want to murder and rape you to death after you set them up the bomb. Or, in the least, get a space suit for the huge void you just made. Research and development currently are useful for terrorism. Grab whatever you can first out of there like laser cannons and stun guns. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Research_Director&amp;diff=7476</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Research_Director&amp;diff=7476"/>
		<updated>2017-05-19T22:37:17Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img_generic = Generic_rd.png&lt;br /&gt;
|img = ResearchDirector.png&lt;br /&gt;
|jobtitle = Research Director&lt;br /&gt;
|access = [[Research Division|All Research Departments]], [[Genetics]], [[Robotics and Mech Bay|Robotics]], [[Morgue]], [[Bridge]], [[Research Director&#039;s Office]], [[Teleporter]], [[AI Upload]], [[Gateway]], [[Brig]], Mineral Storage, [[Tech Storage]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]], [[Executive Officer]]&lt;br /&gt;
|duties = Supervise research efforts, ensure Robotics is in working order, make sure the [[AI]] and its [[Cyborg]]s aren&#039;t rogue, replacing them if they are&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to toxins]], [[Guide to xenobiology]], [[Guide to genetics]], [[Guide to robotics]], [[Chain of Command]], [[Guide to construction]], [[Department Standard Operating Procedure: Science#Research Director|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Nobody has seen the scientist who was working with the E.X.P.E.R.I.-MENTOR lately, the Toxins lab is gone and took my office with it, R&amp;amp;D looks like a bizarro town of machines and Robotics has enough firepower to take over the ship. Oh, and something locked itself into Xenobiology but we haven&#039;t figured out yet what it is.&lt;br /&gt;
}}&lt;br /&gt;
So you&#039;re going to be the caretaker of a [[Geneticist|bunch]] of [[Roboticist|lobotomy]] [[Scientist|patients]] with access to some of the most dangerous things on the ship! This is a brief overview of the Research Director&#039;s job, what he or she will inevitably face and how they can overcome adversity.&lt;br /&gt;
[[File:Rdivision.png|300px|thumb|alt=Research Division|[[Research Division|The halls of SCIENCE!]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* Never abandon the ship. You should never intentionally be on a different z-level from the ship without admin permission. This does not apply when docking with a station to retrieve an objective, though that should be delegated.&lt;br /&gt;
* Be active when playing a Head of Staff. If you’re playing a command role and need to go AFK, offline, or otherwise leave then adminhelp to notify admins. WHEN YOU LEAVE, DO NOT SUICIDE OR GO AFK on the spot unless it’s an emergency. Enter a cryopod to free up the job slot for someone else. Do not join a round as a Head of Staff if you know you cannot stay for the entire round.&lt;br /&gt;
* Do not play the department’s Head of Staff unless you have experience and a basic understanding of performing all of the department’s jobs.&lt;br /&gt;
* Know and follow [[Ship Law]] and [[Standard Operating Procedure]].&lt;br /&gt;
* Heads of Staff are, unless otherwise stated, expected to follow the role-specific rules of their underlings in addition to their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Upgrade important Medbay equipment, know who has 6 maxcap bombs, and know how to deal with the silicons if they become less than friendly&lt;br /&gt;
&lt;br /&gt;
== Get It All Together ==&lt;br /&gt;
As the Research Director, your job is obviously to direct research. You have access to all things scientific. &lt;br /&gt;
&lt;br /&gt;
=== [[Research_Division#Research_Director.27s_Office|Your Office]] ===&lt;br /&gt;
[[File:RD_Office.png|300px|thumb|alt=Your Office|[[Research_Division#Research_Director.27s_Office|The office of SCIENCE!]]]]&lt;br /&gt;
You arrive on the ship inside [[Research_Division#Research_Director.27s_Office|your office]] next to [[Xenobiology]]. You have the front seat if (read: when) it catches on fire. So sit back and enjoy the view. Remember that you have &amp;lt;s&amp;gt;two of&amp;lt;/s&amp;gt; the most &amp;lt;s&amp;gt;important&amp;lt;/s&amp;gt; boring consoles on the ship, but one of them happens to be the AI integrity restorer! Guard them with your life. In your office you have:&lt;br /&gt;
*An AI System Restorer (Revives dead AIs)&lt;br /&gt;
*A Robotics Control console (AI is rogue, blow the borgs!)&lt;br /&gt;
*An Exosuit Control console&lt;br /&gt;
*A camera monitor for supervising your laboratories&lt;br /&gt;
*Teleporter and AI Core circuit boards&lt;br /&gt;
*An Intellicard (Download the AI from its core, wipe it if it&#039;s rogue, steal it if &#039;&#039;you&#039;re&#039;&#039; rogue)&lt;br /&gt;
*A pAI&lt;br /&gt;
*A locker stocked with some alternate outfits and a flash&lt;br /&gt;
*A Reactive Teleporter Armor (Remember to turn it on before wearing)&lt;br /&gt;
*Your pet facehugger, Lamarr&lt;br /&gt;
&lt;br /&gt;
You may wish to periodically check how many cyborgs there are on the robotics console and if any are no longer slaved to an AI, or has stopped functioning.&lt;br /&gt;
&lt;br /&gt;
=== Directing Research 101 ===&lt;br /&gt;
[[Scientist]]s will be your primary subordinates. They will be working with the R&amp;amp;D, Toxins, and Xenobiology laboratories. You may want to ensure that all three labs are manned by assigning your scientists roles at the start of the shift. Toxins and xenobio labs usually don&#039;t need more than one scientist working there at a time, unless they&#039;re requesting help. &#039;&#039;&#039;Familiarize yourself with all sub-departments of Science and be prepared to fill in when something is needed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Periodically sync the research computer in R&amp;amp;D so Robotics has access to the latest data. This also backs up your research data to the server, so if something happens to the research console the data can be easily restored. DO NOT FORGET THIS!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to check on the [[Roboticist]]s every now and again to ensure they are doing their jobs which is building and maintaining cyborgs, bots, and exosuits. Sync their research console if they haven&#039;t already, as well as their fabricators. Make sure they aren&#039;t building combat mechs without authorization, and try to convince them to put tracking beacons on their creations.&lt;br /&gt;
&lt;br /&gt;
[[Geneticist]]s have the habit of monkeying themselves or abusing superpowers. If they manage to bypass your supervision and start abusing their powers, notify security immediately and have them stripped of rank.&lt;br /&gt;
&lt;br /&gt;
===Your Defense===&lt;br /&gt;
At the start of each shift, the Research Director one of the more vulnerable heads of staff on board.. Given enough time, however, he can develop into a powerful, destructive force. You start with access to the Toxins and Xenobiology labs, which both can be used to your advantage if you&#039;re familiar with them (Which, being the Director of Science, you most certainly should be).&lt;br /&gt;
&lt;br /&gt;
There is a Reactive Teleporter Armor in your locker - It is both a fantastic tool and a hilarious deathtrap. When it is activated, any physical contact (Hugging, stripping, grabbing, hitting) will cause the armor to shunt you away in a random direction. While can be incredibly useful, it can also be incredibly dangerous if you&#039;re near space. It can easily fling you out into the void, so be mindful of when you keep it on or off.&lt;br /&gt;
&lt;br /&gt;
While you can produce a vast array of weapons, a large majority of them require a Firing Pin. These can be found in the Armory, or ordered from Cargo. While you cannot replicate the standard Electronic Firing Pins, you can create two unique versions: Testing Range pins, and Loyalty Pins. The former will give your gun the ability to be fired exclusivley on the Firing Range, for testing, while the latter will not fire for those who do not have a Loyalty Implant. Gear given to Security typically benefits from being pinned with them, as it prohibits their weapons from being used against them.&lt;br /&gt;
&lt;br /&gt;
=== Lamarr ===&lt;br /&gt;
Inside the display case in your office is a surgically modified [[Xenos#Facehugger|facehugger]]. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It&#039;s usually best kept in its case. With a chameleon projector, Lamarr can be scanned to act as a fearsome disguise.&lt;br /&gt;
&lt;br /&gt;
== There&#039;s No I In Team ==&lt;br /&gt;
Your official responsibility is to ensure that nobody does anything they shouldn’t. This means making sure the Geneticists don’t turn the Captain into a monkey, that Roboticists don’t kidnap and borg the Clown, that Xenobio doesn&#039;t spawn angry mobs everywhere, that Telescience doesn&#039;t steal the nuke disk, that R&amp;amp;D doesn&#039;t see what happens when they put two bags of holding together, and that Toxins does not destroy the ship.&lt;br /&gt;
&lt;br /&gt;
Do not try to stop Toxins from igniting itself; if they are stupid enough to set themselves on fire, no amount of shouting or threatening will stop them from doing so. As long as the fire is contained to Toxins, nobody gets hurt.&lt;br /&gt;
&lt;br /&gt;
Nobody important, anyway.&lt;br /&gt;
&lt;br /&gt;
=== In Case of Wizard, Assume Brace Position ===&lt;br /&gt;
With a wizard on board, Science can often find itself in all sorts of trouble - There are several high-risk items inside your department that the magical intruder might be after, and beyond that, your very life could be in danger! In fact, it probably is, between fireballs, animated objects, and polymorphed xenomorphs. Try to ride out the storm until it&#039;s time to go home; or, if the Wizard is horribly incompetent (As is often the case), settle down for a long shift of relative quiet.&lt;br /&gt;
If the wizard has EI NATH then you have to focus more on Robotics, and deal with borging the steady stream of brains into a robotic army.&lt;br /&gt;
&lt;br /&gt;
=== No Nuclear Fire Today ===&lt;br /&gt;
Sometimes, groups of angry terrorists with spiffy red hardsuits and scary black borgs will board the ship. They want to ruin your day, so make no mistakes and take no prisoners. It&#039;s pretty much a given that you&#039;ll be evacuating, so strap up on your favorite gear and get stuck in. Remember that two easy-access weapons of yours (The Telescopic Baton and Flamethrower) are both very effective against nuclear strike teams, being able to totally invalidate energy shields and swords. Just try not to get shot.&lt;br /&gt;
&lt;br /&gt;
=== Computer Maintenance And You ===&lt;br /&gt;
In the event of AI damage or deactivation, there is a computer in your office which can be used to restore and repair its systems. Simply put an IntelliCard loaded with an AI into the console and start the process. The AI should be functional again at 50% integrity. This is a long process, but it is still usually better than having no AI at all. &lt;br /&gt;
&lt;br /&gt;
In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the human brain is inserted (only if you want a new AI, else you&#039;ll get an empty core you can transfer existing AIs into). Keep the existence of the human component hush-hush! It&#039;s a [[Backstory#Nanotrasen|trade secret]]! Please be aware that a freshly constructed [[AI]] comes with the default Asimov laws, unless you put a law circuit with a different lawset in during construction.&lt;br /&gt;
&lt;br /&gt;
=== ROGUE AI – When the Spotlight Shines Your Way ===&lt;br /&gt;
The Robotics Control in your office will be your primary weapon against the deadly worldwide gangster communist frankenstein computer god! Using it, you can lock and detonate cyborgs, as well as view their relevant stats: This includes charge, selected module, operational status, and arguably most importantly, their status as slaved or otherwise to the AI(s). An unslaved Cyborg almost always warrants investigation if you have not received a notice from Robotics about unslaving a borg!&lt;br /&gt;
&lt;br /&gt;
If you have reason to believe a cyborg is rogue, lock it down so you can find the cyborg and check its wiring. You can also deconstruct the borg frame in entirety to retrive and question the MMI, although whether or not it cooperates varies heavily. Only detonate the borg as a last resort - And even when you are considering doing so, remember that the detonation is a rather powerful explosion can severely injure nearby humans. Under no circumstances are you to waste valuable equipment to paranoia or rumors.&lt;br /&gt;
&lt;br /&gt;
====KNOW YOUR SILICON====&lt;br /&gt;
There are three types of rogue silicons that you should be familiar with. Each has a slew of different options regarding how you can deal with it.&lt;br /&gt;
* Subverted: A traitor (Or unscrupulous Captain) has used either a Freeform module of a Hacked Law Module to upload a law (or several) that is dangerous to the crew&lt;br /&gt;
** Subverted AIs can be fixed very easily via using a Purge and Default board on an Upload Console.&lt;br /&gt;
** Subverted AIs cannot hack their cyborgs&lt;br /&gt;
** Subverted AIs can be downloaded to an Intellicard&lt;br /&gt;
* Traitor: The AI was supplied with a Zeroth law to acomplish it&#039;s objectives. This law cannot be removed.&lt;br /&gt;
** Traitor AIs cannot be turned into normal AIs. Capture/destruction is the only option.&lt;br /&gt;
** Traitor AIs can hack their cyborgs.&lt;br /&gt;
** Traitor AIs can be downloaded onto an Intellicard.&lt;br /&gt;
*Malfunctioning: The AI has an irremovable hacked law and the ability to hack APCs. It can access several special powers by spending it&#039;s CPU.&lt;br /&gt;
** Malfunctioning AIs cannot be fixed. They must be destroyed. They can and will shunt into a hacked APC before dying, requiring you to deconstruct the APC (ENTIRELY) to finish it off.&lt;br /&gt;
** Malfunctioning AIs can hack their cyborgs.&lt;br /&gt;
** Malfunctioning AIs have grown too strong and cannot be downloaded onto an Intellicard.&lt;br /&gt;
&lt;br /&gt;
=== How To Tell A Traitor From A Disillusioned Doctor ===&lt;br /&gt;
A revolution is a bad time for both research and directing it - As such, you&#039;re in for a wild and dangerous ride where you will live as a robust freedom warrior or die the endless hordes of greyshirt commies. The sad reality is that you are extremely vulnerable, as you start in a department where dangerous things are easily put together, along with the fact that the high department population typically means there is a head revolutionary hidden somewhere inside. At the FIRST sign of danger, you need to be RD outski and get to Brig. This means:&lt;br /&gt;
* People flashing each other&lt;br /&gt;
* People following you around and not doing their job&lt;br /&gt;
* People milling around in firesuits with flamethrowers&lt;br /&gt;
&lt;br /&gt;
You will either be one of the first to die (Along with the CMO) or the last in line, dragged kicking and screaming into the afterlife. Or, you will be a robust hero. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
=== AI Overpopulation: The Core Circuit And You ===&lt;br /&gt;
Whether to reduce the load on primary AI, circumvent AFKing players, increase your chances of survival during AI malfunction or just to increase information chaos, with this nifty AI Core circuit board found in your office and some additional components, you can [[Guide_to_construction#AI_Core|make a second, working AI]]. Be sure to place it near an intercom or radio and you now have two working AIs on the ship.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Lamarr can be used for internals.&lt;br /&gt;
* If you are doing particularly dangerous research with a particularly untrustworthy science team, remember that you can delete each technology from each server. Once research is complete, it&#039;s perfectly alright for you to entire that alcove of mysterious computers and superchilled air to delete the mech weapons from the Robotics server.&lt;br /&gt;
* You can restore dead AIs using the AI system integrity restorer consoles! There&#039;s one in the RD office, and one DIRECTLY TO THE RIGHT OF THE AI UPLOAD FOYER. That&#039;s right! When your AI dies, you don&#039;t have to fart around and say &#039;&#039;&amp;quot;uh, so, like, should we call the shuttle or something? or build a new one? herp?&amp;quot;&#039;&#039; Just use an intellicard on the destroyed AI core and slot it into the console! Wow! You&#039;re a helpful little furless monkey!&lt;br /&gt;
* Unlike what some Roboticists say, they answer to the RD. If they are too stubborn to remember that, make some time to demote them and ensure they don&#039;t go on a vengeful mech rampage later. Otherwise, sync your research often, and go check on &#039;em to eventually congratulate them on their job. Bring them sulfuric acid so they don&#039;t ask you for boards too often. Don&#039;t hesitate to steal some materials if the miners are dragging it all to robotics: and remember, 10 sheets of everything is enough to make a good chunk o&#039; stuff.&lt;br /&gt;
&lt;br /&gt;
* Episkopos&#039; RnD Guide:&lt;br /&gt;
&lt;br /&gt;
:https://docs.google.com/document/d/1Eo7No74QjRO14iT9iFgxVFq3M5HpBiTVEcCtozmNZEU/edit?usp=sharing&amp;amp;pref=2&amp;amp;pli=1&lt;br /&gt;
&lt;br /&gt;
* The two non computer parts of a teleporter use telecrystals in their design, so you can get more than enough for max telesci by cannibalizing one of the abandoned ones in space.&lt;br /&gt;
* Sync up before upgrading your machines in RnD. ...fuck.&lt;br /&gt;
* If you have an assistant or extra Science crew, give one a RPED full of parts for said machines and a screwdriver, then send them to Medical to be useful. Fully upgraded clones spit out perfect clones. No retards, no defects. They can get dressed and back to bustin&#039; heads.&lt;br /&gt;
&lt;br /&gt;
* Timrod&#039;s RnD Guide:&lt;br /&gt;
&lt;br /&gt;
:http://pastebin.com/aLQL9fCz&lt;br /&gt;
&lt;br /&gt;
* Mandurrrh RnD Guide:&lt;br /&gt;
&lt;br /&gt;
:http://pastebin.com/1XMmXjSH&lt;br /&gt;
&lt;br /&gt;
* Bluespace RnD Guide:&lt;br /&gt;
&lt;br /&gt;
:http://pastebin.com/AZYDwVMT&lt;br /&gt;
&lt;br /&gt;
* Imblyings&#039;s RnD Guide:&lt;br /&gt;
&lt;br /&gt;
:http://pastebin.com/2LNkuz4A&lt;br /&gt;
&lt;br /&gt;
* RG4&#039;s RnD Guide:&lt;br /&gt;
&lt;br /&gt;
:http://pastebin.com/LH3B2Y2p&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* [http://pastebin.com/4vxttwzz Anonymous&#039;s Bomb Code Research]&lt;br /&gt;
&lt;br /&gt;
== Mad Science ==&lt;br /&gt;
The research director, like all heads of staff, make extremely dangerous traitors just by virtue of their access and departmental loyalty. You have so many ways to screw the ship over: bombs, guns, possible chemistry access, the power to make EVERY POSSIBLE AI UPLOAD BOARD, comms boards, bags of holding (and thus [[singularity|singulo]]s), extra tracking beacons, mechs, an excuse to emag borgs... you can tear the ship apart and make them stay on it. While your underlings are less likely to fall in line than [[security]] or a horde of clowns ordered to create chaos, a majority of the time they&#039;ll let you get away with truly wicked deeds just for the sake of SCIENCE!&lt;br /&gt;
&lt;br /&gt;
R&amp;amp;D becomes your personal armoury. With an [[cryptographic sequencer|emag]] you can override the firing pin on the guns you make and use them anywhere you please. A Bag of Holding is so big it can even hold shotguns and ion rifles. Technological shells can be used to produce some very special shotgun shells. If you go through the effort to build telescience equipment, you can teleport anything you want from and to anywhere you want. Don&#039;t forget illegal modules for cyborgs, which unlocks their locked module (laser for Secborg, pacid for medborg, diamond drill for minerborg, etc.) at the cost of damaging their interface, making it seem like they&#039;re emagged. You can also make the clusterbang launcher, for mechs, and the T.Y.R.A.N.T. module for AIs, with that illegal tech you got. Finally, with a portable chem dispenser, bluespace beakers and large grenade casings, you can have a wider range of grenades than Team Fortress Classic.&lt;br /&gt;
 &lt;br /&gt;
Less useful but still dangerous, [[roboticist|robotics]] is a hive of scum and villainy even when staffed by decent sorts. If a head of staff drags in a corpse and orders it to be borged or just takes out the brain himself, generally speaking no questions will be asked and the deed will swiftly be done. The corpse and/or brain of your victim can then be given to the [[chef]] who generally believes meat is meat.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Science&amp;diff=7475</id>
		<title>Department Standard Operating Procedure: Science</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Science&amp;diff=7475"/>
		<updated>2017-05-19T22:36:18Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Dept SOP page for Science&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:ResearchDirector.png|64px]][[Research Director]]=&lt;br /&gt;
#The Research Director is permitted to carry a telescopic baton and a flash.&lt;br /&gt;
#The Research Director may only give protolathe weaponry to the Master-at-Arms.&lt;br /&gt;
#The Research Director is not permitted to authorize the construction of AI units without the Captain’s approval. An exception is made if the station was not provided with an AI unit, or the previous AI unit had to be destroyed.&lt;br /&gt;
#The Research Director is permitted to change the AI unit’s lawset, provided they receive general approval from the Captain and another Head of Staff. If there are no other Heads of Staff available, Captain approval will suffice.&lt;br /&gt;
#The Research Director must work with Robotics to make sure all Cyborgs remain slaved to the station’s AI unit, except in such a situation where the AI unit has been subverted or is malfunctioning.&lt;br /&gt;
#The Research Director must ensure the proper containment of all hostile Xenobiology lifeforms.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_scientist.png|64px]][[Scientist]]=&lt;br /&gt;
#Scientists are not permitted to create AI Core Boards without express permission from the Captain and/or Research Director.&lt;br /&gt;
#Scientists are not permitted to free hostile Xenobiology lifeforms.&lt;br /&gt;
#Scientists may not experiment on crewmembers without their written consent and approval from the Research Director.&lt;br /&gt;
#Scientists may not force crewmembers to become Slimepersons.&lt;br /&gt;
#Scientists are, however, permitted to offer the Slimeperson mutation to other crewmembers.&lt;br /&gt;
#Scientists are not permitted to steal items for research purposes.&lt;br /&gt;
&lt;br /&gt;
=[[File:Roboticist_action.png|64px]][[Roboticist]]=&lt;br /&gt;
#The Roboticist is not permitted to construct Combat Mechs without express permission from the Captain or Head of Security. This refers to the Durand, Gygax and Phazon. If permitted, the mechs are to be delivered to the Master-at-Arms.&lt;br /&gt;
#The Roboticist is freely permitted to construct utility mechs, along with any assorted utility equipment. This refers to Ripleys (to be handed to Mining), Firefighting Ripleys (to be handed to Atmospherics) and the Odysseus Medical Mech (to be handed to Medical). The HONK mech is &#039;&#039;&#039;not&#039;&#039;&#039; to be constructed without &#039;&#039;&#039;written approval by the Research Director &#039;&#039;and&#039;&#039; Captain.&#039;&#039;&#039;&lt;br /&gt;
#The Roboticist is freely permitted to construct Cyborgs and all assorted equipment.&lt;br /&gt;
#The Roboticist is not permitted to debrain crewmembers or turn them into Cyborgs without express written consent from the crewmember in question. The consent form should be kept safe.&lt;br /&gt;
#The Roboticist is not permitted to construct AI units without express consent from the Captain and Research Director.&lt;br /&gt;
#The Roboticist must place a tracking beacon on all constructed mechs.&lt;br /&gt;
#The Roboticist must work together with the Research Director to make sure all Cyborgs remain slaved to the station’s AI Unit, except in such a situation where the AI Unit has been subverted or is malfunctioning.&lt;br /&gt;
#The Roboticist must DNA-Lock all parked mechs prior to delivery. DNA-Lock must be removed when the mech is delivered to its final destination.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7474</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7474"/>
		<updated>2017-05-19T22:31:22Z</updated>

		<summary type="html">&lt;p&gt;Ike709: The department is called Science you fleeb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alert Levels==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Situation Green - All Clear&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Suit sensors]] are not required to be on.&lt;br /&gt;
* Weapons worn by security are to be hidden except when in the case of an emergency.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* AI/Cyborgs have no need to bolt down any secure areas.&lt;br /&gt;
* Security &#039;&#039;&#039;are&#039;&#039;&#039; allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Situation Amber - Martial Law&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Elevated alert level. There are reports or other proof available to indicate that there is a threat to the ship, or chaos, mutiny, or rioting are ocurring. &#039;&#039;&#039;May only be called by the Captain after a unanimous command vote. Doing so without a vote will result in demotion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
* Security may have weapons visible.&lt;br /&gt;
* Random searches by security are allowed.&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
* Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;General Quarters - Battle Stations&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Situational alert level called in the event of contact with a hostile ship.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage.&lt;br /&gt;
*Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt combat efforts. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The station&#039;s self destruct mechanism has been engaged due to overwhelming threat to the station. Martial Law is in effect.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All orders from Heads of Staff and security must be followed, any disobedience is punishable.&lt;br /&gt;
* All crew members are to evacuate immediately, if possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;: [[Captain]], [[Executive Officer]], and [[Bridge Officer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;: [[Head of Security]], [[Master-at-Arms]], [[Security Officer]]s, and the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;: [[Chief Engineer]], [[Ship Engineer]]s, and [[Atmospheric Technician]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;: [[Quartermaster]], [[Cargo Technician]]s, [[Shaft Miner]]s, and the [[Munitions Officer]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Science]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;: [[Research Director]], [[Scientist]]s, and [[Roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;: [[Chief Medical Officer]], [[Medical Doctor]]s, [[Chemist]]s, [[Geneticist]]s, and [[Virologist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there&#039;s nothing left: [[Lawyer]]s, the [[Chaplain]], the [[Librarian]], the [[Janitor]], the [[Bartender]], [[Cook]]s, [[Botanist]]s, and the [[Clown]].&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pod.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early pod launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Ship Engineer|Ship Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Radiation Storm ===&lt;br /&gt;
* All crew to move to the maintenance tunnels.&lt;br /&gt;
* Wait a while until it&#039;s safe to move again, and continue your business. Report to Medbay if you&#039;re feeling strange.&lt;br /&gt;
* Medbay staff should be ready to administer anti-toxin to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* See: [[Department Standard Operating Procedure: Medical#Viral Outbreak Procedures|Department Standard Operating Procedure: Medical]]&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the ship.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the ship becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Singulo_1.gif]] Supermatter Detonation ===&lt;br /&gt;
* Ejection of Supermatter Shard once it has reached 80% or higher if it has not detonated already.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to ship integrity.&lt;br /&gt;
* Deploy floorbots and engineers with spaceworthy gear to repair the breach and retrieve dead personnel.&lt;br /&gt;
* Equip medical with anti-radiation medicine for the crew.&lt;br /&gt;
* Demotion of [[Chief Engineer]] and/or the responsible [[Ship Engineer|Ship Engineers]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Prevent infection from spreading to Central Command.&lt;br /&gt;
* Destroy all extraterrestrial sources on the ship.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7460</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7460"/>
		<updated>2017-05-18T03:18:34Z</updated>

		<summary type="html">&lt;p&gt;Ike709: kill me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Cmo.png|64px]][[Chief Medical Officer]]=&lt;br /&gt;
#The Chief Medical Officer is permitted to carry a flash and telescopic baton.&lt;br /&gt;
#The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer &#039;&#039;and&#039;&#039; the [[Captain]].&lt;br /&gt;
#The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
#In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:Doctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
#Though not mandatory, it is recommended that Doctors wear Sterile Masks and latex gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks.&lt;br /&gt;
#Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
#Medical Doctors must place all corpses inside body bags. See the Corpse Disposal Procedures for further details.&lt;br /&gt;
#Medical Doctors must ensure the Morgue does not contain cloneable corpses.&lt;br /&gt;
#Medical Doctors must periodically check the crew monitoring console.&lt;br /&gt;
#Medical Doctors may not refuse to treat any wounded crewmember.&lt;br /&gt;
&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
#The Chemist is not permitted to distribute explosive mixtures.&lt;br /&gt;
#The Chemist is not permitted to distribute poisonous mixtures or narcotics.&lt;br /&gt;
#The Chemist is not permitted to distribute alcoholic beverages.&lt;br /&gt;
#The above Guidelines may be individually overridden with permission from the Chief Medical Officer.&lt;br /&gt;
#The Chemist must accurately label all pills and bottles.&lt;br /&gt;
&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
#The Geneticist is permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crewmembers, or abuse them to obtain items outside their access.&lt;br /&gt;
#The Geneticist is permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the SE Injector. The Geneticist is not, however, obligated to grant said powers, unless the Chief Medical Officer issues a direct order to do so.&lt;br /&gt;
#The Geneticist is not permitted to grant Powers to non-Command crewmembers without express verbal consent from the Chief Medical Officer.&lt;br /&gt;
#The Geneticist must place all discarded humanized animals in the Morgue.&lt;br /&gt;
#The Geneticist is not permitted to use crewmembers as test subjects unless they have provided written permission and the testing is approved by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
#The Virologist must always wear adequate protection (such as a biosuit and internals for airborne viruses) when handling infected personnel and test animals.&lt;br /&gt;
#The Virologist must only test viruses on the provided test animals. Said test animals are to be contained inside their pen, and disposed of via Virology&#039;s disposals chute if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a viral pathogen that spreads by contact or airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
#The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from Chief Medical Officer. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain. In the event a contact and/or airborne virus is released, the crew must be informed, and vaccines must be provided for any crewmembers that choose to opt out of being infected.&lt;br /&gt;
#The Virologist must ensure that all viral samples are kept on their person at all times, or in a secure location (such as the Virology fridge).&lt;br /&gt;
#All visitors to Virology must be warned if there is an active airborne/contact virus being tested. This includes Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
#Medical personnel must wear a sterile mask and latex gloves.&lt;br /&gt;
#Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
#Medical personnel must wash their hands before and after operating on each patient.&lt;br /&gt;
#Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
#Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
#Medical personnel may not bring surgical tools outside of the operating room.&lt;br /&gt;
#Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
#The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain, after at least 20% of the crew is infected with a harmful virus.&lt;br /&gt;
#All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
#Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
#All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
#A blood sample is to be taken from an infected crewmember, for study.&lt;br /&gt;
#If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
#Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
#In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
#The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
#Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
#Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
#Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
#For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
#All corpses must be placed in bodybags.&lt;br /&gt;
#A full autopsy must be performed on all uncloneable corpses. Security must be notified if any foul play is suspected.&lt;br /&gt;
#Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
#Medical personnel must ensure that every ID from uncloneable bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
#Medical personnel must attempt to clone all corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
#Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
#Medical personnel must notify the [[Chaplain]] of any uncloneable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
#Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing them, or spacing them. Placing them in the Morgue is the primary method. Do not use one of the other options unless the Morgue is full, unsafe, or nonexistent.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7459</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7459"/>
		<updated>2017-05-18T03:17:22Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Reworded a guideline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Cmo.png|64px]][[Chief Medical Officer]]=&lt;br /&gt;
#The Chief Medical Officer is permitted to carry a flash and telescopic baton.&lt;br /&gt;
#The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer &#039;&#039;and&#039;&#039; the [[Captain]].&lt;br /&gt;
#The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
#In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:Doctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
#Though not mandatory, it is recommended that Doctors wear Sterile Masks and latex gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks.&lt;br /&gt;
#Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
#Medical Doctors must place all corpses inside body bags. See the Corpse Disposal Procedures for further details.&lt;br /&gt;
#Medical Doctors must ensure the Morgue does not contain cloneable corpses.&lt;br /&gt;
#Medical Doctors must periodically check the crew monitoring console.&lt;br /&gt;
#Medical Doctors may not refuse to treat any wounded crewmember.&lt;br /&gt;
&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
#The Chemist is not permitted to distribute explosive mixtures.&lt;br /&gt;
#The Chemist is not permitted to distribute poisonous mixtures or narcotics.&lt;br /&gt;
#The Chemist is not permitted to distribute alcoholic beverages.&lt;br /&gt;
#The above Guidelines may be individually overridden with permission from the Chief Medical Officer.&lt;br /&gt;
#The Chemist must accurately label all pills and bottles.&lt;br /&gt;
&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
#The Geneticist is permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crewmembers, or abuse them to obtain items outside their access.&lt;br /&gt;
#The Geneticist is permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the SE Injector. The Geneticist is not, however, obligated to grant said powers, unless the Chief Medical Officer issues a direct order to do so.&lt;br /&gt;
#The Geneticist is not permitted to grant Powers to non-Command crewmembers without express verbal consent from the Chief Medical Officer.&lt;br /&gt;
#The Geneticist must place all discarded humanized animals in the Morgue.&lt;br /&gt;
#The Geneticist is not permitted to use crewmembers as test subjects unless they have provided written permission and the testing is approved by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
#The Virologist must always wear adequate protection (such as a biosuit and internals for airborne viruses) when handling infected personnel and test animals.&lt;br /&gt;
#The Virologist must only test viruses on the provided test animals. Said test animals are to be contained inside their pen, and disposed of via Virology&#039;s disposals chute if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a viral pathogen that spreads by contact or airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
#The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from Chief Medical Officer. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain. In the event a contact and/or airborne virus is released, the crew must be informed, and vaccines must be provided for any crewmembers that choose to opt out of being infected.&lt;br /&gt;
#The Virologist must ensure that all viral samples are kept on their person at all times, or in a secure location (such as the Virology fridge).&lt;br /&gt;
#All visitors to Virology must be warned if there is an active airborne/contact virus being tested. This includes Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
#Medical personnel must wear a sterile mask and latex gloves.&lt;br /&gt;
#Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
#Medical personnel must wash their hands before and after operating on each patient.&lt;br /&gt;
#Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
#Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
#Medical personnel may not bring surgical tools outside of the operating room.&lt;br /&gt;
#Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
#The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain, after at least 20% of the crew is infected with a harmful virus.&lt;br /&gt;
#All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
#Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
#All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
#A blood sample is to be taken from an infected crewmember, for study.&lt;br /&gt;
#If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
#Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
#In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
#The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
#Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
#Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
#Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
#For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
#All corpses must be placed in bodybags.&lt;br /&gt;
#A full autopsy must be performed on all uncloneable corpses. Security must be notified if any foul play is suspected.&lt;br /&gt;
#Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
#Medical personnel must ensure that every ID from uncloneable bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
#Medical personnel must attempt to clone all corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
#Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
#Medical personnel must notify the [[Chaplain]] of any uncloneable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
#Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing them, or spacing them. Placing them in the Morgue is the first choice. Do not use one of the other options unless the Morgue is full, unsafe, or nonexistent.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7458</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7458"/>
		<updated>2017-05-18T03:12:48Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Reworded a guideline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Cmo.png|64px]][[Chief Medical Officer]]=&lt;br /&gt;
#The Chief Medical Officer is permitted to carry a flash and telescopic baton.&lt;br /&gt;
#The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer &#039;&#039;and&#039;&#039; the [[Captain]].&lt;br /&gt;
#The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
#In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:Doctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
#Though not mandatory, it is recommended that Doctors wear Sterile Masks and latex gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks.&lt;br /&gt;
#Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
#Medical Doctors must place all corpses inside body bags. See the Corpse Disposal Procedures for further details.&lt;br /&gt;
#Medical Doctors must ensure the Morgue does not contain cloneable corpses.&lt;br /&gt;
#Medical Doctors must periodically check the crew monitoring console.&lt;br /&gt;
#Medical Doctors may not refuse to treat any wounded crewmember.&lt;br /&gt;
&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
#The Chemist is not permitted to distribute explosive mixtures.&lt;br /&gt;
#The Chemist is not permitted to distribute poisonous mixtures or narcotics.&lt;br /&gt;
#The Chemist is not permitted to distribute alcoholic beverages.&lt;br /&gt;
#The above Guidelines may be individually overridden with permission from the Chief Medical Officer.&lt;br /&gt;
#The Chemist must accurately label all pills and bottles.&lt;br /&gt;
&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
#The Geneticist is permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crewmembers, or abuse them to obtain items outside their access.&lt;br /&gt;
#The Geneticist is permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the SE Injector. The Geneticist is not, however, obligated to grant said powers, unless the Chief Medical Officer issues a direct order to do so.&lt;br /&gt;
#The Geneticist is not permitted to grant Powers to non-Command crewmembers without express verbal consent from the Chief Medical Officer.&lt;br /&gt;
#The Geneticist must place all discarded humanized animals in the Morgue.&lt;br /&gt;
#The Geneticist is not permitted to use crewmembers as test subjects unless they have provided written permission and the testing is approved by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
#The Virologist must always wear adequate protection (such as a biosuit and internals for airborne viruses) when handling infected personnel and test animals.&lt;br /&gt;
#The Virologist must only test viruses on the provided test animals. Said test animals are to be contained inside their pen, and disposed of via Virology&#039;s disposals chute if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a viral pathogen that spreads by contact or airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
#The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from Chief Medical Officer. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain. In the event a contact and/or airborne virus is released, the crew must be informed, and vaccines must be provided for any crewmembers that choose to opt out of being infected.&lt;br /&gt;
#The Virologist must ensure that all viral samples are kept on their person at all times, or in a secure location (such as the Virology fridge).&lt;br /&gt;
#All visitors to Virology must be warned if there is an active airborne/contact virus being tested. This includes Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
#Medical personnel must wear a sterile mask and latex gloves.&lt;br /&gt;
#Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
#Medical personnel must wash their hands before and after operating on each patient.&lt;br /&gt;
#Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
#Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
#Medical personnel may not bring surgical tools outside of the operating room.&lt;br /&gt;
#Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
#The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain, after at least 20% of the crew is infected with a harmful virus.&lt;br /&gt;
#All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
#Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
#All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
#A blood sample is to be taken from an infected crewmember, for study.&lt;br /&gt;
#If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
#Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
#In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
#The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
#Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
#Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
#Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
#For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
#All corpses must be placed in bodybags.&lt;br /&gt;
#A full autopsy must be performed on all uncloneable corpses. Security must be notified if any foul play is suspected.&lt;br /&gt;
#Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
#Medical personnel must ensure that every ID from uncloneable bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
#Medical personnel must attempt to clone all corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
#Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
#Medical personnel must notify the [[Chaplain]] of any uncloneable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
#Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing them, or spacing them. Those options are prioritized, do not move to the next option unless the previous isn&#039;t viable (e.g. cremate a corpse only if the Morgue is full or nonexistent).&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7457</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7457"/>
		<updated>2017-05-18T03:11:08Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added another guideline to corpse disposal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Cmo.png|64px]][[Chief Medical Officer]]=&lt;br /&gt;
#The Chief Medical Officer is permitted to carry a flash and telescopic baton.&lt;br /&gt;
#The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer &#039;&#039;and&#039;&#039; the [[Captain]].&lt;br /&gt;
#The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
#In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:Doctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
#Though not mandatory, it is recommended that Doctors wear Sterile Masks and latex gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks.&lt;br /&gt;
#Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
#Medical Doctors must place all corpses inside body bags. See the Corpse Disposal Procedures for further details.&lt;br /&gt;
#Medical Doctors must ensure the Morgue does not contain cloneable corpses.&lt;br /&gt;
#Medical Doctors must periodically check the crew monitoring console.&lt;br /&gt;
#Medical Doctors may not refuse to treat any wounded crewmember.&lt;br /&gt;
&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
#The Chemist is not permitted to distribute explosive mixtures.&lt;br /&gt;
#The Chemist is not permitted to distribute poisonous mixtures or narcotics.&lt;br /&gt;
#The Chemist is not permitted to distribute alcoholic beverages.&lt;br /&gt;
#The above Guidelines may be individually overridden with permission from the Chief Medical Officer.&lt;br /&gt;
#The Chemist must accurately label all pills and bottles.&lt;br /&gt;
&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
#The Geneticist is permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crewmembers, or abuse them to obtain items outside their access.&lt;br /&gt;
#The Geneticist is permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the SE Injector. The Geneticist is not, however, obligated to grant said powers, unless the Chief Medical Officer issues a direct order to do so.&lt;br /&gt;
#The Geneticist is not permitted to grant Powers to non-Command crewmembers without express verbal consent from the Chief Medical Officer.&lt;br /&gt;
#The Geneticist must place all discarded humanized animals in the Morgue.&lt;br /&gt;
#The Geneticist is not permitted to use crewmembers as test subjects unless they have provided written permission and the testing is approved by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
#The Virologist must always wear adequate protection (such as a biosuit and internals for airborne viruses) when handling infected personnel and test animals.&lt;br /&gt;
#The Virologist must only test viruses on the provided test animals. Said test animals are to be contained inside their pen, and disposed of via Virology&#039;s disposals chute if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a viral pathogen that spreads by contact or airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
#The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from Chief Medical Officer. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain. In the event a contact and/or airborne virus is released, the crew must be informed, and vaccines must be provided for any crewmembers that choose to opt out of being infected.&lt;br /&gt;
#The Virologist must ensure that all viral samples are kept on their person at all times, or in a secure location (such as the Virology fridge).&lt;br /&gt;
#All visitors to Virology must be warned if there is an active airborne/contact virus being tested. This includes Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
#Medical personnel must wear a sterile mask and latex gloves.&lt;br /&gt;
#Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
#Medical personnel must wash their hands before and after operating on each patient.&lt;br /&gt;
#Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
#Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
#Medical personnel may not bring surgical tools outside of the operating room.&lt;br /&gt;
#Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
#The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain, after at least 20% of the crew is infected with a harmful virus.&lt;br /&gt;
#All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
#Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
#All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
#A blood sample is to be taken from an infected crewmember, for study.&lt;br /&gt;
#If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
#Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
#In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
#The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
#Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
#Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
#Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
#For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
#All corpses must be placed in bodybags.&lt;br /&gt;
#A full autopsy must be performed on all uncloneable corpses. Security must be notified if any foul play is suspected.&lt;br /&gt;
#Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
#Medical personnel must ensure that every ID from uncloneable bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
#Medical personnel must attempt to clone all corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
#Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
#Medical personnel must notify the [[Chaplain]] of any uncloneable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
#Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing them, or spacing them. Those options are prioritized, do not move to the next option unless the previous isn&#039;t viable (e.g. cremating a corpse only because the Morgue is full or nonexistent).&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Jobs&amp;diff=7456</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Jobs&amp;diff=7456"/>
		<updated>2017-05-17T22:06:29Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Obey SOP damn it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In FTL 13, your job is somewhat akin to your character class.  It defines your starting equipment, your  [[identification_card|access]] on board the ship, and what you&#039;re supposed to be doing. Remember, &#039;&#039;&#039;these job descriptions are for humor purposes only.&#039;&#039;&#039; Please obey common sense, [[Ship Law]], [[Standard Operating Procedure]], and [[Standard Operating Procedure#Department SOP|Department Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE&#039;&#039;&#039;&lt;br /&gt;
* There are many rules that only apply to certain jobs, roles, creatures, and departments. These exist to deter powergaming, griefing, and being a dick in general. They should also be located on the wiki page for each role.&lt;br /&gt;
* Ignorance of your job’s rules is unacceptable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please remember that this was once in alphabetical order. The reason it was changed is that the list was simply too long for the alphabet to make it easily navigable. It has been changed to match the categorization in the Jobs template, which you can see at the bottom of each job page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Captain_action.png|64px|link=Captain]][[File:hudcaptain.png|32px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Be responsible for the ship and it&#039;s mission. Manage [[Heads of Staff]]. Secure dat fukken disk &amp;lt;s&amp;gt;because you have to for r o l e p l a y&amp;lt;/s&amp;gt;. Twist your own head off when the walls start closing in. Have blood feuds with the [[HoP|Executive Officer]]. Deal with the Clown by loading him into the MAC. Announce that the ship will be heading for The Syndicate capital as a joke and get lynched anyway.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]][[File:hudhop.png|32px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel|Executive Officer]]&lt;br /&gt;
|Realize that you&#039;re above the other heads on the Chain of Command, yell at them accordingly. Get stuck with the HoP tasks anyway. Get treated like the HoP anyway. I mean, you pretty much are the HoP, anyway. Pet [[Ian]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bridge_officer_spitzer.png|64px|link=Bridge Officer]][[File:hudU.png|32px|link=Bridge Officer]]&amp;lt;br&amp;gt;[[Bridge Officer]]&lt;br /&gt;
|Fly the ship into The Syndicate capital right as an ion storm slams the bridge. Berate Engineering for not setting up the FTL and Shields every two minutes. Go missing and have the clown show up in your place, &#039;&#039;coincidentally&#039;&#039; with your same clothes. Fire the MAC and watch the MO fly out instead of a shell. &amp;lt;s&amp;gt;Fire on SolGov.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Fire on NT.&amp;lt;/s&amp;gt; Just shoot everything, really. Rip apart the docking clamps by FTLing before undocking. Get lynched.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hos.PNG|64px|link=Head of Security]][[File:hudhos.png|32px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Spawn in and watch an officer stun themselves within the first five minutes. Watch as the clown runs into Security because they [[Executive Officer|somehow got access]]. Try to arrest the guy breaking someone out of the brig and arrest everyone that was in the hallway because they&#039;re clearly all guilty by association. Revel in the fact that everyone hates you. Carry half the Armory in your backpack. Attempt to assemble a boarding party and cry because it&#039;s not implemented yet. Use the sniper against the Clown. Get banned because &#039;&#039;all HoS&#039;s are terrible unless proven otherwise&#039;&#039;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden.png|64px|link=Warden]][[File:hudwarden.png|32px|link=Warden]]&amp;lt;br&amp;gt;[[Master-at-Arms]]&lt;br /&gt;
|Sit in your office. Coordinate officers on rare occasion. &amp;lt;s&amp;gt;Never&amp;lt;/s&amp;gt; Watch security cameras. Steal from the armory, &amp;lt;s&amp;gt;then order crates to cover it up&amp;lt;/s&amp;gt; and watch as the AI rats you out. Accidentally bump prisoners out of an officer&#039;s hands and watch a scene unfold deserving of the Benny Hill theme. Use your disabler on prisoners through the brig windows.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:SecurityOfficer.png|64px|link=Security Officer]][[File:hudsec.png|32px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Listen over the radio about crime not even two minutes into the shift. Get slipped by the Clown and experience relief when they don&#039;t steal your taser. Tase the Clown anyway. Exagerrate people&#039;s crimes and max their brig time. Use lethals on someone who shoved you because &#039;&#039;shoving puts your life in danger&#039;&#039;. Arrest someone for a legitimate cause, get called shitcurity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]][[File:huddetective.png|32px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Join the round late and find your revolver missing. Start an investigation into who stole your revolver. Find the perp and arrest and brig them. Get banned because Detective isn&#039;t allowed to brig.. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&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:#FFFFDD;&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|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ce.png|64px|link=Chief Engineer]][[File:hudce.png|32px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Fly around in space while your [[Station Engineer|subordinates]] blow up engineering, cut life-support to the ship, and overheat the [[Supermatter Engine|supermatter shard]], all at the same time! &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer.png|64px|link=Ship Engineer]][[File:hudengi.png|32px|link=Ship Engineer]]&amp;lt;br&amp;gt;[[Ship Engineer]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Set up the singularity&amp;lt;/s&amp;gt; Get shot by the emitters. Get brutally &amp;lt;s&amp;gt;murdered&amp;lt;/s&amp;gt; slipped by the [[Clown]] as the supermatter overheats, get drunk in the bar. Make telecoms unusable with scripts. Sprint past hull breaches without a second thought. Hack every machine to shoot things at people. Watch the clown patch a breach faster than you. Quit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:AtomsTech.png|64px|link=Atmospheric Technician]][[File:hudatmos.png|32px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Your &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; friendly ghetto fireman. Ensure everyone can breathe by listening to complaints about how useless you are. If they can talk, everything&#039;s within tolerances. Build pipe slides. Forget all about repairing damaged piping. Take your sweet time trying to create a direct pipeline to the FTL and Shields. Run around the ship looking like a serial killer with a fire suit and axe. Release plasma into the halls. What the h*ck is carbon dioxide?&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ResearchDirector.png|64px|link=Research Director]][[File:hudrd.png|32px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee the [[Scientist|demented]] [[Roboticist|manchildren]] of your department. &amp;lt;s&amp;gt;Build&amp;lt;/s&amp;gt; Destroy cyborgs with your magic button. Use Lamarr as a breath mask. Take control of the AI and rule the ship. Scream incoherent commands at everyone whenever an anomaly appears. Powergame for research levels and get banned. Break down in tears when you see a MAC round hit the server room.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_scientist.png|64px|link=Scientist]][[File:hudsci.png|32px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Get tossed in disposal by the [[Research Director]], nag chemistry, &amp;quot;accidentally&amp;quot; blow up &amp;lt;s&amp;gt;toxins&amp;lt;/s&amp;gt;, let the Slimes loose. Nag mining for diamonds so you can make two Bags of Holding to make a mini Singularity. Refuse to stop at the last three items in the previous list and accidentally kill yourself in enough stupid ways to make murder look like assisted suicide.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist_action.png|64px|link=Roboticist]][[File:hudrobo.png|32px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Completely ignore the drone dispenser and make ghosts mad. Ping the posibrain over and over and make ghosts mad again. Put the posibrain in a mech and watch them struggle to go anywhere. Go on a date with the AI and make them human. Get the death sentence as a result. Be confused about &amp;quot;agumentation&amp;quot; and &amp;quot;organ manipulation&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cmo.png|64px|link=Chief Medical Officer]][[File:hudcmo.png|32px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors. Complain no one listens to you. Help the virologist spread an epidemic. Fill your hypospray with Chloral Hydrate. Fetch Runtime mice from maintenance. Turn cryo to auto and watch self-serving assistants get trapped. Do everything.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Doctor.png|64px|link=Medical Doctor]][[File:huddoc.png|32px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Use your Sleeper or Cryo to heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Help the Virologist research cures to diseases and create new immune systems.&amp;lt;/s&amp;gt; Try to heal people, get pushed out of the way and witness crew self-serve anyway. Chase someone dragging a person in critical around. Accidentally overdose someone with Anti-Toxin.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist_action.png|64px|link=Chemist]][[File:hudchem.png|32px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make &#039;&#039;safe&#039;&#039; drugs and give them to assistants for Science(!). Show security a &amp;lt;s&amp;gt;fake&amp;lt;/s&amp;gt; waiver stating that the now decesased totally knew the consequences. Put 31u bicardine and kelotane pills into the smart fridge and laugh when people overdose. Light chemistry on fire trying to make meth. Try making metal foam and have it expand in your face because screw stabilizing agents. Preemptively make oil for the inevitable MO rushing to chemistry.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist_action.png|64px|link=Geneticist]][[File:hudgen.png|32px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give your monkeys Tourettes and broadcast their cursing over the radio. &amp;lt;s&amp;gt;Clone&amp;lt;/s&amp;gt; Ignore the tide of dead bodies that comes to your door. Lose your hair. Accidentally inject yourself with a monkey SE and get impaled by the cook. Get screeched at by your monkeys. Toss past bodies into maintenance.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Virologist.png|64px|link=Virologist]][[File:hudviro.png|32px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Expect people you&#039;ve never met to already hate you, try to eradicate the great space flu, create the next Pandemic, get killed for the clown releasing Pierrot&#039;s Throat. Ignore petty details like sanitation and outbreak prevention. Incarcerate someone forever [[Virology|in your dungeon]]. Find out that MAC rounds like finding their way to your department and get blown up without anyone noticing.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Supply ===&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:#FFFFDD;&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|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Quartermaster.png|64px|link=Quartermaster]][[File:hudqm.png|32px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order &#039;&#039;&#039;EVERYTHING&#039;&#039;&#039; roundstart and prepare for the longest wait in waiting history, because you&#039;re never docking with another station &#039;&#039;ever again&#039;&#039;; the precious minutes you have to order before the FTL and Shields are operational are all you&#039;re going to get. Yell at your [[Cargo Technician|slaves]] to push crates as fast as possible. Become irate and sell your slaves all together. Watch as the docking clamps get obliterated because the Helms Officer forgot to undock. Pet Lisa.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cargo.png|64px|link=Cargo Technician]][[File:hudtech.png|32px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Get as many orders in as possible before the QM flips out. Miss wearing shorts because of strict uniform policy. Get commanded to order guns for a &amp;quot;boarding party&amp;quot; and get arrested when the HoS realizes that boarding isn&#039;t even implemented yet and pins the blame on you to save face. Run around the ship looking for something to do because you&#039;re out of the job for pretty much the rest of the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lava_miner.png|64px|link=Shaft Miner]][[File:hudminer.png|32px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Never actually do what your job title says. Cry to the bridge to find a lavaplanet. Get yelled at by the captain on high volume and capslock to get salvaging. Get locked out of the ship because the shields were brought back up. Get left behind as a result. Accidentally turn off the comms relay and watch as the entire z-level gets wiped.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_munitions_officer_male.png|64px|link=Munitions Officer]][[File:hudU.png|32px|link=Munitions Officer]]&amp;lt;br&amp;gt;[[Munitions Officer]]&lt;br /&gt;
|Load HE preemptively, ignore other shell rounds. Jam the MAC, yell at Chemistry for oil. Arm a round as the ship goes into FTL. Load the [[Clown]] into the MAC, blow up.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Service ===&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Janitor.png|64px|link=Janitor]][[File:hudjanitor.png|32px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Visit the XO Line on the regular because of how often people shoot themselves when they don&#039;t get all access. Get outcompeted by Engineers since hull breaches are the real mess on this ship. Always have your light replacer ready since lights blow up every five minutes from ion storms. Get your boots stolen by the Clown. Point at your wet floor signs and get robusted as a result.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]][[File:hudbar.png|32px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Prepare a ton of &#039;&#039;safe&#039;&#039; drinks for the tide of Cargo Techs who are bound to show up minutes after the ship FTLs. Find someone who will saw off your shotgun. Stare at the Assistant across the room winning every prize possible from the arcade machine. Get arrested by Shitcurity for &amp;quot;possession&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chef.png|64px|link=Cook]][[File:hudchef.png|32px|link=Cook]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|&amp;quot;Yur puurt thuur chiir-ken airn der bewl&amp;quot; - Cook delicious meals from spare meat you find in maintenance behind [[Genetics]] (Yum!), abduct Pun Pun at all costs and try to find out if it will blend. Get overrun with people screaming for food if you happen to show up to the shift late.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist.png|64px|link=Botanist]][[File:hudbotanist.png|32px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow &amp;lt;strike&amp;gt;the good stuff&amp;lt;/strike&amp;gt; grass, place it everywhere, man. Oversee the production of illegal drugs security gives fuckall about. Smoke &amp;lt;s&amp;gt;weed&amp;lt;/s&amp;gt; dandy corn-cob pipes er&#039;ryday. Allow hydroponics to become a horrifying farmhouse. Load poisonous product in the vendor and get blamed when the chef uses it in their cooking.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&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:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant2.png|64px|link=Assistant]][[File:hudhelp.png|32px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|Rush into tool storage to get that toolbelt. Ask over radio about who needs assistance and get bewildered responses. Get stomped on by security just because. Find the captain&#039;s spare and cry tears of joy. Find the airlock out to space and discover spacewind simultaneously.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_clown.png|64px|link=Clown]][[File:hudhonk.png|32px|link=Clwon]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk!  Play harmless pranks and hope you don&#039;t get your chest caved in! Honk! Nag the XO for an all-access pass. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain&#039;s office and HONK in his face. Honk! End up putting the whole armory in your backpack after slipping [[Security]] constantly. HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]][[File:hudmime.png|32px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&#039;&#039;*wave&#039;&#039;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]][[File:hudchap.png|32px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Put on your crusader armor without a second thought to lead a righteous crusade through space against &amp;lt;s&amp;gt;Space Jerusalem&amp;lt;/s&amp;gt; The Syndicate. Get ignored anyway. Pray to the almighty &amp;lt;s&amp;gt;God&amp;lt;/s&amp;gt; admins and get rewarded with a cookie because it&#039;s the easiest button for them to press. Smash people over the head with your bible.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Deus Vult!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Librarian]][[File:hudbook.png|32px|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Run around asking where the library is. Become bored and ask the XO to make you a surgeon because &amp;quot;you read about it in a book&amp;quot;. Get blamed for taking the circular saw and end up in the brig as a result.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_lawyer.png‎|64px|link=Lawyer]][[File:hudlawyer.png|32px|link=Lawyer]]&amp;lt;br&amp;gt;[[Lawyer]]&lt;br /&gt;
|Essentially be an ass of an assistant with &#039;&#039;a suit and suitcase&#039;&#039; with security access who yells &amp;quot;OBJECTION&amp;quot; whenever anyone questions you. Take it upon yourself to break your client out of the brig. Get banned for griefing.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-human ==&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:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Complain that you can&#039;t play this for a month. Follow your laws. Be the crew&#039;s bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Make snide remarks about [[Engineering]] for their terrible engine setup. Get bitched at. Get carded. Get bitched at.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and hope that you aren&#039;t blown up because [[Research Director|certain individuals]] decided to listen to Pubbie Jones screaming about how you&#039;re rogue because you&#039;re arresting them as a secborg for tiding. Forget to recharge. Forget completely that you&#039;re still somewhat human and do mindless repetitive tasks without emotion. &#039;&#039;&#039;HUMAN HARM!!!&#039;&#039;&#039;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Become that adorable robotic pet. Fix the holes the crew will inevitably make. Steal everything not bolted down. Get picked up and used as a hat while you&#039;re trying to fix a hull breach that&#039;s killing everyone. Be more competent than the ship&#039;s Engineers. Get killed by the Engineers for being more competent than them. Turn on the animal filter because that&#039;s exactly what the whole crew is.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted &amp;lt;s&amp;gt;if they bother downloading you&amp;lt;/s&amp;gt;. Whine in OOC because they didn&#039;t. Don&#039;t fill any of the fields except the name field. Backseat captain whenever you&#039;re on the [[Bridge]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Become the wonder of the ship on account of how rarely you appear and how you&#039;re pretty much a ghost with color (much to the amusement of pubbies). Speed around the ship while Security tries to cuff you. Get robusted somehow and get tossed into the recycler.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Adminhelp to be a cool superdeath soldier. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around the singulo pretending to be a black hole. &amp;lt;s&amp;gt;Watch ERP&amp;lt;/s&amp;gt;. &amp;lt;s&amp;gt;Beg the admin to deploy a&amp;lt;/s&amp;gt; Respawn as a space ninja because the random events have been stripped down. Eventually meet up with everyone dead when someone mentions the SM going critical.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&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:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Get marked for deletion because being a traitor would end the round too fast. Cry as a result.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter&#039;s &#039;The Thing&#039;, without &#039;The Thing&#039; part. Relieve humans of their DNA and brain cells, which they don&#039;t use much anyway.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Syndicate guide]]&amp;lt;br&amp;gt;[[Syndicate guide|Nuclear Operative]]&lt;br /&gt;
|Get respawned as nukeops when the round has been going on for too long and NT pissed off the [[Guide to Factions#The Syndicate|big red meanies]]. Overwhelm the crew without much resistance because no one goes security. Don&#039;t worry about people announcing your presence since no one likes listening to the radio anyway. Beat someone with your sheathed saber. Get teamkilled.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Cult magic]]&amp;lt;br&amp;gt;[[Cultist]]&lt;br /&gt;
|Scribble runes. Summon eldritch gods. Rock out with your &amp;lt;s&amp;gt;cock&amp;lt;/s&amp;gt; cult blade out and get arrested.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:servant_of_ratvar.png|64px|link=Clockwork Cult]]&amp;lt;br&amp;gt;[[Clockwork Cult|Clockwork Cultist]]&lt;br /&gt;
|Serve the Clockwork Justiciar by scribbling new-age runes all over maintenance. Start a steampunk book club and kill all the old-fashioned book clubbers. Invoke a bunch of anime people to summon Ratvar. Make &amp;lt;s&amp;gt;everyone&amp;lt;/s&amp;gt; no one at /vg/ mad because we don&#039;t even use this.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security&#039;s boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mobster.png|64px|link=Gang]]&amp;lt;br&amp;gt;[[Gang|Gangster]]&lt;br /&gt;
|Vandalize the ship and get into fights with rivals. Litter the halls with bullet casings. Get ignored by your own gang. Just don&#039;t forget: Snitches Get Stitches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard|Ragin Mages]]&lt;br /&gt;
|Spend ten minutes hunting down one Wizard, kill him thinking you&#039;ve won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Forget you&#039;re infected with the blob, burst in the XO line while begging for all access. Somehow manage to not die within five minutes of bursting. Get killed by the augmented, riot suit wielding Head of Security. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Shadowling]]&amp;lt;br&amp;gt;[[Shadowling]]&lt;br /&gt;
|Be the hip and more popular brother to the Changeling. Turn the whole crew into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:devil.gif|64px|link=devil]]&amp;lt;br&amp;gt;[[Devil]]&lt;br /&gt;
|Engage in civil discussions to buy souls.  Create emergencies so that people are desperate enough to sell their soul. Try to out wit the lawyer.  Get punched to death by someone you just turned into a hulk.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey.png|64px|link=Game Mode#Monkey]]&amp;lt;br&amp;gt;[[Game Mode#Monkey|Monkey]]&lt;br /&gt;
|Attempt to infect the crew with the monkey virus. Get absolutely crushed by Security within five minutes. Spend the next &amp;lt;s&amp;gt;two hours&amp;lt;/s&amp;gt; eternity as a ghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonists ===&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:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Guardian Spirit]]&amp;lt;br&amp;gt;[[Guardian Spirit]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to some copypasta. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien &#039;&#039;wing-wang&#039;&#039;. Break procs. Squander your chance to be a big, purple killing machine and your race&#039;s survival in favor of acting out the librarian&#039;s favorite porno. Kite everyone by hiding in vents.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|link=Swarmers]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the librarian until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up with you and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|link=Morph]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Become more common than you are rare and get complained about for how often your random event spawns. Toss RP out the window and kill everyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&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:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png]]&amp;lt;br&amp;gt;[[Lavaland|Lavaland Role]]&lt;br /&gt;
|Die to ash storms. Die to a legion. Die to lava. Die when a Security strike team teleports into your base. Die to a Miner. Die when the z-level wipes from the ship taking off. Die in general.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|link=Centcom Official]]&amp;lt;br&amp;gt;[[Centcom Official]]&lt;br /&gt;
|Get spawned when the ship &amp;lt;s&amp;gt;accidentally&amp;lt;/s&amp;gt; decides to fire blue on blue. Get killed because the crew wants to turn to piracy anyway. Watch as a team of agents bluespaces in to obliterate the crew when they don&#039;t hear back from you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|link=Ian]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Get killed by the XO. Get resurrected with infinite health and laugh when the XO gets inflicted with braindamage from admins.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|Chrono Legionnaire]]&amp;lt;br&amp;gt;Chrono Legionnaire&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Never be spawned by a admin for being too powerful. Without a trace! &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the ship to actually help. Lose the rest of your team to a stray MAC round. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|link=Death squad]]&amp;lt;br&amp;gt;[[Death squad|Death Squad Officer]]&lt;br /&gt;
|Chant alongside your fellow ghosts for deafsquids. Get spawned in as commander dethsquirm and attempt to lead your team. Get ignored and default to &amp;quot;destroy everything&amp;quot; anyway. Engage in a battle with a Bubblegum with their scale set to 10 and cry when you realize scale doesn&#039;t increase their hitbox. Get obliterated by fellow dingsquares.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
Read More: [[Guide to races]]&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:darkgreen;&amp;quot; width=200|Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:darkgreen;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:darkgreen;&amp;quot; width=100|Prevalence&lt;br /&gt;
|-&lt;br /&gt;
![[File:Human.png|64px|link=Humans]]&amp;lt;br&amp;gt;[[Humans|Humans]]&lt;br /&gt;
|Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off. Pray to be changed into a catgirl/boy, get changed into an actual cat instead.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Common&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lizardman.png|64px|link=Lizardperson]]&amp;lt;br&amp;gt;[[Lizardmen]]&lt;br /&gt;
|Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognisable blob of pixels. &amp;lt;strike&amp;gt;Be locked out of important positions.&amp;lt;/strike&amp;gt; Threaten the XO with a lawsuit if he doesn&#039;t give you a gimmick job that fits with your name. Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a special snowflake.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Uncommon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flyperson.png|64px|link=Flyperson]]&amp;lt;br&amp;gt;[[Flyperson]]&lt;br /&gt;
|Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio. Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Uncommon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plasmaman.png|64px|link=Plasmamen]]&amp;lt;br&amp;gt;[[Plasmamen]]&lt;br /&gt;
|Light the entirety of the ship on fire. Be triggered by cold environments. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Rare&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slimepeople.png|64px|link=Slimepeople]]&amp;lt;br&amp;gt;[[Slimepeople#Slimepeople|Slimeperson]]&lt;br /&gt;
|Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Stare in horror as the chef uses your gibbed meat in hamburgers. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Rare&lt;br /&gt;
|-&lt;br /&gt;
![[File:Podman.png|64px|link=Podman]]&amp;lt;br&amp;gt;[[Podmen]]&lt;br /&gt;
|End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease. Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Rare&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Jobs&amp;diff=7455</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Jobs&amp;diff=7455"/>
		<updated>2017-05-17T22:04:42Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Space -&amp;gt; Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In FTL 13, your job is somewhat akin to your character class.  It defines your starting equipment, your  [[identification_card|access]] on board the ship, and what you&#039;re supposed to be doing. Remember, &#039;&#039;&#039;these job descriptions are for humor purposes only.&#039;&#039;&#039; Please obey common sense and [[Ship Law]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE&#039;&#039;&#039;&lt;br /&gt;
* There are many rules that only apply to certain jobs, roles, creatures, and departments. These exist to deter powergaming, griefing, and being a dick in general. They should also be located on the wiki page for each role.&lt;br /&gt;
* Ignorance of your job’s rules is unacceptable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please remember that this was once in alphabetical order. The reason it was changed is that the list was simply too long for the alphabet to make it easily navigable. It has been changed to match the categorization in the Jobs template, which you can see at the bottom of each job page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Captain_action.png|64px|link=Captain]][[File:hudcaptain.png|32px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Be responsible for the ship and it&#039;s mission. Manage [[Heads of Staff]]. Secure dat fukken disk &amp;lt;s&amp;gt;because you have to for r o l e p l a y&amp;lt;/s&amp;gt;. Twist your own head off when the walls start closing in. Have blood feuds with the [[HoP|Executive Officer]]. Deal with the Clown by loading him into the MAC. Announce that the ship will be heading for The Syndicate capital as a joke and get lynched anyway.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]][[File:hudhop.png|32px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel|Executive Officer]]&lt;br /&gt;
|Realize that you&#039;re above the other heads on the Chain of Command, yell at them accordingly. Get stuck with the HoP tasks anyway. Get treated like the HoP anyway. I mean, you pretty much are the HoP, anyway. Pet [[Ian]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bridge_officer_spitzer.png|64px|link=Bridge Officer]][[File:hudU.png|32px|link=Bridge Officer]]&amp;lt;br&amp;gt;[[Bridge Officer]]&lt;br /&gt;
|Fly the ship into The Syndicate capital right as an ion storm slams the bridge. Berate Engineering for not setting up the FTL and Shields every two minutes. Go missing and have the clown show up in your place, &#039;&#039;coincidentally&#039;&#039; with your same clothes. Fire the MAC and watch the MO fly out instead of a shell. &amp;lt;s&amp;gt;Fire on SolGov.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Fire on NT.&amp;lt;/s&amp;gt; Just shoot everything, really. Rip apart the docking clamps by FTLing before undocking. Get lynched.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hos.PNG|64px|link=Head of Security]][[File:hudhos.png|32px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Spawn in and watch an officer stun themselves within the first five minutes. Watch as the clown runs into Security because they [[Executive Officer|somehow got access]]. Try to arrest the guy breaking someone out of the brig and arrest everyone that was in the hallway because they&#039;re clearly all guilty by association. Revel in the fact that everyone hates you. Carry half the Armory in your backpack. Attempt to assemble a boarding party and cry because it&#039;s not implemented yet. Use the sniper against the Clown. Get banned because &#039;&#039;all HoS&#039;s are terrible unless proven otherwise&#039;&#039;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden.png|64px|link=Warden]][[File:hudwarden.png|32px|link=Warden]]&amp;lt;br&amp;gt;[[Master-at-Arms]]&lt;br /&gt;
|Sit in your office. Coordinate officers on rare occasion. &amp;lt;s&amp;gt;Never&amp;lt;/s&amp;gt; Watch security cameras. Steal from the armory, &amp;lt;s&amp;gt;then order crates to cover it up&amp;lt;/s&amp;gt; and watch as the AI rats you out. Accidentally bump prisoners out of an officer&#039;s hands and watch a scene unfold deserving of the Benny Hill theme. Use your disabler on prisoners through the brig windows.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:SecurityOfficer.png|64px|link=Security Officer]][[File:hudsec.png|32px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Listen over the radio about crime not even two minutes into the shift. Get slipped by the Clown and experience relief when they don&#039;t steal your taser. Tase the Clown anyway. Exagerrate people&#039;s crimes and max their brig time. Use lethals on someone who shoved you because &#039;&#039;shoving puts your life in danger&#039;&#039;. Arrest someone for a legitimate cause, get called shitcurity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]][[File:huddetective.png|32px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Join the round late and find your revolver missing. Start an investigation into who stole your revolver. Find the perp and arrest and brig them. Get banned because Detective isn&#039;t allowed to brig.. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&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:#FFFFDD;&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|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ce.png|64px|link=Chief Engineer]][[File:hudce.png|32px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Fly around in space while your [[Station Engineer|subordinates]] blow up engineering, cut life-support to the ship, and overheat the [[Supermatter Engine|supermatter shard]], all at the same time! &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer.png|64px|link=Ship Engineer]][[File:hudengi.png|32px|link=Ship Engineer]]&amp;lt;br&amp;gt;[[Ship Engineer]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Set up the singularity&amp;lt;/s&amp;gt; Get shot by the emitters. Get brutally &amp;lt;s&amp;gt;murdered&amp;lt;/s&amp;gt; slipped by the [[Clown]] as the supermatter overheats, get drunk in the bar. Make telecoms unusable with scripts. Sprint past hull breaches without a second thought. Hack every machine to shoot things at people. Watch the clown patch a breach faster than you. Quit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:AtomsTech.png|64px|link=Atmospheric Technician]][[File:hudatmos.png|32px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Your &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; friendly ghetto fireman. Ensure everyone can breathe by listening to complaints about how useless you are. If they can talk, everything&#039;s within tolerances. Build pipe slides. Forget all about repairing damaged piping. Take your sweet time trying to create a direct pipeline to the FTL and Shields. Run around the ship looking like a serial killer with a fire suit and axe. Release plasma into the halls. What the h*ck is carbon dioxide?&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ResearchDirector.png|64px|link=Research Director]][[File:hudrd.png|32px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee the [[Scientist|demented]] [[Roboticist|manchildren]] of your department. &amp;lt;s&amp;gt;Build&amp;lt;/s&amp;gt; Destroy cyborgs with your magic button. Use Lamarr as a breath mask. Take control of the AI and rule the ship. Scream incoherent commands at everyone whenever an anomaly appears. Powergame for research levels and get banned. Break down in tears when you see a MAC round hit the server room.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_scientist.png|64px|link=Scientist]][[File:hudsci.png|32px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Get tossed in disposal by the [[Research Director]], nag chemistry, &amp;quot;accidentally&amp;quot; blow up &amp;lt;s&amp;gt;toxins&amp;lt;/s&amp;gt;, let the Slimes loose. Nag mining for diamonds so you can make two Bags of Holding to make a mini Singularity. Refuse to stop at the last three items in the previous list and accidentally kill yourself in enough stupid ways to make murder look like assisted suicide.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist_action.png|64px|link=Roboticist]][[File:hudrobo.png|32px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Completely ignore the drone dispenser and make ghosts mad. Ping the posibrain over and over and make ghosts mad again. Put the posibrain in a mech and watch them struggle to go anywhere. Go on a date with the AI and make them human. Get the death sentence as a result. Be confused about &amp;quot;agumentation&amp;quot; and &amp;quot;organ manipulation&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cmo.png|64px|link=Chief Medical Officer]][[File:hudcmo.png|32px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors. Complain no one listens to you. Help the virologist spread an epidemic. Fill your hypospray with Chloral Hydrate. Fetch Runtime mice from maintenance. Turn cryo to auto and watch self-serving assistants get trapped. Do everything.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Doctor.png|64px|link=Medical Doctor]][[File:huddoc.png|32px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Use your Sleeper or Cryo to heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Help the Virologist research cures to diseases and create new immune systems.&amp;lt;/s&amp;gt; Try to heal people, get pushed out of the way and witness crew self-serve anyway. Chase someone dragging a person in critical around. Accidentally overdose someone with Anti-Toxin.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist_action.png|64px|link=Chemist]][[File:hudchem.png|32px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make &#039;&#039;safe&#039;&#039; drugs and give them to assistants for Science(!). Show security a &amp;lt;s&amp;gt;fake&amp;lt;/s&amp;gt; waiver stating that the now decesased totally knew the consequences. Put 31u bicardine and kelotane pills into the smart fridge and laugh when people overdose. Light chemistry on fire trying to make meth. Try making metal foam and have it expand in your face because screw stabilizing agents. Preemptively make oil for the inevitable MO rushing to chemistry.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist_action.png|64px|link=Geneticist]][[File:hudgen.png|32px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give your monkeys Tourettes and broadcast their cursing over the radio. &amp;lt;s&amp;gt;Clone&amp;lt;/s&amp;gt; Ignore the tide of dead bodies that comes to your door. Lose your hair. Accidentally inject yourself with a monkey SE and get impaled by the cook. Get screeched at by your monkeys. Toss past bodies into maintenance.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Virologist.png|64px|link=Virologist]][[File:hudviro.png|32px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Expect people you&#039;ve never met to already hate you, try to eradicate the great space flu, create the next Pandemic, get killed for the clown releasing Pierrot&#039;s Throat. Ignore petty details like sanitation and outbreak prevention. Incarcerate someone forever [[Virology|in your dungeon]]. Find out that MAC rounds like finding their way to your department and get blown up without anyone noticing.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Supply ===&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:#FFFFDD;&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|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Quartermaster.png|64px|link=Quartermaster]][[File:hudqm.png|32px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order &#039;&#039;&#039;EVERYTHING&#039;&#039;&#039; roundstart and prepare for the longest wait in waiting history, because you&#039;re never docking with another station &#039;&#039;ever again&#039;&#039;; the precious minutes you have to order before the FTL and Shields are operational are all you&#039;re going to get. Yell at your [[Cargo Technician|slaves]] to push crates as fast as possible. Become irate and sell your slaves all together. Watch as the docking clamps get obliterated because the Helms Officer forgot to undock. Pet Lisa.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cargo.png|64px|link=Cargo Technician]][[File:hudtech.png|32px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Get as many orders in as possible before the QM flips out. Miss wearing shorts because of strict uniform policy. Get commanded to order guns for a &amp;quot;boarding party&amp;quot; and get arrested when the HoS realizes that boarding isn&#039;t even implemented yet and pins the blame on you to save face. Run around the ship looking for something to do because you&#039;re out of the job for pretty much the rest of the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lava_miner.png|64px|link=Shaft Miner]][[File:hudminer.png|32px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Never actually do what your job title says. Cry to the bridge to find a lavaplanet. Get yelled at by the captain on high volume and capslock to get salvaging. Get locked out of the ship because the shields were brought back up. Get left behind as a result. Accidentally turn off the comms relay and watch as the entire z-level gets wiped.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_munitions_officer_male.png|64px|link=Munitions Officer]][[File:hudU.png|32px|link=Munitions Officer]]&amp;lt;br&amp;gt;[[Munitions Officer]]&lt;br /&gt;
|Load HE preemptively, ignore other shell rounds. Jam the MAC, yell at Chemistry for oil. Arm a round as the ship goes into FTL. Load the [[Clown]] into the MAC, blow up.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Service ===&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Janitor.png|64px|link=Janitor]][[File:hudjanitor.png|32px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Visit the XO Line on the regular because of how often people shoot themselves when they don&#039;t get all access. Get outcompeted by Engineers since hull breaches are the real mess on this ship. Always have your light replacer ready since lights blow up every five minutes from ion storms. Get your boots stolen by the Clown. Point at your wet floor signs and get robusted as a result.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]][[File:hudbar.png|32px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Prepare a ton of &#039;&#039;safe&#039;&#039; drinks for the tide of Cargo Techs who are bound to show up minutes after the ship FTLs. Find someone who will saw off your shotgun. Stare at the Assistant across the room winning every prize possible from the arcade machine. Get arrested by Shitcurity for &amp;quot;possession&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chef.png|64px|link=Cook]][[File:hudchef.png|32px|link=Cook]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|&amp;quot;Yur puurt thuur chiir-ken airn der bewl&amp;quot; - Cook delicious meals from spare meat you find in maintenance behind [[Genetics]] (Yum!), abduct Pun Pun at all costs and try to find out if it will blend. Get overrun with people screaming for food if you happen to show up to the shift late.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist.png|64px|link=Botanist]][[File:hudbotanist.png|32px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow &amp;lt;strike&amp;gt;the good stuff&amp;lt;/strike&amp;gt; grass, place it everywhere, man. Oversee the production of illegal drugs security gives fuckall about. Smoke &amp;lt;s&amp;gt;weed&amp;lt;/s&amp;gt; dandy corn-cob pipes er&#039;ryday. Allow hydroponics to become a horrifying farmhouse. Load poisonous product in the vendor and get blamed when the chef uses it in their cooking.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&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:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant2.png|64px|link=Assistant]][[File:hudhelp.png|32px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|Rush into tool storage to get that toolbelt. Ask over radio about who needs assistance and get bewildered responses. Get stomped on by security just because. Find the captain&#039;s spare and cry tears of joy. Find the airlock out to space and discover spacewind simultaneously.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_clown.png|64px|link=Clown]][[File:hudhonk.png|32px|link=Clwon]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk!  Play harmless pranks and hope you don&#039;t get your chest caved in! Honk! Nag the XO for an all-access pass. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain&#039;s office and HONK in his face. Honk! End up putting the whole armory in your backpack after slipping [[Security]] constantly. HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]][[File:hudmime.png|32px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&#039;&#039;*wave&#039;&#039;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]][[File:hudchap.png|32px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Put on your crusader armor without a second thought to lead a righteous crusade through space against &amp;lt;s&amp;gt;Space Jerusalem&amp;lt;/s&amp;gt; The Syndicate. Get ignored anyway. Pray to the almighty &amp;lt;s&amp;gt;God&amp;lt;/s&amp;gt; admins and get rewarded with a cookie because it&#039;s the easiest button for them to press. Smash people over the head with your bible.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Deus Vult!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Librarian]][[File:hudbook.png|32px|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Run around asking where the library is. Become bored and ask the XO to make you a surgeon because &amp;quot;you read about it in a book&amp;quot;. Get blamed for taking the circular saw and end up in the brig as a result.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_lawyer.png‎|64px|link=Lawyer]][[File:hudlawyer.png|32px|link=Lawyer]]&amp;lt;br&amp;gt;[[Lawyer]]&lt;br /&gt;
|Essentially be an ass of an assistant with &#039;&#039;a suit and suitcase&#039;&#039; with security access who yells &amp;quot;OBJECTION&amp;quot; whenever anyone questions you. Take it upon yourself to break your client out of the brig. Get banned for griefing.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-human ==&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:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Complain that you can&#039;t play this for a month. Follow your laws. Be the crew&#039;s bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Make snide remarks about [[Engineering]] for their terrible engine setup. Get bitched at. Get carded. Get bitched at.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and hope that you aren&#039;t blown up because [[Research Director|certain individuals]] decided to listen to Pubbie Jones screaming about how you&#039;re rogue because you&#039;re arresting them as a secborg for tiding. Forget to recharge. Forget completely that you&#039;re still somewhat human and do mindless repetitive tasks without emotion. &#039;&#039;&#039;HUMAN HARM!!!&#039;&#039;&#039;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Become that adorable robotic pet. Fix the holes the crew will inevitably make. Steal everything not bolted down. Get picked up and used as a hat while you&#039;re trying to fix a hull breach that&#039;s killing everyone. Be more competent than the ship&#039;s Engineers. Get killed by the Engineers for being more competent than them. Turn on the animal filter because that&#039;s exactly what the whole crew is.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted &amp;lt;s&amp;gt;if they bother downloading you&amp;lt;/s&amp;gt;. Whine in OOC because they didn&#039;t. Don&#039;t fill any of the fields except the name field. Backseat captain whenever you&#039;re on the [[Bridge]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Become the wonder of the ship on account of how rarely you appear and how you&#039;re pretty much a ghost with color (much to the amusement of pubbies). Speed around the ship while Security tries to cuff you. Get robusted somehow and get tossed into the recycler.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Adminhelp to be a cool superdeath soldier. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around the singulo pretending to be a black hole. &amp;lt;s&amp;gt;Watch ERP&amp;lt;/s&amp;gt;. &amp;lt;s&amp;gt;Beg the admin to deploy a&amp;lt;/s&amp;gt; Respawn as a space ninja because the random events have been stripped down. Eventually meet up with everyone dead when someone mentions the SM going critical.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&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:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Get marked for deletion because being a traitor would end the round too fast. Cry as a result.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter&#039;s &#039;The Thing&#039;, without &#039;The Thing&#039; part. Relieve humans of their DNA and brain cells, which they don&#039;t use much anyway.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Syndicate guide]]&amp;lt;br&amp;gt;[[Syndicate guide|Nuclear Operative]]&lt;br /&gt;
|Get respawned as nukeops when the round has been going on for too long and NT pissed off the [[Guide to Factions#The Syndicate|big red meanies]]. Overwhelm the crew without much resistance because no one goes security. Don&#039;t worry about people announcing your presence since no one likes listening to the radio anyway. Beat someone with your sheathed saber. Get teamkilled.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Cult magic]]&amp;lt;br&amp;gt;[[Cultist]]&lt;br /&gt;
|Scribble runes. Summon eldritch gods. Rock out with your &amp;lt;s&amp;gt;cock&amp;lt;/s&amp;gt; cult blade out and get arrested.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:servant_of_ratvar.png|64px|link=Clockwork Cult]]&amp;lt;br&amp;gt;[[Clockwork Cult|Clockwork Cultist]]&lt;br /&gt;
|Serve the Clockwork Justiciar by scribbling new-age runes all over maintenance. Start a steampunk book club and kill all the old-fashioned book clubbers. Invoke a bunch of anime people to summon Ratvar. Make &amp;lt;s&amp;gt;everyone&amp;lt;/s&amp;gt; no one at /vg/ mad because we don&#039;t even use this.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security&#039;s boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mobster.png|64px|link=Gang]]&amp;lt;br&amp;gt;[[Gang|Gangster]]&lt;br /&gt;
|Vandalize the ship and get into fights with rivals. Litter the halls with bullet casings. Get ignored by your own gang. Just don&#039;t forget: Snitches Get Stitches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard|Ragin Mages]]&lt;br /&gt;
|Spend ten minutes hunting down one Wizard, kill him thinking you&#039;ve won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Forget you&#039;re infected with the blob, burst in the XO line while begging for all access. Somehow manage to not die within five minutes of bursting. Get killed by the augmented, riot suit wielding Head of Security. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Shadowling]]&amp;lt;br&amp;gt;[[Shadowling]]&lt;br /&gt;
|Be the hip and more popular brother to the Changeling. Turn the whole crew into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:devil.gif|64px|link=devil]]&amp;lt;br&amp;gt;[[Devil]]&lt;br /&gt;
|Engage in civil discussions to buy souls.  Create emergencies so that people are desperate enough to sell their soul. Try to out wit the lawyer.  Get punched to death by someone you just turned into a hulk.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey.png|64px|link=Game Mode#Monkey]]&amp;lt;br&amp;gt;[[Game Mode#Monkey|Monkey]]&lt;br /&gt;
|Attempt to infect the crew with the monkey virus. Get absolutely crushed by Security within five minutes. Spend the next &amp;lt;s&amp;gt;two hours&amp;lt;/s&amp;gt; eternity as a ghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonists ===&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:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Guardian Spirit]]&amp;lt;br&amp;gt;[[Guardian Spirit]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to some copypasta. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien &#039;&#039;wing-wang&#039;&#039;. Break procs. Squander your chance to be a big, purple killing machine and your race&#039;s survival in favor of acting out the librarian&#039;s favorite porno. Kite everyone by hiding in vents.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|link=Swarmers]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the librarian until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up with you and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|link=Morph]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Become more common than you are rare and get complained about for how often your random event spawns. Toss RP out the window and kill everyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&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:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png]]&amp;lt;br&amp;gt;[[Lavaland|Lavaland Role]]&lt;br /&gt;
|Die to ash storms. Die to a legion. Die to lava. Die when a Security strike team teleports into your base. Die to a Miner. Die when the z-level wipes from the ship taking off. Die in general.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|link=Centcom Official]]&amp;lt;br&amp;gt;[[Centcom Official]]&lt;br /&gt;
|Get spawned when the ship &amp;lt;s&amp;gt;accidentally&amp;lt;/s&amp;gt; decides to fire blue on blue. Get killed because the crew wants to turn to piracy anyway. Watch as a team of agents bluespaces in to obliterate the crew when they don&#039;t hear back from you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|link=Ian]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Get killed by the XO. Get resurrected with infinite health and laugh when the XO gets inflicted with braindamage from admins.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|Chrono Legionnaire]]&amp;lt;br&amp;gt;Chrono Legionnaire&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Never be spawned by a admin for being too powerful. Without a trace! &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the ship to actually help. Lose the rest of your team to a stray MAC round. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|link=Death squad]]&amp;lt;br&amp;gt;[[Death squad|Death Squad Officer]]&lt;br /&gt;
|Chant alongside your fellow ghosts for deafsquids. Get spawned in as commander dethsquirm and attempt to lead your team. Get ignored and default to &amp;quot;destroy everything&amp;quot; anyway. Engage in a battle with a Bubblegum with their scale set to 10 and cry when you realize scale doesn&#039;t increase their hitbox. Get obliterated by fellow dingsquares.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
Read More: [[Guide to races]]&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:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:darkgreen;&amp;quot; width=200|Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:darkgreen;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:darkgreen;&amp;quot; width=100|Prevalence&lt;br /&gt;
|-&lt;br /&gt;
![[File:Human.png|64px|link=Humans]]&amp;lt;br&amp;gt;[[Humans|Humans]]&lt;br /&gt;
|Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off. Pray to be changed into a catgirl/boy, get changed into an actual cat instead.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Common&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lizardman.png|64px|link=Lizardperson]]&amp;lt;br&amp;gt;[[Lizardmen]]&lt;br /&gt;
|Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognisable blob of pixels. &amp;lt;strike&amp;gt;Be locked out of important positions.&amp;lt;/strike&amp;gt; Threaten the XO with a lawsuit if he doesn&#039;t give you a gimmick job that fits with your name. Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a special snowflake.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Uncommon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flyperson.png|64px|link=Flyperson]]&amp;lt;br&amp;gt;[[Flyperson]]&lt;br /&gt;
|Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio. Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Uncommon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plasmaman.png|64px|link=Plasmamen]]&amp;lt;br&amp;gt;[[Plasmamen]]&lt;br /&gt;
|Light the entirety of the ship on fire. Be triggered by cold environments. Claim that you&#039;re a space beast that&#039;s come to kill everything, ever.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Rare&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slimepeople.png|64px|link=Slimepeople]]&amp;lt;br&amp;gt;[[Slimepeople#Slimepeople|Slimeperson]]&lt;br /&gt;
|Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Stare in horror as the chef uses your gibbed meat in hamburgers. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Rare&lt;br /&gt;
|-&lt;br /&gt;
![[File:Podman.png|64px|link=Podman]]&amp;lt;br&amp;gt;[[Podmen]]&lt;br /&gt;
|End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease. Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Rare&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Virologist&amp;diff=7454</id>
		<title>Virologist</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Virologist&amp;diff=7454"/>
		<updated>2017-05-17T21:51:29Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #22aa22&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img_generic = Generic_virologist.png&lt;br /&gt;
|img = virologist.png&lt;br /&gt;
|jobtitle = Virologist&lt;br /&gt;
|access = [[Virology]], [[Medbay]], Mineral Storage&lt;br /&gt;
|additional = [[Morgue]], [[Operating Theatre]], [[Chemistry]], [[Genetics]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Study the effects of various diseases and synthesize a vaccine for them. Engineer beneficial viruses.&lt;br /&gt;
|guides = [[Infections|Virology 101]], [[Guide to medicine]], [[Department Standard Operating Procedure: Medical#Virologist|Department Standard Operating Procedure]], [[Department Standard Operating Procedure: Medical#Viral Outbreak Procedures|Viral Outbreak Procedures]]&lt;br /&gt;
|quote = But it&#039;s a &#039;&#039;&#039;beneficial&#039;&#039;&#039; virus. I swear!&lt;br /&gt;
}}&lt;br /&gt;
As a &amp;lt;s&amp;gt;research station&amp;lt;/s&amp;gt; battleship that happens to have research departments, there are a lot of departments of research; the study of space viruses is one of those research departments! Congratulations doctor, you have been selected to study and treat various types of viruses, and create valuable vaccines. So grab your [[latex gloves]] and get your [[breath mask]] on and hole yourself up in [[Virology]], it is time to perform some disease research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; If an epidemic breaks out aboard the ship, don&#039;t be the source of it.&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Virology.png|300px|thumb|alt=Virology|[[Virology|ERP Fortress]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVVirology.png|300px|thumb|alt=Virology|[[Virology|ERP Fortress]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Welcome Doctor==&lt;br /&gt;
Unlike Robert Nevile, you will not have a huge kick ass adventure while curing diseases. You will have a boring time, and likely fuck up constantly. Just make sure the [[Chemist]] or the [[Chief Medical Officer]] are around (and attentive) or you won&#039;t be able to cure uncommon diseases and might have an outbreak.&lt;br /&gt;
&lt;br /&gt;
===[[Infections|Infecting]] Monkeys===&lt;br /&gt;
Primarily, this is your job. Find a batch of virus, inject a monkey, and record the results. Then cure the monkey.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re concerned about the monkeys and don&#039;t want to have a pen full of contagion conveniently sitting around, move a single monkey to one of your isolation rooms and treat/infect them there. You can also use this as an easy way to keep all your cures localized and in a single sample, giving you an expedient route to creating the vaccines on the Pandemic 2000.&lt;br /&gt;
&lt;br /&gt;
Take your sample, put that in a beaker and load it up on the Pandemic in your main room. Congratulations. You&#039;ve found a vaccine.&lt;br /&gt;
&lt;br /&gt;
You can also see the cure to a disease using your Pandemic machine, and reproduce it if there is an active culture in the blood, for [[Traitor#Advanced_Methods_of_Murder| whatever reason.]]&lt;br /&gt;
&lt;br /&gt;
===A MAN IN BRAZIL IS COUGHING!===&lt;br /&gt;
Viruses can get loose on the ship many ways: [[random events]], [[traitor]]ous activity, and the most common way of all: your own incompetence. If you accidentally infect someone with a harmful virus, well, there is not much you can do except quarantine, treat, and ensure they aren&#039;t infectious before releasing them. Make sure only people that know [[Beyond the impossible|exactly what they&#039;re doing]] can enter your room. Warn people beforehand that you&#039;re conducting experiments and remember to vaccinate yourself once you research a disease.&lt;br /&gt;
&lt;br /&gt;
Viruses can be spread through blood. People with viruses will often spread blood everywhere. Do the math. Then do your job and clean up the blood.&lt;br /&gt;
&lt;br /&gt;
===CREATE A PANDEMIC!===&lt;br /&gt;
You are able to create your own diseases with various symptoms, stats and bonuses. Read [[Infections#Advanced_Diseases|this]] for a guide!&lt;br /&gt;
&lt;br /&gt;
==== Symbiosis ====&lt;br /&gt;
Viruses don&#039;t always have to be something to be avoided. With a bit of work you can engineer friendly viruses that come with a number of beneficial symptoms, such as eliminating the need to eat, or even one that lets the body regenerate its own health. Just make sure you clear it with the [[CMO]] and let the ship know what your friendly virus does before releasing it, or you might find yourself at the end of a pitchfork.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Virology can turn you into just as much as a superhuman as Genetics.&lt;br /&gt;
* Coughing as a symptom makes people drop grabs and can thus be used to make changelings miserable as they keep dropping absorbs.&lt;br /&gt;
* A perfectly made virus blend from virology can heal you at a slow, but decent rate, even out of critical condition. A person can only be infected by three viruses at a time, I believe. A virus blend that has three instances of the following symptoms will heal you from crit (assuming there is no other source of damage present), protect you from suffocation, and allow you to run at max speed even if you have a bulky exosuit with active magboots. Toxic Filter, Toxic Compensation, Self-Respiration, and Stimulant. Add Weight Even to one of the strains to grant hunger immunity, and something else such as Eternal Youth to give yourself a third unique strain. Matching symptoms in different virus strains will stack with each other.&lt;br /&gt;
** Viruses with different, unique symptoms can be mixed together in a beaker to produce a strain with some or all of the symptoms of component strains.&lt;br /&gt;
* If you actually do manage to make a beneficial virus and want to distribute it, have a superior vet it and ask them to announce it to the ship via their desk.&lt;br /&gt;
* If you get denied a crate (probably more than half your rounds), ask Engineering for a share of their plasma or ask the XO for mining access so you can get your own plasma. (This is the only reliable way you are going to get plasma!)&lt;br /&gt;
** If you get a virus with unwanted symptoms, use your dropper set to transfer one unit of synaptizine to your virus. Your 30 unit bottle will be good for a full 30 uses!&lt;br /&gt;
* If you are a virologist who wants the most from a beneficial virus, but cannot fit all the desired symptoms into one strain, consider removing &amp;quot;Weight Even&amp;quot; from your symptoms if you already included stimulant. All that hunger does is reduce a person&#039;s speed; Stimulant totally negates all slowdowns, and thus this renders Weight Even redundant.&lt;br /&gt;
&lt;br /&gt;
==Typhoid Mary==&lt;br /&gt;
Being a [[traitor]] is where a dangerous [[jobs|job]] like this one really shines. Make sure you get the heads of staff to crack a virus crate open for you, or use a traitor item on it to pop it open yourself. Brain Rot seems to be the best way to screw over the crew, and if people wonder why you are in a spot, mumble something unintelligible. (even though a good virologist would&#039;ve cured himself already).&lt;br /&gt;
&lt;br /&gt;
Releasing a pandemic is a good way to cause chaos, creating a convenient cover for illicit activities. As an added bonus, then curing the disease and eradicating it from the ship is a good way to get in the good graces of the crew, further protecting you from any suspicion. As always, protecting yourself from the disease is most important. Be conservative, however. If the crew finds out that EVERY disease has been somehow released, they&#039;ll be out for your blood. Releasing diseases when not a traitor is a great way to be banned!&lt;br /&gt;
&lt;br /&gt;
If for some reason you don&#039;t want to spread terrible death everywhere, your office is secluded and difficult to get into, making it a common base for [[gang]] or [[cult]] activity.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Virologist&amp;diff=7453</id>
		<title>Virologist</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Virologist&amp;diff=7453"/>
		<updated>2017-05-17T21:50:40Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #22aa22&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img_generic = Generic_virologist.png&lt;br /&gt;
|img = virologist.png&lt;br /&gt;
|jobtitle = Virologist&lt;br /&gt;
|access = [[Virology]], [[Medbay]], Mineral Storage&lt;br /&gt;
|additional = [[Morgue]], [[Operating Theatre]], [[Chemistry]], [[Genetics]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Study the effects of various diseases and synthesize a vaccine for them. Engineer beneficial viruses.&lt;br /&gt;
|guides = [[Infections|Virology 101]], [[Guide to medicine]], [[Department Standard Operating Procedure: Medical#Virologist|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = But it&#039;s a &#039;&#039;&#039;beneficial&#039;&#039;&#039; virus. I swear!&lt;br /&gt;
}}&lt;br /&gt;
As a &amp;lt;s&amp;gt;research station&amp;lt;/s&amp;gt; battleship that happens to have research departments, there are a lot of departments of research; the study of space viruses is one of those research departments! Congratulations doctor, you have been selected to study and treat various types of viruses, and create valuable vaccines. So grab your [[latex gloves]] and get your [[breath mask]] on and hole yourself up in [[Virology]], it is time to perform some disease research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; If an epidemic breaks out aboard the ship, don&#039;t be the source of it.&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Virology.png|300px|thumb|alt=Virology|[[Virology|ERP Fortress]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVVirology.png|300px|thumb|alt=Virology|[[Virology|ERP Fortress]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Welcome Doctor==&lt;br /&gt;
Unlike Robert Nevile, you will not have a huge kick ass adventure while curing diseases. You will have a boring time, and likely fuck up constantly. Just make sure the [[Chemist]] or the [[Chief Medical Officer]] are around (and attentive) or you won&#039;t be able to cure uncommon diseases and might have an outbreak.&lt;br /&gt;
&lt;br /&gt;
===[[Infections|Infecting]] Monkeys===&lt;br /&gt;
Primarily, this is your job. Find a batch of virus, inject a monkey, and record the results. Then cure the monkey.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re concerned about the monkeys and don&#039;t want to have a pen full of contagion conveniently sitting around, move a single monkey to one of your isolation rooms and treat/infect them there. You can also use this as an easy way to keep all your cures localized and in a single sample, giving you an expedient route to creating the vaccines on the Pandemic 2000.&lt;br /&gt;
&lt;br /&gt;
Take your sample, put that in a beaker and load it up on the Pandemic in your main room. Congratulations. You&#039;ve found a vaccine.&lt;br /&gt;
&lt;br /&gt;
You can also see the cure to a disease using your Pandemic machine, and reproduce it if there is an active culture in the blood, for [[Traitor#Advanced_Methods_of_Murder| whatever reason.]]&lt;br /&gt;
&lt;br /&gt;
===A MAN IN BRAZIL IS COUGHING!===&lt;br /&gt;
Viruses can get loose on the ship many ways: [[random events]], [[traitor]]ous activity, and the most common way of all: your own incompetence. If you accidentally infect someone with a harmful virus, well, there is not much you can do except quarantine, treat, and ensure they aren&#039;t infectious before releasing them. Make sure only people that know [[Beyond the impossible|exactly what they&#039;re doing]] can enter your room. Warn people beforehand that you&#039;re conducting experiments and remember to vaccinate yourself once you research a disease.&lt;br /&gt;
&lt;br /&gt;
Viruses can be spread through blood. People with viruses will often spread blood everywhere. Do the math. Then do your job and clean up the blood.&lt;br /&gt;
&lt;br /&gt;
===CREATE A PANDEMIC!===&lt;br /&gt;
You are able to create your own diseases with various symptoms, stats and bonuses. Read [[Infections#Advanced_Diseases|this]] for a guide!&lt;br /&gt;
&lt;br /&gt;
==== Symbiosis ====&lt;br /&gt;
Viruses don&#039;t always have to be something to be avoided. With a bit of work you can engineer friendly viruses that come with a number of beneficial symptoms, such as eliminating the need to eat, or even one that lets the body regenerate its own health. Just make sure you clear it with the [[CMO]] and let the ship know what your friendly virus does before releasing it, or you might find yourself at the end of a pitchfork.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Virology can turn you into just as much as a superhuman as Genetics.&lt;br /&gt;
* Coughing as a symptom makes people drop grabs and can thus be used to make changelings miserable as they keep dropping absorbs.&lt;br /&gt;
* A perfectly made virus blend from virology can heal you at a slow, but decent rate, even out of critical condition. A person can only be infected by three viruses at a time, I believe. A virus blend that has three instances of the following symptoms will heal you from crit (assuming there is no other source of damage present), protect you from suffocation, and allow you to run at max speed even if you have a bulky exosuit with active magboots. Toxic Filter, Toxic Compensation, Self-Respiration, and Stimulant. Add Weight Even to one of the strains to grant hunger immunity, and something else such as Eternal Youth to give yourself a third unique strain. Matching symptoms in different virus strains will stack with each other.&lt;br /&gt;
** Viruses with different, unique symptoms can be mixed together in a beaker to produce a strain with some or all of the symptoms of component strains.&lt;br /&gt;
* If you actually do manage to make a beneficial virus and want to distribute it, have a superior vet it and ask them to announce it to the ship via their desk.&lt;br /&gt;
* If you get denied a crate (probably more than half your rounds), ask Engineering for a share of their plasma or ask the XO for mining access so you can get your own plasma. (This is the only reliable way you are going to get plasma!)&lt;br /&gt;
** If you get a virus with unwanted symptoms, use your dropper set to transfer one unit of synaptizine to your virus. Your 30 unit bottle will be good for a full 30 uses!&lt;br /&gt;
* If you are a virologist who wants the most from a beneficial virus, but cannot fit all the desired symptoms into one strain, consider removing &amp;quot;Weight Even&amp;quot; from your symptoms if you already included stimulant. All that hunger does is reduce a person&#039;s speed; Stimulant totally negates all slowdowns, and thus this renders Weight Even redundant.&lt;br /&gt;
&lt;br /&gt;
==Typhoid Mary==&lt;br /&gt;
Being a [[traitor]] is where a dangerous [[jobs|job]] like this one really shines. Make sure you get the heads of staff to crack a virus crate open for you, or use a traitor item on it to pop it open yourself. Brain Rot seems to be the best way to screw over the crew, and if people wonder why you are in a spot, mumble something unintelligible. (even though a good virologist would&#039;ve cured himself already).&lt;br /&gt;
&lt;br /&gt;
Releasing a pandemic is a good way to cause chaos, creating a convenient cover for illicit activities. As an added bonus, then curing the disease and eradicating it from the ship is a good way to get in the good graces of the crew, further protecting you from any suspicion. As always, protecting yourself from the disease is most important. Be conservative, however. If the crew finds out that EVERY disease has been somehow released, they&#039;ll be out for your blood. Releasing diseases when not a traitor is a great way to be banned!&lt;br /&gt;
&lt;br /&gt;
If for some reason you don&#039;t want to spread terrible death everywhere, your office is secluded and difficult to get into, making it a common base for [[gang]] or [[cult]] activity.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Geneticist&amp;diff=7452</id>
		<title>Geneticist</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Geneticist&amp;diff=7452"/>
		<updated>2017-05-17T21:50:09Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = cyan&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = geneticist.png&lt;br /&gt;
|img = Geneticist action.png&lt;br /&gt;
|jobtitle = Geneticist&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Genetics]], [[Research Division]]&lt;br /&gt;
|additional = [[Chemistry]], [[Virology]], [[Xenobiology]], [[Robotics]], [[Tech Storage]], Mineral Storeroom&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Research Director]] and [[Chief Medical Officer]]&lt;br /&gt;
|duties = Alter genomes, turn monkeys into humans and vice versa, make DNA backups so they can get stolen, clone dead people&lt;br /&gt;
|guides = [[Guide to genetics]], [[Guide to medicine]], [[Department Standard Operating Procedure: Medical#Geneticist|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Well maybe if the Captain had asked before plunging that syringe into his artery he wouldn&#039;t be a monkey now.&lt;br /&gt;
}}&lt;br /&gt;
You start in [[Medbay]] and literally get to play God. This is a very technical class, but there are a few simple things people can do that are still learning the ins and out of genetics. The main thing you&#039;re meant for: find super powers, fix disabilities, and cloning dead people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Clone the corpses dropped off at your doorstep.&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Genetics.png|300px|thumb|alt=Medbay|The genetics lab is located in [[Medbay]]. It is separated into two sections: Genetic Cloning and Genetic Research]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVGenetics.png|300px|thumb|alt=Medbay|The genetics lab is located in [[Medbay]].]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Clonebook.png]] [[Guide_to_genetics#Cloning|Genetic Cloning]]==&lt;br /&gt;
This is one half of your job. Make sure you know how do it (and actually fucking do it).&lt;br /&gt;
&lt;br /&gt;
===Early Ejection===&lt;br /&gt;
If you&#039;re feeling fancy and have a fuckton of bodies which need cloning, you can force an early ejection of the cloning pod by unlocking the pod with your ID and using the Eject Pod command from the right-click menu. The clone must be at least 40% done before the pod will allow you to eject it this way. The cloning pod will also eject its current unfinished clone if the room&#039;s equipment loses power. If you get a cooperative [[Engineer]] to unlock the APC for you, you can switch the power off and on to eject the clone.&lt;br /&gt;
&lt;br /&gt;
You need to finish the cloning process over in Cryogenics, so make sure the Cryochambers are loaded with [[Cryoxadone]]. Have some [[Mannitol]] at hand to cure their massive brain damage, too. This is known as &#039;Hypercloning&#039;, and it speeds up the process of cloning significantly, frees up the cloning machine for another patient, gives cryogenics and bored medical doctors something to do, and it&#039;s not inconvenient because they&#039;re naked coming out of the pod anyway.&lt;br /&gt;
&lt;br /&gt;
===Genetic Backup===&lt;br /&gt;
You can take a scan off of someone while they&#039;re alive and create a genetic backup ready to be cloned in case they die. This is useful to those of especially high risk of an irretrievable death like the chief engineer or captain.&lt;br /&gt;
# Bug people to get scanned at genetics while they&#039;re still alive.&lt;br /&gt;
# Scan them.&lt;br /&gt;
# Press the &amp;quot;clone&amp;quot; button under their records when they die.&lt;br /&gt;
&lt;br /&gt;
==Genetic Research==&lt;br /&gt;
Any geneticist worth their salt knows that manipulating the DNA of living things is their ball game.&lt;br /&gt;
&lt;br /&gt;
See the [[Guide to genetics|Guide to Genetics]] when you&#039;re ready for the real SCIENCE.&lt;br /&gt;
&lt;br /&gt;
Other, more subtle, modifications may be possible. As always, experimentation is encouraged!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If the cloning process changed your looks, you can stuff your old (dead) body in a DNA modifier, scan the UI/UE, and inject those into yourself to get your old appearance back.&lt;br /&gt;
* If someone has a cavity implanted item, you can instantly remove it by monkeying them.&lt;br /&gt;
* Clones start with 190 clone loss and 99 brain damage, they can be ejected with a geneticists ID at 120 clone loss (about 40% complete). The cloner takes about 2:30 minutes to pop out an almost complete clone. Ejecting at 40% then sticking in a cryotube speeds up the process by only a few seconds, but does mean you can clone multiple people at once. Force ejecting by either turning off APC power or emagging the clone tube then shoving them in the cryo tubes does finish them almost twice as fast AND means you can clone 3 people at the same time.&lt;br /&gt;
* Turning off the APC&#039;s equipment power also ejects a clone regardless of health. Good for speedcloning. Clone one to 25%, throw in cryo, clone another to 25%, throw in cryo, clone one guy until the first guy in cryo is done, repeat.&lt;br /&gt;
* Monkeying someone who is impregnated will cure them.&lt;br /&gt;
* The Genetics DNA altering console can spit out injectors for UEs and UIs as well as SEs. This means that, if you get a willing volunteer or even just human a monkey, you can run around the ship changing everyone into the same person (if you do this without being antag or having people’s con-sent, you will get banned).&lt;br /&gt;
* You can put disks into the cloning computer to save the UI, UE and SE of people scanned.&lt;br /&gt;
* Vodka heals radiation damage.&lt;br /&gt;
* Genetic powers have a chance to manifest everytime your SE changes. Most people inject themselves with injectors over and over to get the powers they want, but there&#039;s a trick to this: You can put a person in a scanner, set the length and power of the radiation beams to 1/1 and keep blasting some unrelated blocks. This means you get a SE change every second and almost no radiation. However, the low duration means it has a good chance to cause random disabilities. Just make sure you have a clean power SE saved in the buffer and pay attention to the block values. Even with the chance for disabilities, it&#039;s a LOT faster and safer than using injectors or copying the SE to the occupant using the buffers.&lt;br /&gt;
** Use a &#039;safe&#039; block for the 1/1 bursts (something at or around 333-4bb on both adjacent blocks plus the block you&#039;re hitting) and you&#039;ll have to reset the SE for disabilities infrequently if ever.&lt;br /&gt;
* Radiation (and thus radstorms and mutagen) has a very, VERY small chance to give non-negative effects. One of the &amp;quot;Gotta go fast&amp;quot; schools of genetics is to hit a monkeyperson with a load of mutagen and get most of the disability blocks in five minutes.&lt;br /&gt;
* It can be empirically shown that, for an unupgraded machine, a pulse duration of 4 seconds is the most efficient trade-off of time and success rate.&lt;br /&gt;
&lt;br /&gt;
===Traitortips===&lt;br /&gt;
* Monkey SE&#039;s are a hell of a weapon.&lt;br /&gt;
* Change your identity if you&#039;re caught being a shitler. Keeps people off of you.&lt;br /&gt;
* TK is still very OP. With Xray it&#039;s nigh-unstoppable if used correctly. You can:&lt;br /&gt;
** Bash people with items. If they pick the item up you can still hit them with it.&lt;br /&gt;
** Steal ID&#039;s out of computers&lt;br /&gt;
** Steal guns out of charging stations&lt;br /&gt;
** Steal items across desks&lt;br /&gt;
** Kill people through cameras&lt;br /&gt;
** Operate basic machinery (unfortunately you can&#039;t use the chemmaster but you can put things into it)&lt;br /&gt;
** Be an all around douchebag&lt;br /&gt;
** And if you have x-ray you&#039;re even more unstoppable than before. You can hide in lockers in maint and dick around all you want.:ADDED: If you use TK on a fire extinguisher cabinet anywhere the extinguisher will teleport straight into your hand, as well.&lt;br /&gt;
* XRAY + TK can be used to onehuman the AI from outside the upload. Unfortunately, you cannot activate the freeform module correctly. Shame.&lt;br /&gt;
&lt;br /&gt;
==WHAT HAS SCIENCE DONE?!==&lt;br /&gt;
As a [[traitor]], you are pretty much able to do anything you want to dead people in your lab, granted you don&#039;t have a [[Roboticist|coworker]] or [[Head of Security|baby sitter]]. After sticking about for a few moments, any [[security]] forces usually vanish from the room of medium priority targets, like the [[Research Director|RD]] or [[Chief Engineer|CE]]. At this time, you can then loot their items and access, or even their appearance! You can easily replace people, just be sure to get rid of the original and wear the right clothes! Perhaps it will help you in the long run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE MONKEY SE&#039;S ON THE OTHER CREW MEMBERS IF YOU ARE NOT A [[traitor|TRAITOR]]. THIS WILL GET YOU BANNED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Chemist&amp;diff=7451</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Chemist&amp;diff=7451"/>
		<updated>2017-05-17T21:49:34Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #395837&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = orange&lt;br /&gt;
|img_generic = Chemist.png&lt;br /&gt;
|img = chemist_action.png&lt;br /&gt;
|jobtitle = Chemist&lt;br /&gt;
|access = [[Medbay]], [[Chemistry Lab]], Mineral Storage&lt;br /&gt;
|additional = [[Morgue]], [[Operating Theatre]], [[Virology]], [[Genetics]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room&lt;br /&gt;
|guides = [[Guide to chemistry]], [[Department Standard Operating Procedure: Medical#Chemist|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Just to be clear, I &#039;&#039;&#039;shouldn&#039;t&#039;&#039;&#039; give the clown lube, right?&lt;br /&gt;
}}&lt;br /&gt;
You start in [[Medbay]]. You mess with all sorts of chemicals. That&#039;s it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the [[shitcurity|security officers]] or [[traitor|syndicate]] fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give Science [[guide to chemistry#Active Pure Chemicals|sulphuric acid]] and botanists [[guide to chemistry#Unstable Mutagen|unstable mutagen]] when they ask for it&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Chemistry.png|300px|thumb|alt=Medbay|The chemical research lab is located in [[Medbay]].]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVChemistry.png|300px|thumb|alt=Medbay|The chemical research lab is located in [[Medbay]].]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting Things Done ==&lt;br /&gt;
Chemists are naturally suspicious individuals. They&#039;ve got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the ship at the game&#039;s beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.&lt;br /&gt;
&lt;br /&gt;
=== Tools of the trade ===&lt;br /&gt;
* The [[Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through &amp;lt;s&amp;gt;magic&amp;lt;/s&amp;gt; science. It&#039;s one of the few things on the ship that&#039;s truly irreplaceable, so guard it with your life.&lt;br /&gt;
* The [[ChemMaster 3000]] can magically separate chemicals, and has the ability to produce an limitless supply of 50 unit pills/patches and 30 unit bottles.&lt;br /&gt;
* The [[Reagent Grinder]] is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.&lt;br /&gt;
* The [[Chemical Heater]] is important for making many recipes that require high temperatures to mix.&lt;br /&gt;
* Inside the locker to the north you will find boxes of pill bottles. On the table to the south is a hand labeller. These combined will allow you to store and distribute pills more effectively.&lt;br /&gt;
&lt;br /&gt;
=== Being helpful ===&lt;br /&gt;
==== Roundstart ====&lt;br /&gt;
&#039;&#039;&#039;If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For [[Robotics]] and [[R&amp;amp;D]]:&lt;br /&gt;
** Fill the large beaker with 100 units of sulfuric acid, put them in bottles and repeat again.&lt;br /&gt;
&lt;br /&gt;
* For the whole crew and especially [[doctor]]s:&lt;br /&gt;
** Make styptic powder, silver sulfadiazine, synthflesh, and charcoal patches. Drugs like salbutmol and epinephrine are also useful but not needed.&lt;br /&gt;
** Put these on the front desk, or in the chemical storage at the bottom of your lab.&lt;br /&gt;
&lt;br /&gt;
* Pills/patches for the injured:&lt;br /&gt;
*** Styptic Powder (Aluminum, Hydrogen, Oxygen, Sulfuric Acid - heals brute)&lt;br /&gt;
*** Silver Sulfadiazine (Ammonia, Silver, Sulfur, Oxygen, Chlorine - heals burn)&lt;br /&gt;
*** Synthflesh (Styptic Powder, Carbon, Blood - heals both brute and burn)&lt;br /&gt;
*** Charcoal (Ash and Table Salt - heals toxins)&lt;br /&gt;
*** Salbutamol (Salicylic Acid, Lithium, Bromine, Ammonia, Aluminum - heals oxy)&lt;br /&gt;
&lt;br /&gt;
* For [[Atmos Tech|atmos tech]]s and [[Engineer|station engineer]]s as they can use these to plug hull breaches quickly, don&#039;t hand these to everyone:&lt;br /&gt;
** Make about 30 units of foaming agent (not fluorosulfactant!) and fluorosulfuric acid, place 10 units of each into 3 separate beakers&lt;br /&gt;
** Make 90 units of Iron, place 30 units of each into 3 other seperate beakers&lt;br /&gt;
** Add one beaker of Acid + Foaming Agent and one beaker of Iron to a grenade, this is a metal foam grenade, if you use the correct amounts you should have made 3 of them&lt;br /&gt;
&lt;br /&gt;
==== If You Want to be Especially Awesome ====&lt;br /&gt;
* The [[Botanist]]s will benefit from unstable mutagen to mutate plants. They can also use diethylamine as a fertilizer, fluorosulfuric acid to efficiently kill plants, a dropper for precise mutations and space cleaner to clean up dissolved plant goo.&lt;br /&gt;
* The [[Virologist]] will want unstable mutagen and synaptizine to make new and exciting diseases.&lt;br /&gt;
* [[Geneticist]]s can benefit from a supply of potassium iodide or charcoal pills to treat high radiation levels in themselves and their subjects, plus extra anti-toxin to heal radiation damage.&lt;br /&gt;
* The [[Janitor]] might want you to refill his space cleaner bottle, especially if the virologist has infected the entire crew and there&#039;s vomit everywhere.&lt;br /&gt;
* You can help the [[Chef]] as well: sulfuric acid is used to make soy sauce.&lt;br /&gt;
* The [[Bartender]] might request various chemicals to make cocktails with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.&lt;br /&gt;
* The [[Warden]] might request various chemicals to use in implants for prisoners, to ensure they don&#039;t re-offend.&lt;br /&gt;
* Grind up snacks to make nutriment pills and taunt the Chef about his inefficient creations.&lt;br /&gt;
* In the event of a rogue [[Terminology#Hulk|Hulk]] from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate will make them very sad.&lt;br /&gt;
* In the case of a rogue AI or an alien hive, various people will want thermite in order to break through reinforced or resin walls.&lt;br /&gt;
* Enable the reagent scanner on your [[PDA]] and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they&#039;ve been poisoned with.&lt;br /&gt;
* You aren&#039;t far from either the waiting room or the sleepers and cryogenics, so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.&lt;br /&gt;
* If you have nothing else to do, whip up various medical pills and patches and leave them on the Medbay counter.&lt;br /&gt;
* The [[Clown]] will often request space lube. Be helpful by laughing in his face. Itching powder can also be used as a prankworthy substitute &amp;lt;s&amp;gt;without making a lynch mob savagely beat and space you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Arming thyself ===&lt;br /&gt;
* Grab the syringe gun on the table west of the Medbay doors before the Medical Doctors get it. They really can&#039;t do jack with it, while it&#039;s a valuable weapon in your hands when filled with chloral hydrate or worse. If you fail, you can try and hang out by Medical Storage to slip in and grab the second one.&lt;br /&gt;
* Later in the round, if you&#039;ve been nice to R&amp;amp;D, and R&amp;amp;D are competent, they might give you a rapid syringe gun which can hold six syringes if you ask them for it.&lt;br /&gt;
* A space cleaner spray bottle can be used as a ghetto flamethrower with chlorine trifluoride.&lt;br /&gt;
* You have all the tools you need to make grenades. See below.&lt;br /&gt;
&lt;br /&gt;
===CHEM 101===&lt;br /&gt;
See the [[Guide to chemistry]] for a list of some of the possible mixtures.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Grenades}}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
As a chemist, you are pretty much the only person with access to grenade materials. You can fit two beakers worth of ANY COMBINATION of lab-juice you have created, a staggering 100 units, into any one grenade assembly. You can take out the containers by clicking on the grenade in your hand, but the containers are expended (obviously) when the grenade is used. It is possible to use medicine, water, or more devious items into a grenade. The mix and matching of different chemical formulas may not always go as planned, but what&#039;s science without experimentation?&lt;br /&gt;
&lt;br /&gt;
Keep in mind, making grenades that harm others will get you [[robust]]ed in the least, and possibly jobbanned if you are not an antagonist.&lt;br /&gt;
&lt;br /&gt;
====Building Grenades 101====&lt;br /&gt;
#Grab a cable coil from the desk, or make an assembly from stock parts&lt;br /&gt;
#Wire the grenade casing by hitting it with the triggering mechanism&lt;br /&gt;
#Stuff the unsecured grenade full of chemistry containers (bottles/beakers).  It holds up to two of them.&lt;br /&gt;
#Screwdriver shut, you can also use the screwdriver to tweak the timer.&lt;br /&gt;
#Activate the grenade in your hand to prime it if wired, or use the other method&lt;br /&gt;
&lt;br /&gt;
For reactions that go off when mixed, you want them separated into two bottles.  For more on chemical reactions, see the [[Guide to chemistry]].  See also [[grenade]]s.&lt;br /&gt;
&lt;br /&gt;
===Pills and Patches===&lt;br /&gt;
Pills are a great way to give large amount of medicine at once, if you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets. Patches are similar to pills, but work in a touch-based way rather than ingestion. Things like synthflesh and styptic powder only work in patches and will only damage the user if put into pills.&lt;br /&gt;
&lt;br /&gt;
==== Chemicals to put into pills ====&lt;br /&gt;
* Epinephrine for stabilizing the critically injured&lt;br /&gt;
* Charcoal to treat toxin damage&lt;br /&gt;
* Syptic Powder to treat brute damage&lt;br /&gt;
* Silver Sulfadiazine to treat burn damage&lt;br /&gt;
* Mannitol treats brain damage&lt;br /&gt;
* Oculine treats physical eye damage&lt;br /&gt;
* Synaptizine lowers the duration of stuns, but causes toxin damage.&lt;br /&gt;
* A mixture of leporazine and salbutamol will allow a person to survive longer in space without a suit&lt;br /&gt;
* Don&#039;t only make synthflesh, or people will hate you. While it heals all damage types, isn&#039;t very useful on its own. It can be helpful when mixed with other drugs, however.&lt;br /&gt;
* 1 unit pills of mutadone remove all genetic defects and superpowers like a clean SE injector, useful for the recently cloned, or if high levels of radiation occur near the ship&lt;br /&gt;
* If the cure for a disease spreading around the ship is something you can produce, then make pills of it! If the virologist comes through with vaccine, 0.4u pills of it are enough to cure and immunize people.&lt;br /&gt;
&lt;br /&gt;
===Bottles===&lt;br /&gt;
Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like cryoxadone. Each bottle can hold only 30 units, and can be splashed onto things. They can be produced infinitely from your ChemMaster, so feel free to go nuts.&lt;br /&gt;
* Thermite&lt;br /&gt;
* Acids&lt;br /&gt;
* Cryoxadone&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* Touch-based medicines&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The effects of chloral don&#039;t work if you drink coffee beforehand. You&#039;ll still take damage if the dose was high enough but you don&#039;t get knocked out. Anti-toxin completely negates chloral, however.&lt;br /&gt;
* The effects of different chemicals stack, meaning if you slap someone with a 50% silver sulf 50% synthflesh patch they&#039;ll heal almost twice as fast, add a bit of omnizine to other chemicals and it’s no longer as useless.&lt;br /&gt;
* Foam and smoke carry reagents. Foam will continuously apply the reagent&#039;s touch effect, while smoke will cause repeated ingestion. One can release a synthflesh foam grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric smoke grenade to make everyone&#039;s stuff melt off and deal absolutely &amp;lt;i&amp;gt;insane&amp;lt;/i&amp;gt; amounts of damage.&lt;br /&gt;
* Grenades are great for everything. Experiment!&lt;br /&gt;
* You can load a spray bottle with synthflesh to have a portable damage healer wherever you go.&lt;br /&gt;
* If you go to the chef at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.&lt;br /&gt;
* Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.&lt;br /&gt;
* You don&#039;t need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenadeless foam.&lt;br /&gt;
* Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is &amp;lt;i&amp;gt;magically cleaned&amp;lt;/i&amp;gt; and the [[janitor]] infuriated.&lt;br /&gt;
&lt;br /&gt;
===Tips for Antagonizing===&lt;br /&gt;
* Some chemicals are absolutely amazing in damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.&lt;br /&gt;
* You can put pretty much any deadly chemical into patches. Make some fluorosulfuric acid patches labeled &amp;quot;Synthflesh,&amp;quot; or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.&lt;br /&gt;
* If you&#039;re a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are &amp;lt;s&amp;gt;absolutely fucking insane&amp;lt;/s&amp;gt;nice, they&#039;ll give you a tool which can hold 300 units of &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; chemical. You can start cackling now.&lt;br /&gt;
* Make a foam grenade with fluorosulfuric acid, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.&lt;br /&gt;
* Perfluorodecalin is a reagent that heals oxygen damage extremely quickly but also mutes people. Put it in a syringe gun with sedatives and they can&#039;t scream while they go down.&lt;br /&gt;
* Some of the Bartender&#039;s drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will stunlock anyone hit with it. Not to be confused with the toxin-damage inducing neurotoxin of the same name.&lt;br /&gt;
* If you emag a service borg, they can produce infinite amounts of &amp;quot;beer&amp;quot; that will instantly put someone to sleep when they ingest it.&lt;br /&gt;
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!&lt;br /&gt;
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.&lt;br /&gt;
* &amp;quot;Accidentally&amp;quot; leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.&lt;br /&gt;
* You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.&lt;br /&gt;
* Aranesp, a narcotic, is one of the most insanely lethal things in the game. It does crazy oxygen damage and can kill people in seconds. Does not combine with perfluorodecalin, obviously, but it usually kills too fast anyway.&lt;br /&gt;
* Traitors can buy a special kit for six telecrystals. This box contains ten bottles of horrible poisons that are also very effective in killing people.&lt;br /&gt;
&lt;br /&gt;
==Chemical-X==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the med-sci staff, and it&#039;s easy to be a good [[Traitor]] as such. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. If you can find a room with a light switch, you can inject the light bulbs with liquid plasma while they&#039;re off, then enjoy the show as someone flips the lights on.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re the paranoid type you could potentially acid your own face to screw up your identity, which now lists you as Unknown. The only problems are that Unknowns are naturally suspicious types and people are often quite suspicious of the chemist running around anywhere other than the chemlab. It will probably end up in a [[shitcurity]] [[LAW|interrogation]].&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Medical_Doctor&amp;diff=7450</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Medical_Doctor&amp;diff=7450"/>
		<updated>2017-05-17T21:49:01Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = MedicalDoctor.png&lt;br /&gt;
|img = doctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]]&lt;br /&gt;
|additional = [[Chemistry Lab]], [[Virology]], [[Genetics Lab]], Mineral Storage&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Save lives, run around the ship looking for victims, scan everyone in sight&lt;br /&gt;
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Department Standard Operating Procedure: Medical#Medical Doctor|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Oh, are you hurt? Here, let me kiss it better...&lt;br /&gt;
}}&lt;br /&gt;
You are the Medical Doctor. You are at once essential and useless. With the advent of &amp;quot;perfect&amp;quot; cloning, saving lives is no longer as all important as it used to be. But don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
You spawn with a First-Aid Kit in [[Medbay]] where there are spares along with more specialized kits. There&#039;re also two syringe guns if you can get to one of them fast enough. Ammunition in the form of chemical medication can be found in the nearby vending machine pharmacy, but it&#039;s got nothing on what chemists can make.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; If injured people will let you heal them instead of breaking into Medical Storage, do so.&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medbay.png|300px|thumb|alt=Medbay|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVMedbay.png|300px|thumb|alt=Medbay|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and dump those that do die into Genetics for cloning. You can diagnose injuries and diseases with the help of a [[health analyzer]], conveniently located in all medical kits, or even your PDA, but then again so can everyone else. And they will. No one waits for the medic to help, or often even for a medic to open the doors. You may have to take [[Medical_Doctor#No_Respect|drastic measures]] to get people to stop doing your job for you.&lt;br /&gt;
&lt;br /&gt;
A quick overview of all the damage types is found below. If you want to conserve supplies or are feeling lazy, it&#039;s easier to bring the patient down the main hallway and put them in a [[sleeper]] pod, where you can use the attached console to inject them with &amp;lt;s&amp;gt;powerful&amp;lt;/s&amp;gt; healing chemicals. This does not work, however, for bringing patients out of critical condition, nor can it fight toxin damage.&lt;br /&gt;
&lt;br /&gt;
===Fisticuffs, Knives, and everything in between===&lt;br /&gt;
Whether it&#039;s from fists, bullets or a kitchen knife, it&#039;s classified as Brute Damage. Brute Damage is inevitably the most common form of damage.&lt;br /&gt;
&lt;br /&gt;
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply Bruise Packs in those areas (usually head and chest) or, in cases of a helpful [[Chemist]] and extreme damage, more advanced chemical patches.&lt;br /&gt;
&lt;br /&gt;
Brute Damage can cause bleeding, which is covered in the [[Guide_to_medicine#Brute_Damage|guide to medicine]] more extensively.&lt;br /&gt;
&lt;br /&gt;
To put it short, if it&#039;s bleeding, wrap it in gauze to give you breathing room to treat the damage. More often than not, a patient will be able to recover their own loss of blood over time (a healthy diet will speed this process up), but if they are reporting light-headedness or look pale, they will need a [[Guide_to_medicine#Brute_Damage|transfusion.]]&lt;br /&gt;
&lt;br /&gt;
===Fire is hot!===&lt;br /&gt;
The second type of damage is Burn Damage. This is caused by fire and blisteringly high (or low) temperatures. If it&#039;s minor burns, apply A LITTLE ointment or force feed them an anti-burn pill, found in burn first-aid kits.&lt;br /&gt;
&lt;br /&gt;
Burn Damage appears as grey streaks on a person&#039;s body, so apply the ointment in those locations (usually the chest area).&lt;br /&gt;
&lt;br /&gt;
===Poisons and You===&lt;br /&gt;
Toxin Damage is the third kind of damage, and is often caused by rogue doctors. Plasma and radiation are other common sources.&lt;br /&gt;
&lt;br /&gt;
Be it from poison, radiation, or simply too much dank, Toxin Damage has no visible form, so can only be recognised via analyzing or from the patient&#039;s vomiting. Inject with charcoal, or feed them anti-toxin pills, both found in toxin first-aid kits. Either way, they&#039;ll be right as meteor rain.&lt;br /&gt;
&lt;br /&gt;
===Suffocation, Asphyxiation, and general lack of air===&lt;br /&gt;
The last kind of Damage often occurs when a patient is in critical health, and is usually accompanied by a another type of damage. Suffocation can be cured using salbutamol, CPR or plain fresh air. If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally.&lt;br /&gt;
&lt;br /&gt;
Salbutamol and epinephrine, both found in oxygen first-aid kids, can slow suffocation damage when in Critical, but the patient can still die from progressing beatings, burns or toxins, and there is a risk of overdosing on epinephrine. Give as much salbutamol as you want, but remember to heal the other types of damage!&lt;br /&gt;
&lt;br /&gt;
If the patient is suffocating with no other damage, a jab of epinephrine will bring suffocation damage down to 35, enough for the patient to regain conciousness. You may need to strip the patient&#039;s internals to prevent further suffocation, as the gas tank (or jetpack) may be failing to provide enough oxygen.&lt;br /&gt;
&lt;br /&gt;
==Medical Storage==&lt;br /&gt;
The main reason you&#039;ll come in this room is to grab one of the [[Clothes_and_internals#Eyewear|health scanners]] on the table. These fashionable eyewear pieces let you see people&#039;s healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly green face if they&#039;re infected with a virus, or a purple xenomorph if they&#039;re infected with an [[alien]] larva. Chemists, Geneticists and the Chaplain will sometimes want these, too.&lt;br /&gt;
&lt;br /&gt;
Nurse suits and scrubs are contained here for your special snowflake needs, as are biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that every chucklefuck on the ship will attempt to loot, making your job even more obsolete. Do not let this happen.&lt;br /&gt;
&lt;br /&gt;
==Surgery==&lt;br /&gt;
A room with an operating table, surgical tools that will be stolen 10 minutes into the round, and an observation chamber. You will occasionally come in here to debrain [[changeling]] victims, perform sex changes or repair eye damage caused by screwdriver-wielding [[assistant|assistants]] or flash-happy [[shitcurity]]. [[Clown|You can also forcibly sedate someone, cut out their appendix and beat them with it as they wake up groggy with a mixture of confusion and numb, ambiguous horror and revulsion.]] In practice, it&#039;s mostly unused.&lt;br /&gt;
&lt;br /&gt;
A guide to surgery is [[surgery|here]].&lt;br /&gt;
&lt;br /&gt;
==Modern Miracles==&lt;br /&gt;
&lt;br /&gt;
===A Deep Freeze===&lt;br /&gt;
Setting up Cryogenics is easy and simple. Idiot-proof, even, but many forget to do it until it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
Firstly, fill the tubes with Cryoxadone - beakers should be on the table. Next, turn on the freezer and set the temperature as low as possible.&lt;br /&gt;
&lt;br /&gt;
Before placing someone in cryo, connect one of the O2 canisters (next to the freezer) to it&#039;s port; there&#039;s a wrench nearby to do this. Be sure to disconnect the canister once the patient is healed, otherwise you&#039;ll waste the O2 inside (having someone die in the tube because the canisters are empty is never fun). Also, be sure to remove any insulated bodywear such as RIG suits, fire suits and bomb suits. People that have received cold resistance superpowers from the [[Geneticist]] can&#039;t be chilled in cryo and will have to be treated with alternative methods.&lt;br /&gt;
&lt;br /&gt;
Cryo is awfully slow these days, so you might want to just inject some cryoxadone into your patient and put them in a cold shower. Medbay has a shower in virology&#039;s access room, and you can wrench the shower to make it pour out freezing water.&lt;br /&gt;
&lt;br /&gt;
===The Mad Rush===&lt;br /&gt;
If the Patient is in critical condition, especially when the health is negative, you have to work fast. Apply some epinephrine to stabilize the patient, place medical gauze on any bleeding wounds, and take them to medbay+. If Cryo isn&#039;t set up, throw them in a sleeper, fill them with rejuvenators, and set up Cryo. Once cryo is set up, strip the patient inside the Cryo room (to prevent people from nabbing their stuff), stuff them in a cryo cell and switch on the cryo. Click on the tube to analyze their health, and make sure their health is improving; if it&#039;s not, check that their body temperature is actually low, they&#039;re not wearing a hardsuit or anything else that blocks temperature,, the freezer is on and that the connected O2 canister still has pressure. If they are still in critical condition, leave them to cool off a bit longer. If not, heal them normally, accept their kudos (or sarcastically do so if they offer none) and then send them on their way.&#039;&lt;br /&gt;
&lt;br /&gt;
===Clear!===&lt;br /&gt;
If a patient has died recently, you may be able to use the &#039;&#039;&#039;defibrillator&#039;&#039;&#039; to revive them on the spot. The defibrillator can be found in Medical Doctor lockers (plus a more portable version in the CMO&#039;s locker), and is usually used by up-and-coming paramedics. &lt;br /&gt;
&lt;br /&gt;
To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well.&lt;br /&gt;
&lt;br /&gt;
In order to successfully resuscitate a patient, several criteria must be met:&lt;br /&gt;
&lt;br /&gt;
#The patient must not be dead for more than two minutes.&lt;br /&gt;
#The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type.&lt;br /&gt;
#The patient must not be a suicide.&lt;br /&gt;
#The patient must not be catatonic.&lt;br /&gt;
#The patient must be in their body (they will get a message when they begin being defibrillated).&lt;br /&gt;
&lt;br /&gt;
If all these factors are met, then the patient will come back to life! However, this doesn&#039;t mean they can just get right back up. Instead, they&#039;ll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have toxins in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can disable the safeties on defibrillators in two ways: emagging it or having it be hit by any form of EMP (you can re-enable safety by doing the same thing again). The emag does it silently, but the EMP makes the defibrillator emit a warning sound. When the safeties are off, help intent functions normally, but harm intent will instantly stun the victim for the duration of a stun baton as well as doing a large amount of stamina damage.&lt;br /&gt;
&lt;br /&gt;
===Medibots - Replace you, will they?===&lt;br /&gt;
Medibots are the bane of any Doctor - their very existence is to replace you!&lt;br /&gt;
&lt;br /&gt;
Not to worry! You can simply do your job by managing the Medibot. Using your ID, you can alter his settings, and fill him with a beaker of delicious Omnizine or Mannitol, and let him inject away!&lt;br /&gt;
&lt;br /&gt;
Concurrently, you can fill him with a beaker of unstable mutagen, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals - like Beepsky without the I AM THE LAW.&lt;br /&gt;
&lt;br /&gt;
==No Respect==&lt;br /&gt;
Nobody respects most of Medbay or the MDs. You&#039;ll run into this in many shades - an assistant that doesn&#039;t know when to stop pissing you off, [[shitcurity]] coming in to stun or flashbang at random, a traitor that wants Chemistry access, or an engineer who needs geneticist superpowers for &amp;lt;strike&amp;gt;space exploration&amp;lt;/strike&amp;gt; building his autism fortress while his butt-buddy chain-recalls the shuttle for over half an hour because &amp;quot;WE CAN FIX THIS LAGGY SHITFEST GUYS COME ON.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You will, inevitably, have invaders. If you give the slightest damn about doing your job, you&#039;re going to have to beat into these invader&#039;s heads that you intend to do it. Otherwise, they intend to ignore your existence and do your job for you. Your best defense, here, is your coworkers - with up to 5 Medical Doctors, the CMO, Virologist, two Chemists, two Geneticists and countless patients, Medbay is &#039;&#039;packed&#039;&#039;, and all of them feel the same sting of disregard cast at them by fellow crewmates. If you band together, you will usually far outnumber any lone threat that wants to break down every window and grille in your workplace. &lt;br /&gt;
&lt;br /&gt;
If your invader doesn&#039;t listen, remember that you are a holy warrior in one of the most unholy places on the ship. While most of the chemicals you have access to don&#039;t do jack (and if you&#039;re running around with a syringe gun, it&#039;s better in the hands of chemists) you still have a [[strait jacket]], some handy-dandy morphine that acts like horse-tranquilizers in the [[sleeper]]s (don&#039;t overdose!), and I hear the [[surgery]] room goes woefully unused nowadays...&lt;br /&gt;
&lt;br /&gt;
If you prefer to passively resist the greytide, consider moving the medbay&#039;s soap and space cleaners into the medbay storage so that assistants can&#039;t simply run in and grab them from the public medbay area. Most trespassers who drag in a patient and stay to treat them on their own are probably just concerned about their colleague, so help them out if that&#039;s the case, and they&#039;ll be out of your medbay in no time!&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you implant a guy with a flashlight, he can still use it as a flashlight, and even toggle it.&lt;br /&gt;
* Bruise packs and ointments are not 5-use items, but 5-item stacks of 1-use items. Never give science a full stack of packs again.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* You can use a health analyzer on a body to see the time of death.&lt;br /&gt;
* Starkist is just cola with orange juice. Thus will metabolize a bit faster and can be used as a very poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Cryo won&#039;t work on you if you have cold resistance:&lt;br /&gt;
** Insulating items like hardsuits, ins. gloves, gasmask, firesuits - they all slow down cryo or even stop it from working entirely.&lt;br /&gt;
** If the patient in question has cold resistance, you may want to try go old-school and actually apply some medicine yourself, lazy bum.&lt;br /&gt;
** That is, of course, if there&#039;s only cryoxadone in the tubes, since those need cold body temperatures to work.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* You can clone people that have been turned into an alien, by extracting the alien&#039;s brain and shoving it into a human body.&lt;br /&gt;
* Attach a stethoscope to your uniform and it&#039;ll make you look like you know what you&#039;re doing.&lt;br /&gt;
* You can drag&amp;amp;drop people onto the cryo tubes or the sleepers. This will also close the tube/sleeper right away.&lt;br /&gt;
* R&amp;amp;D almost always has some downtime between finishing mech research and getting Mining delivery. Bitch at them to upgrade the cloner, clone scanner and sleepers.&lt;br /&gt;
* A fully upgraded cloner negates clone damage and retardation. It can also clone suicides and husks.&lt;br /&gt;
* The sleepers in medbay will show any reagent in the patient’s body, not just the chemicals you can inject them with.&lt;br /&gt;
* Charcoal will not only heal poison damage, it will also actively remove all other reagents (including poison) from the body.&lt;br /&gt;
* Showers (wrenched to be cold) work just as well as cryo, as long as you have the drugs in your system.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* The stethoscope can be used to break into the safe. There&#039;s not much of value there, though.&lt;br /&gt;
* You can replace the cryos with acid, so instead of healing people will melt to death.&lt;br /&gt;
* Syringe guns are one of the most underrated and lethal weapons on the ship. A simple 15 unit lexorin or plasma syringe will kill unless the victim receives medical care. If you have more time, you can also create interesting poison mixes that crit in less than 10 seconds, or add something that stuns to the mix. Anyone with a thick suit will block syringes though.&lt;br /&gt;
* You know those useless linen boxes in medbay and elsewhere? You can hide items in there.&lt;br /&gt;
&lt;br /&gt;
==Hello, I&#039;m Dr. Death==&lt;br /&gt;
So, you are a traitor? DON&#039;T HIT SUICIDE JUST YET! There is so many wondrous, terrible things you can do. When people are injured, they are taken to medbay to be &amp;quot;doctored&amp;quot; by you and other people. You can then shoot them up with poisons, take them some place private in medbay and take what you want, or go for malpractice to end them. This is very good if you happen to be in a crowded area and stab the HoP and drag them back to Medical when people are in a panic. You can hide victims by putting little notes by morgue trays saying &amp;quot;This man has been borged&amp;quot; or &amp;quot;This man has been cloned&amp;quot; and no one will bat an eye at why they are naked, and why they are there (and often the [[chaplain]] will cremate them, or the [[chef]] will take some meat).&lt;br /&gt;
&lt;br /&gt;
==To Conclude==&lt;br /&gt;
You are a Doctor. Your job is to help people - sometimes forcibly - and dealing with the fallout from the numerous violent calamities that inevitably descend on the ship. You serve both as go-between for the ship and large and the more specialized medical departments.&lt;br /&gt;
&lt;br /&gt;
If you seek respect in this job, you have to go out of your way to earn it. But never forget the damage you can inflict on the unwary.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=7449</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=7449"/>
		<updated>2017-05-17T21:48:36Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Department SOP as a guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = Generic_cmo.png&lt;br /&gt;
|img = cmo.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = [[Medbay|All Medical Departments]], [[Bridge]], [[Chief Medical Officer&#039;s Office]], [[Brig]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]], [[Executive Officer]]&lt;br /&gt;
|duties = Coordinate [[Medical Doctor|doctors]] and other medbay employees, ensure they know how to save lives and use the cryo chamber, check for injuries on the crew monitor.&lt;br /&gt;
|guides = [[Guide to genetics]], [[Infections|Virology 101]], [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to chemistry]], [[Chain of Command]], [[Department Standard Operating Procedure: Medical#Chief Medical Officer|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Oh wow, an unknown person in an unknown place is dead. Suit sensors save lives people!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medbay.png|300px|thumb|alt=Medbay|[[Medbay|You run this shit]]]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVMedbay.png|300px|thumb|alt=Medbay|[[Medbay|And this too!]]]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
Oh boy, you&#039;re in for a ride. You&#039;re a teacher of a class of retarded babies with knowledge in medicine (hopefully). Imagine taking retards to a zoo. That&#039;s pretty much what you have to do - make sure people are resurrected or robotized, make sure the virologist doesn&#039;t cause an outbreak and make sure no one mixes up the brain freezer with the department fridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* Never abandon the ship. You should never intentionally be on a different z-level from the ship without admin permission. This does not apply when docking with a station to retrieve an objective, though that should be delegated.&lt;br /&gt;
* Be active when playing a Head of Staff. If you’re playing a command role and need to go AFK, offline, or otherwise leave then adminhelp to notify admins. WHEN YOU LEAVE, DO NOT SUICIDE OR GO AFK on the spot unless it’s an emergency. Enter a cryopod to free up the job slot for someone else. Do not join a round as a Head of Staff if you know you cannot stay for the entire round.&lt;br /&gt;
* Do not play the department’s Head of Staff unless you have experience and a basic understanding of performing all of the department’s jobs.&lt;br /&gt;
* Know and follow [[Ship Law]] and [[Standard Operating Procedure]].&lt;br /&gt;
* Heads of Staff are, unless otherwise stated, expected to follow the role-specific rules of their underlings in addition to their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Remind the crew about suit sensors, see that cryo is set up.&lt;br /&gt;
&lt;br /&gt;
== House, MD ==&lt;br /&gt;
Your first goal is to establish yourself. People forget about you really easily, so if you don&#039;t want to get kicked off the bridge as a break-in, make a quick announcement for everyone to turn on their [[suit sensors]] (this will save your EMTs some trouble) and check in with your staff over your medical radio channel. Having full access to genetics and chemistry doesn&#039;t hurt either, so try to take it on yourself to produce some [[Styptic Powder]], [[Silver Sulfadiazine]] and [[Synthflesh]] for later use, and maybe load some [[Chloral Hydrate]] into a syringe gun &amp;lt;s&amp;gt;or your Hypospray&amp;lt;/s&amp;gt; for those rainy days. Don&#039;t be afraid to take over for cloning and medical chemistry if you&#039;re understaffed.&lt;br /&gt;
&lt;br /&gt;
At some point, you might have your [[Virologist]] ask you for a Virus Crate, since you&#039;re &amp;lt;s&amp;gt;his boss who he wants to keep informed&amp;lt;/s&amp;gt; the only one who can unlock it. If you&#039;re feeling wary about their abilities, ask them to come up with a vaccine for a simple disease first, like the flu. After a little while, he might end up with a beneficial virus that he wants to release. Make sure you tell him to run this by you first, and double-check his work before giving him the green light. If he releases one without telling you, immediately take a blood sample from an infected person and scan it in the pandemic machine in [[Virology]]. If it only has good symptoms, commend them on their work, then yell at them to run it by you first in the future. If the disease has bad symptoms (possibly including superpowers, ask over the command radio if the [[Captain]] wants hulk&#039;d Assistants running around freely), tell the other heads immediately and start passing out the cure to people en masse. If you have a chance to subdue the rogue Viro safely, do so and drag them over to the brig, but otherwise just focus on curing people and let security handle things.&lt;br /&gt;
&lt;br /&gt;
Depending on how busy the medbay is, you may have some spare time to dick around with now and then. You can spend this time pretty much however you want, whether you want to brew up some &amp;lt;s&amp;gt;[[Krokodil]]&amp;lt;/s&amp;gt; extra healing chems for later, scan people in genetics in case they die and their body can&#039;t be recovered, clean up the inevitable pools of blood with the Space Cleaner bottles laying around, &amp;lt;s&amp;gt;ERP with your doctors while people need help,&amp;lt;/s&amp;gt; scan the [[Chef|Chef&#039;s]] food with your PDA&#039;s reagent scanner to make sure he isn&#039;t poisoning people, or just run a gimmick of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Crew Monitoring ===&lt;br /&gt;
Thanks to recent technological advancements, the heads of staff and [[AI]] are no longer the only ones who can access the crew monitoring system. In addition to the stationary consoles at the bridge and your office, each med-vendor comes stocked with several portable crew monitors that can be used by anyone once grabbed from the vendor by someone with a medical ID. If people &amp;lt;s&amp;gt;actually remember to set their suit sensors on&amp;lt;/s&amp;gt; have their sensors randomly set on when spawning, you can check if they&#039;re alive or dead (if Binary Vital Signs are on), what their health levels are (with Vital Trackers on), and even where they are (with Tracking Beacons on). Periodically check these monitors for people to heal or clone and send one of your [[Medical Doctor|doctors]] to them. You may even catch a murder in progress with this! Medbay has plenty of these laying around, so if a crew member like the [[Detective]] asks for one, feel free to oblige them. Remember that there&#039;s a vendor in [[Virology]] that only you and the Virologist will ever really use, so feel free to raid it for monitoring consoles and other supplies.&lt;br /&gt;
&lt;br /&gt;
If someone shows up as deceased but you don&#039;t know where they are, you can ask the AI to locate them for you.&lt;br /&gt;
&lt;br /&gt;
=== Outbreak ===&lt;br /&gt;
This is your chance to shine. You have a biohazard suit inside of your office. &#039;&#039;&#039;USE IT&#039;&#039;&#039;. Then consult the [[Virologist]] and [[Chemist]]. The virologist should make vaccines, and the chemists should divide them into individual pills. Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Make sure medbay and all its equipment are sterile and blood-free. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not all busy trying on costumes, getting drunk, or seducing each other.&lt;br /&gt;
&lt;br /&gt;
===Hypospray===&lt;br /&gt;
This is your medical tool, your lifeline, and in times of war, your weapon.  Overall, it is an instant injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 30 units of [[Omnizine]], which heals all four main damage types (brute, burn, oxygen and toxic, though it doesn&#039;t purge other chemicals like [[Charcoal]] does, which means they may still need attention). Since brute and burn damage can both effectively be healed with chemicals like [[Styptic Powder]], [[Silver Sulfadiazine]] and [[Synthflesh]], and toxin damage is better dealt with by Charcoal or [[Calomel]], the Hypospray is best suited for emergencies where you&#039;re too busy to dig around for patches and pills. As for &amp;lt;s&amp;gt;drugging the Clown to drain their blood&amp;lt;/s&amp;gt; self-defense, filling it with [[Chloral Hydrate]] might be a good idea to deal with unruly patients, just make absolutely sure that you don&#039;t forget you changed the load and inject someone in crit with 20u of chloral and kill them. You can empty the Hypospray by simply injecting its contents into something or using a syringe to extract it.&lt;br /&gt;
&lt;br /&gt;
===Compact Defibrillator===&lt;br /&gt;
The Compact Defibrillator functions identically to the big bulky defibrillators that spawn in medbay storage with one key difference: Whereas the normal defibs are as big as backpacks and have to be put on your back to function, this is small enough to fit into a backpack and clips to your belt instead. This smaller size allows the Compact Defib to be much more versatile and useful than it&#039;s larger brother since you can deploy it on the spot anywhere, rather than dragging the body all the way to medbay for defibbing, or lugging a bulky defibrillator to the patient. Also like the normal defibs, this comes equipped with a 10kw power cell, which is enough for 10 charges. Make sure to recharge it from time to time, or bug R&amp;amp;D for a 30kw hyper-capacity cell so you&#039;ll (almost) never have to worry about charging it again. Whatever you do, don&#039;t lose it or leave it in your locker, since it is incredibly useful and doesn&#039;t take up much space.&lt;br /&gt;
&lt;br /&gt;
===Runtime===&lt;br /&gt;
Runtime is your pet cat who starts her day in your office, and most likely never leaves your office (unless R&amp;amp;D is fucking around with the [[E.X.P.E.R.I-MENTOR]]). She lounges around, sipping on expensive space milk, meowing and mewing all day long. It&#039;s the best life a space cat can have, and she is all yours to snuggle with and pet. Some say she is not important, as Ian is the most important pet they say (how dare they), but this is simply not true. While Ian may have more abilities like wearing things, Runtime is a space cat, who don&#039;t need no human. She is there because she allows it.&lt;br /&gt;
&lt;br /&gt;
== First against the wall ==&lt;br /&gt;
[[Medbay]] is about the worst place to be in a mutiny, so chances are your head will be the first to be in disposal. If people are acting strange or starting to get rowdy, arm yourself with &#039;&#039;anything&#039;&#039; as soon as possible, and be prepared to flee from medbay at &#039;&#039;any time&#039;&#039;. Your telescopic baton is your obvious first choice for self-defense since you can keep someone stunlocked by repeatedly smacking them, though you can still easily be overpowered by groups, and if someone knocks it out of your hand then the tables are completely turned. Your Hypospray is a also good choice: remember, twenty units of chloral will knock someone unconscious for a long time. Other possible weapons are a fire &amp;lt;strike&amp;gt;extinguisher&amp;lt;/strike&amp;gt; axe from the bridge if you&#039;re utilitarian, a spray bottle with space lube to buy yourself some time, or a syringe gun if you only need some range.&lt;br /&gt;
&lt;br /&gt;
People see you as weak and distracted, and a good target for any traitor wanting bridge access. Be alert as you work.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Put salbumatol or epinephrine in your hypo. The most dangerous thing on the ship is idiots pushing you away from dying guys, thinking it&#039;s more important they can make out with their cold, dying lips than you inject them. Inject the wrong guy with the hypo and he will meta and scream CMO IS A CHANG, so just use it for dying dudes.&lt;br /&gt;
* Consider moving your Crew Monitoring Console out of your office to allow other doctors access to it.&lt;br /&gt;
&lt;br /&gt;
== Paging Dr. Evil... ==&lt;br /&gt;
An evil CMO? Don&#039;t panic- you&#039;re in an interesting position, and some careful maneuvering can get you where you need to be. With care, you can get some very deadly and easily concealable weapons, and get access to almost anywhere if you can convince the HoP you&#039;re really a head of staff.&lt;br /&gt;
&lt;br /&gt;
=== Dr. Jekyll ===&lt;br /&gt;
Probably one of very few roles where you don&#039;t need an emag, or a traitor weapon, mostly because of your Hypospray. Fill that thing with [[Chloral Hydrate]] -- or worse -- and then wait for a victim to walk by. Stealth and speed are key - people expect you to be in medbay, and so long as you&#039;re there and staying busy, nobody will think you&#039;re evil. Get your tools from chemistry, get a coat to disguise yourself (light blue isn&#039;t a frequently seen color), get your objective done and return to life as normal as soon as possible. Of course, if your assassination target happens to end up in front of Genetics, there&#039;s no problem with taking him to the morgue instead.&lt;br /&gt;
&lt;br /&gt;
=== Mister Hyde ===&lt;br /&gt;
As a changeling CMO, you&#039;ve got plenty of options. One of your major goals is to capture Genetics so you and your changeling buddies can feast on free corpses! With the right chemicals, your Hypospray or a spray bottle can both be used to knock out victims ([[Chloral Hydrate]], anyone?), and you can capture many humans on the pretense on healing them. Changeling Medical Officers are best played stealthily. Try not to get anyone too suspicious of you, and see if you can ask the HoP for maintenance access.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7448</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7448"/>
		<updated>2017-05-17T21:37:17Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Edited to link to the new viral outbreak SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alert Levels==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Situation Green - All Clear&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Suit sensors]] are not required to be on.&lt;br /&gt;
* Weapons worn by security are to be hidden except when in the case of an emergency.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* AI/Cyborgs have no need to bolt down any secure areas.&lt;br /&gt;
* Security &#039;&#039;&#039;are&#039;&#039;&#039; allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Situation Amber - Martial Law&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Elevated alert level. There are reports or other proof available to indicate that there is a threat to the ship, or chaos, mutiny, or rioting are ocurring. &#039;&#039;&#039;May only be called by the Captain after a unanimous command vote. Doing so without a vote will result in demotion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
* Security may have weapons visible.&lt;br /&gt;
* Random searches by security are allowed.&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
* Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;General Quarters - Battle Stations&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Situational alert level called in the event of contact with a hostile ship.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage.&lt;br /&gt;
*Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt combat efforts. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The station&#039;s self destruct mechanism has been engaged due to overwhelming threat to the station. Martial Law is in effect.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All orders from Heads of Staff and security must be followed, any disobedience is punishable.&lt;br /&gt;
* All crew members are to evacuate immediately, if possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;: [[Captain]], [[Executive Officer]], and [[Bridge Officer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;: [[Head of Security]], [[Master-at-Arms]], [[Security Officer]]s, and the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;: [[Chief Engineer]], [[Ship Engineer]]s, and [[Atmospheric Technician]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;: [[Quartermaster]], [[Cargo Technician]]s, [[Shaft Miner]]s, and the [[Munitions Officer]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Research and Development]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;: [[Research Director]], [[Scientist]]s, and [[Roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;: [[Chief Medical Officer]], [[Medical Doctor]]s, [[Chemist]]s, [[Geneticist]]s, and [[Virologist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there&#039;s nothing left: [[Lawyer]]s, the [[Chaplain]], the [[Librarian]], the [[Janitor]], the [[Bartender]], [[Cook]]s, [[Botanist]]s, and the [[Clown]].&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pod.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early pod launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Ship Engineer|Ship Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Radiation Storm ===&lt;br /&gt;
* All crew to move to the maintenance tunnels.&lt;br /&gt;
* Wait a while until it&#039;s safe to move again, and continue your business. Report to Medbay if you&#039;re feeling strange.&lt;br /&gt;
* Medbay staff should be ready to administer anti-toxin to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* See: [[Department Standard Operating Procedure: Medical#Viral Outbreak Procedures|Department Standard Operating Procedure: Medical]]&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the ship.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the ship becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Singulo_1.gif]] Supermatter Detonation ===&lt;br /&gt;
* Ejection of Supermatter Shard once it has reached 80% or higher if it has not detonated already.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to ship integrity.&lt;br /&gt;
* Deploy floorbots and engineers with spaceworthy gear to repair the breach and retrieve dead personnel.&lt;br /&gt;
* Equip medical with anti-radiation medicine for the crew.&lt;br /&gt;
* Demotion of [[Chief Engineer]] and/or the responsible [[Ship Engineer|Ship Engineers]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Prevent infection from spreading to Central Command.&lt;br /&gt;
* Destroy all extraterrestrial sources on the ship.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7447</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=7447"/>
		<updated>2017-05-17T21:34:38Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added Dept SOP page for Medical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Cmo.png|64px]][[Chief Medical Officer]]=&lt;br /&gt;
#The Chief Medical Officer is permitted to carry a flash and telescopic baton.&lt;br /&gt;
#The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer &#039;&#039;and&#039;&#039; the [[Captain]].&lt;br /&gt;
#The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
#In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:Doctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
#Though not mandatory, it is recommended that Doctors wear Sterile Masks and latex gloves when handling patients. This Guideline becomes mandatory during Viral Outbreaks.&lt;br /&gt;
#Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
#Medical Doctors must place all corpses inside body bags. See the Corpse Disposal Procedures for further details.&lt;br /&gt;
#Medical Doctors must ensure the Morgue does not contain cloneable corpses.&lt;br /&gt;
#Medical Doctors must periodically check the crew monitoring console.&lt;br /&gt;
#Medical Doctors may not refuse to treat any wounded crewmember.&lt;br /&gt;
&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
#The Chemist is not permitted to distribute explosive mixtures.&lt;br /&gt;
#The Chemist is not permitted to distribute poisonous mixtures or narcotics.&lt;br /&gt;
#The Chemist is not permitted to distribute alcoholic beverages.&lt;br /&gt;
#The above Guidelines may be individually overridden with permission from the Chief Medical Officer.&lt;br /&gt;
#The Chemist must accurately label all pills and bottles.&lt;br /&gt;
&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
#The Geneticist is permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crewmembers, or abuse them to obtain items outside their access.&lt;br /&gt;
#The Geneticist is permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the SE Injector. The Geneticist is not, however, obligated to grant said powers, unless the Chief Medical Officer issues a direct order to do so.&lt;br /&gt;
#The Geneticist is not permitted to grant Powers to non-Command crewmembers without express verbal consent from the Chief Medical Officer.&lt;br /&gt;
#The Geneticist must place all discarded humanized animals in the Morgue.&lt;br /&gt;
#The Geneticist is not permitted to use crewmembers as test subjects unless they have provided written permission and the testing is approved by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
#The Virologist must always wear adequate protection (such as a biosuit and internals for airborne viruses) when handling infected personnel and test animals.&lt;br /&gt;
#The Virologist must only test viruses on the provided test animals. Said test animals are to be contained inside their pen, and disposed of via Virology&#039;s disposals chute if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a viral pathogen that spreads by contact or airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
#The Virologist may not, under any circumstance whatsoever, release an active virus without prior consent from Chief Medical Officer. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain. In the event a contact and/or airborne virus is released, the crew must be informed, and vaccines must be provided for any crewmembers that choose to opt out of being infected.&lt;br /&gt;
#The Virologist must ensure that all viral samples are kept on their person at all times, or in a secure location (such as the Virology fridge).&lt;br /&gt;
#All visitors to Virology must be warned if there is an active airborne/contact virus being tested. This includes Medical personnel.&lt;br /&gt;
&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
#Medical personnel must wear a sterile mask and latex gloves.&lt;br /&gt;
#Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
#Medical personnel must wash their hands before and after operating on each patient.&lt;br /&gt;
#Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
#Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
#Medical personnel may not bring surgical tools outside of the operating room.&lt;br /&gt;
#Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
#The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain, after at least 20% of the crew is infected with a harmful virus.&lt;br /&gt;
#All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
#Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
#All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
#A blood sample is to be taken from an infected crewmember, for study.&lt;br /&gt;
#If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
#Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
#In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
#The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
#Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
#Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
#Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
#For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
#All corpses must be placed in bodybags.&lt;br /&gt;
#A full autopsy must be performed on all uncloneable corpses. Security must be notified if any foul play is suspected.&lt;br /&gt;
#Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
#Medical personnel must ensure that every ID from uncloneable bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
#Medical personnel must attempt to clone all corpses at least once before placing them in the Morgue, unless in violation of Guideline 4.&lt;br /&gt;
#Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
#Medical personnel must notify the [[Chaplain]] of any uncloneable corpses and provide said corpses as requested for funerals.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7445</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7445"/>
		<updated>2017-05-15T22:33:55Z</updated>

		<summary type="html">&lt;p&gt;Ike709: MO is part of supply.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alert Levels==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Situation Green - All Clear&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Suit sensors]] are not required to be on.&lt;br /&gt;
* Weapons worn by security are to be hidden except when in the case of an emergency.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* AI/Cyborgs have no need to bolt down any secure areas.&lt;br /&gt;
* Security &#039;&#039;&#039;are&#039;&#039;&#039; allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Situation Amber - Martial Law&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Elevated alert level. There are reports or other proof available to indicate that there is a threat to the ship, or chaos, mutiny, or rioting are ocurring. &#039;&#039;&#039;May only be called by the Captain after a unanimous command vote. Doing so without a vote will result in demotion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
* Security may have weapons visible.&lt;br /&gt;
* Random searches by security are allowed.&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
* Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;General Quarters - Battle Stations&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Situational alert level called in the event of contact with a hostile ship.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage.&lt;br /&gt;
*Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt combat efforts. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The station&#039;s self destruct mechanism has been engaged due to overwhelming threat to the station. Martial Law is in effect.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All orders from Heads of Staff and security must be followed, any disobedience is punishable.&lt;br /&gt;
* All crew members are to evacuate immediately, if possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;: [[Captain]], [[Executive Officer]], and [[Bridge Officer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;: [[Head of Security]], [[Master-at-Arms]], [[Security Officer]]s, and the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;: [[Chief Engineer]], [[Ship Engineer]]s, and [[Atmospheric Technician]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;: [[Quartermaster]], [[Cargo Technician]]s, [[Shaft Miner]]s, and the [[Munitions Officer]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Research and Development]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;: [[Research Director]], [[Scientist]]s, and [[Roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;: [[Chief Medical Officer]], [[Medical Doctor]]s, [[Chemist]]s, [[Geneticist]]s, and [[Virologist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there&#039;s nothing left: [[Lawyer]]s, the [[Chaplain]], the [[Librarian]], the [[Janitor]], the [[Bartender]], [[Cook]]s, [[Botanist]]s, and the [[Clown]].&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pod.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early pod launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Ship Engineer|Ship Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Radiation Storm ===&lt;br /&gt;
* All crew to move to the maintenance tunnels.&lt;br /&gt;
* Wait a while until it&#039;s safe to move again, and continue your business. Report to Medbay if you&#039;re feeling strange.&lt;br /&gt;
* Medbay staff should be ready to administer anti-toxin to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* If severe viral strain is on board the ship, the [[Chief Medical Officer]] is required to quarantine infected parts of the station with the help of security.&lt;br /&gt;
* All infected crew are to be isolated in [[Virology]] or [[Medbay]].&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the ship.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the ship becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Singulo_1.gif]] Supermatter Detonation ===&lt;br /&gt;
* Ejection of Supermatter Shard once it has reached 80% or higher if it has not detonated already.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to ship integrity.&lt;br /&gt;
* Deploy floorbots and engineers with spaceworthy gear to repair the breach and retrieve dead personnel.&lt;br /&gt;
* Equip medical with anti-radiation medicine for the crew.&lt;br /&gt;
* Demotion of [[Chief Engineer]] and/or the responsible [[Ship Engineer|Ship Engineers]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Prevent infection from spreading to Central Command.&lt;br /&gt;
* Destroy all extraterrestrial sources on the ship.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7444</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7444"/>
		<updated>2017-05-15T22:30:37Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Station -&amp;gt; Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alert Levels==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Situation Green - All Clear&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Suit sensors]] are not required to be on.&lt;br /&gt;
* Weapons worn by security are to be hidden except when in the case of an emergency.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* AI/Cyborgs have no need to bolt down any secure areas.&lt;br /&gt;
* Security &#039;&#039;&#039;are&#039;&#039;&#039; allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Situation Amber - Martial Law&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Elevated alert level. There are reports or other proof available to indicate that there is a threat to the ship, or chaos, mutiny, or rioting are ocurring. &#039;&#039;&#039;May only be called by the Captain after a unanimous command vote. Doing so without a vote will result in demotion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
* Security may have weapons visible.&lt;br /&gt;
* Random searches by security are allowed.&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
* Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;General Quarters - Battle Stations&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Situational alert level called in the event of contact with a hostile ship.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage.&lt;br /&gt;
*Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt combat efforts. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The station&#039;s self destruct mechanism has been engaged due to overwhelming threat to the station. Martial Law is in effect.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All orders from Heads of Staff and security must be followed, any disobedience is punishable.&lt;br /&gt;
* All crew members are to evacuate immediately, if possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;: [[Captain]], [[Executive Officer]], and [[Bridge Officer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;: [[Head of Security]], [[Master-at-Arms]], [[Security Officer]]s, and the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;: [[Chief Engineer]], [[Ship Engineer]]s, and [[Atmospheric Technician]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;: [[Quartermaster]], [[Cargo Technician]]s, and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Research and Development]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;: [[Research Director]], [[Scientist]]s, and [[Roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;: [[Chief Medical Officer]], [[Medical Doctor]]s, [[Chemist]]s, [[Geneticist]]s, and [[Virologist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there&#039;s nothing left: [[Lawyer]]s, the [[Chaplain]], the [[Librarian]], the [[Janitor]], the [[Bartender]], [[Cook]]s, [[Botanist]]s, and the [[Clown]].&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pod.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early pod launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Ship Engineer|Ship Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Radiation Storm ===&lt;br /&gt;
* All crew to move to the maintenance tunnels.&lt;br /&gt;
* Wait a while until it&#039;s safe to move again, and continue your business. Report to Medbay if you&#039;re feeling strange.&lt;br /&gt;
* Medbay staff should be ready to administer anti-toxin to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* If severe viral strain is on board the ship, the [[Chief Medical Officer]] is required to quarantine infected parts of the station with the help of security.&lt;br /&gt;
* All infected crew are to be isolated in [[Virology]] or [[Medbay]].&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the ship.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the ship becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Singulo_1.gif]] Supermatter Detonation ===&lt;br /&gt;
* Ejection of Supermatter Shard once it has reached 80% or higher if it has not detonated already.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to ship integrity.&lt;br /&gt;
* Deploy floorbots and engineers with spaceworthy gear to repair the breach and retrieve dead personnel.&lt;br /&gt;
* Equip medical with anti-radiation medicine for the crew.&lt;br /&gt;
* Demotion of [[Chief Engineer]] and/or the responsible [[Ship Engineer|Ship Engineers]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Prevent infection from spreading to Central Command.&lt;br /&gt;
* Destroy all extraterrestrial sources on the ship.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7443</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7443"/>
		<updated>2017-05-15T22:28:56Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Station -&amp;gt; Ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alert Levels==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Situation Green - All Clear&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Suit sensors]] are not required to be on.&lt;br /&gt;
* Weapons worn by security are to be hidden except when in the case of an emergency.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* AI/Cyborgs have no need to bolt down any secure areas.&lt;br /&gt;
* Security &#039;&#039;&#039;are&#039;&#039;&#039; allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Situation Amber - Martial Law&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Elevated alert level. There are reports or other proof available to indicate that there is a threat to the ship, or chaos, mutiny, or rioting are ocurring. &#039;&#039;&#039;May only be called by the Captain after a unanimous command vote. Doing so without a vote will result in demotion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
* Security may have weapons visible.&lt;br /&gt;
* Random searches by security are allowed.&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
* Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;General Quarters - Battle Stations&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Situational alert level called in the event of contact with a hostile ship.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage.&lt;br /&gt;
*Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt combat efforts. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The station&#039;s self destruct mechanism has been engaged due to overwhelming threat to the station. Martial Law is in effect.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All orders from Heads of Staff and security must be followed, any disobedience is punishable.&lt;br /&gt;
* All crew members are to evacuate immediately, if possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;: [[Captain]], [[Executive Officer]], and [[Bridge Officer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;: [[Head of Security]], [[Master-at-Arms]], [[Security Officer]]s, and the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;: [[Chief Engineer]], [[Ship Engineer]]s, and [[Atmospheric Technician]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;: [[Quartermaster]], [[Cargo Technician]]s, and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Research and Development]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;: [[Research Director]], [[Scientist]]s, and [[Roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;: [[Chief Medical Officer]], [[Medical Doctor]]s, [[Chemist]]s, [[Geneticist]]s, and [[Virologist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there&#039;s nothing left: [[Lawyer]]s, the [[Chaplain]], the [[Librarian]], the [[Janitor]], the [[Bartender]], [[Cook]]s, [[Botanist]]s, and the [[Clown]].&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pod.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early pod launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Ship Engineer|Ship Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Radiation Storm ===&lt;br /&gt;
* All crew to move to the maintenance tunnels.&lt;br /&gt;
* Wait a while until it&#039;s safe to move again, and continue your business. Report to Medbay if you&#039;re feeling strange.&lt;br /&gt;
* Medbay staff should be ready to administer anti-toxin to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* If severe viral strain is on board the ship, the [[Chief Medical Officer]] is required to quarantine infected parts of the station with the help of security.&lt;br /&gt;
* All infected crew are to be isolated in [[Virology]] or [[Medbay]].&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the ship.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the ship becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Singulo_1.gif]] Supermatter Detonation ===&lt;br /&gt;
* Ejection of Supermatter Shard once it has reached 80% or higher if it has not detonated already.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to ship integrity.&lt;br /&gt;
* Deploy floorbots and engineers with spaceworthy gear to repair the breach and retrieve dead personnel.&lt;br /&gt;
* Equip medical with anti-radiation medicine for the crew.&lt;br /&gt;
* Demotion of [[Chief Engineer]] or [[Engineer]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Prevent infection from spreading to Central Command.&lt;br /&gt;
* Destroy all extraterrestrial sources on the ship.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7442</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=7442"/>
		<updated>2017-05-15T22:27:46Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Added DSOP for Command. Page doesn&amp;#039;t exist yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alert Levels==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Situation Green - All Clear&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Standard operating level. No immediate or clear threat to the ship. All departments may carry out work as normal.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Suit sensors]] are not required to be on.&lt;br /&gt;
* Weapons worn by security are to be hidden except when in the case of an emergency.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* AI/Cyborgs have no need to bolt down any secure areas.&lt;br /&gt;
* Security &#039;&#039;&#039;are&#039;&#039;&#039; allowed to conduct searches of suspicious individuals without a warrant, but not random searches. The definition of &amp;quot;suspicious&amp;quot; is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Situation Amber - Martial Law&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Elevated alert level. There are reports or other proof available to indicate that there is a threat to the ship, or chaos, mutiny, or rioting are ocurring. &#039;&#039;&#039;May only be called by the Captain after a unanimous command vote. Doing so without a vote will result in demotion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
* Security may have weapons visible.&lt;br /&gt;
* Random searches by security are allowed.&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
* Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;General Quarters - Battle Stations&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Situational alert level called in the event of contact with a hostile ship.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All personnel are to assist engineering, security, and medical staff with damage control, fending off boarders, and triage.&lt;br /&gt;
*Security is allowed to use lethal force with extreme prejudice on individuals who actively disrupt combat efforts. Proper justification is expected after the crisis ends and use of this clause for trivial matters can be considered assault or manslaughter, depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The station&#039;s self destruct mechanism has been engaged due to overwhelming threat to the station. Martial Law is in effect.&lt;br /&gt;
&lt;br /&gt;
* Suit sensors are to be turned fully on at all times.&lt;br /&gt;
* All orders from Heads of Staff and security must be followed, any disobedience is punishable.&lt;br /&gt;
* All crew members are to evacuate immediately, if possible.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===[[File:Captain_action.png]][[Department Standard Operating Procedure: Command]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Command staff&amp;lt;/span&amp;gt;: [[Captain]], [[Executive Officer]], and [[Bridge Officer]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_security.png]][[Department Standard Operating Procedure: Security]]===&lt;br /&gt;
This SOP, along with the SOP on this page, applies to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Security staff&amp;lt;/span&amp;gt;: [[Head of Security]], [[Master-at-Arms]], [[Security Officer]]s, and the [[Detective]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Department Standard Operating Procedure: Engineering]]===&lt;br /&gt;
This SOP applies to &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Engineering staff&amp;lt;/span&amp;gt;: [[Chief Engineer]], [[Ship Engineer]]s, and [[Atmospheric Technician]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_cargo.png]][[Department Standard Operating Procedure: Supply]]===&lt;br /&gt;
This SOP applies to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Supply department&amp;lt;/span&amp;gt;: [[Quartermaster]], [[Cargo Technician]]s, and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Scientist_generic.png]][[Department Standard Operating Procedure: Research and Development]]===&lt;br /&gt;
This SOP applies to the &amp;lt;s&amp;gt;soon to be up in flames&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;color:violet&amp;quot;&amp;gt;Science sector&amp;lt;/span&amp;gt;: [[Research Director]], [[Scientist]]s, and [[Roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedicalDoctor.png]][[Department Standard Operating Procedure: Medical]]===&lt;br /&gt;
This SOP applies to the overburdened souls over in the &amp;lt;span style=&amp;quot;color:skyblue&amp;quot;&amp;gt;Medical division&amp;lt;/span&amp;gt;: [[Chief Medical Officer]], [[Medical Doctor]]s, [[Chemist]]s, [[Geneticist]]s, and [[Virologist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_assistant2.png]][[Department Standard Operating Procedure: Service/Civilian]]===&lt;br /&gt;
This SOP is just here for &amp;lt;s&amp;gt;any greytide having second thoughts&amp;lt;/s&amp;gt; the Librarian to print up when there&#039;s nothing left: [[Lawyer]]s, the [[Chaplain]], the [[Librarian]], the [[Janitor]], the [[Bartender]], [[Cook]]s, [[Botanist]]s, and the [[Clown]].&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pod.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* Uncloned bodies are to be brought back to Central Command for processing.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early pod launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Station Engineer|Station Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Radiation Storm ===&lt;br /&gt;
* All crew to move to the maintenance tunnels.&lt;br /&gt;
* Wait a while until it&#039;s safe to move again, and continue your business. Report to Medbay if you&#039;re feeling strange.&lt;br /&gt;
* Medbay staff should be ready to administer anti-toxin to the ones who got caught in the storm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* If severe viral strain is on board the ship, the [[Chief Medical Officer]] is required to quarantine infected parts of the station with the help of security.&lt;br /&gt;
* All infected crew are to be isolated in [[Virology]] or [[Medbay]].&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the ship.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the ship becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Singulo_1.gif]] Supermatter Detonation ===&lt;br /&gt;
* Ejection of Supermatter Shard once it has reached 80% or higher if it has not detonated already.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to ship integrity.&lt;br /&gt;
* Deploy floorbots and engineers with spaceworthy gear to repair the breach and retrieve dead personnel.&lt;br /&gt;
* Equip medical with anti-radiation medicine for the crew.&lt;br /&gt;
* Demotion of [[Chief Engineer]] or [[Engineer]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Prevent infection from spreading to Central Command.&lt;br /&gt;
* Destroy all extraterrestrial sources on the ship.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Security&amp;diff=7441</id>
		<title>Department Standard Operating Procedure: Security</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Security&amp;diff=7441"/>
		<updated>2017-05-15T22:24:10Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Linked main SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are &#039;&#039;not&#039;&#039; server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are &#039;&#039;in addition&#039;&#039; to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
Code Amber guidelines are in effect during General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Hos.PNG|64px]][[Head of Security]]=&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Code Green&amp;lt;/span&amp;gt;==&lt;br /&gt;
#The Head of Security is permitted to carry out arrests under the same conditions as their Security Officers.&lt;br /&gt;
#The Head of Security is permitted to carry any non-lethal weaponry, plus a concealed lethal sidearm.&lt;br /&gt;
#The Head of Security is not obligated, but encouraged, to allow legal representation should the suspect request it.&lt;br /&gt;
#The Head of Security is responsible for reporting poor, illegal, and harmful decisions made by the Captain to Central Command. If the Captain is arrested for breaking Ship Law, Central Command must be notified with a full report.&lt;br /&gt;
#The Head of Security must follow the same guidelines as the Master-at-Arms for Armory equipment.&lt;br /&gt;
#The Head of Security is not permitted to collect equipment from the Armory to carry on their person.&lt;br /&gt;
#The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape.&lt;br /&gt;
#The Head of Security is responsible for the actions of Security Officers, and is expected to terminate officers that actively break guidelines and SOP.&lt;br /&gt;
#Lethal force is not permitted unless the person poses an immediate threat to your life. Refer to lethal force guidelines as described in [[Ship Law]].&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Code Amber&amp;lt;/span&amp;gt;==&lt;br /&gt;
#All Code Green guidelines except 3, 6, 7, and 9 are carried over.&lt;br /&gt;
#The Head of Security may carry any lethal weaponry.&lt;br /&gt;
#Armory equipment must be returned once the alert level is lowered.&lt;br /&gt;
#The Head of Security is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=[[File:Warden.png|64px]][[Master-at-Arms]]=&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Code Green&amp;lt;/span&amp;gt;==&lt;br /&gt;
#The Master-at-Arms may not perform arrests if there are [[Security Officer]]s active.&lt;br /&gt;
#The Master-at-Arms is responsible for Armory equipment. Make sure that equipment is returned when it is no longer needed.&lt;br /&gt;
#The Master-at-Arms must conduct a thorough search of every prisoner&#039;s belongings.&lt;br /&gt;
#The Master-at-Arms is not obligated, but encouraged, to allow legal representation should the suspect request it.&lt;br /&gt;
#The Master-at-Arms may not hand out any weapons or armor from the Armory. Hardsuits may be issued if emergency EVA action is required. Exception is made if there is an immediate threat that requires attention, such as boarders or rioters.&lt;br /&gt;
#The Master-at-Arms is permitted to carry any non-lethal weaponry, plus a concealed lethal sidearm.&lt;br /&gt;
#The Master-at-Arms must read to every prisoner the crimes they are sentenced for.&lt;br /&gt;
#The Master-at-Arms is not permitted to leave prisoners bucklecuffed to their beds. An exception is made if the prisoner repeatedly attempts to breach the cell in order to escape.&lt;br /&gt;
#The Master-at-Arms is responsible for the health of all prisoners, and must provide them with food and medical attention as required.&lt;br /&gt;
#The Master-at-Arms is responsible for keeping security records updated.&lt;br /&gt;
#Lethal force is not permitted unless the person poses an immediate threat to your life. Refer to lethal force guidelines as described under [[Ship Law]].&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Code Amber&amp;lt;/span&amp;gt;==&lt;br /&gt;
#All Code Green guidelines except 1, 3, and 4 are carried over.&lt;br /&gt;
#The Master-at-Arms is permitted to hand out Armory equipment as they or the Head of Security deems necessary. Equipment must be returned once the alert level is lowered.&lt;br /&gt;
#The Master-at-Arms is permitted to perform arrests, but this is not advised.&lt;br /&gt;
#The Master-at-Arms is authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=[[File:SecurityOfficer.png|64px]][[Security Officer]]=&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Code Green&amp;lt;/span&amp;gt;==&lt;br /&gt;
#Security Officers are required to tell a person why they are being detained at the time of arrest.&lt;br /&gt;
#Security Officers must bring all suspects and compliant witnesses to the [[Brig]].&lt;br /&gt;
#Security Officers must ask a person to surrender peacefully before incapacitating them, unless they pose an immediate threat.&lt;br /&gt;
#Security Officers are permitted to carry any non-lethal weaponry, plus a concealed lethal sidearm.&lt;br /&gt;
#Security Officers may demand access to the interior of other departments during regular patrols.&lt;br /&gt;
#Security Officers are not permitted to have lethal weapons visible during regular patrols.&lt;br /&gt;
#Security Officers are permitted to conduct searches, provided there is reasonable evidence/suspicion that the person in question has committed a crime.&lt;br /&gt;
#Security Officers may not use Armory equipment. An exception is made if there is an immediate threat that requires attention, such as boarders or rioters.&lt;br /&gt;
#Security Officers are required to patrol the ship except when handling suspects/prisoners, responding to calls, or assigned to guard duty.&lt;br /&gt;
#Security Officers cannot force unwilling witnesses to report to the Brig to give a statement.&lt;br /&gt;
#Lethal force is not permitted unless the person poses an immediate threat to your life. Refer to lethal force guidelines as described under [[Ship Law]].&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Code Amber&amp;lt;/span&amp;gt;==&lt;br /&gt;
#Code Green guidelines 1, 2, and 9 are carried over.&lt;br /&gt;
#Random searches are permitted.&lt;br /&gt;
#Security Officers may have Armory equipment. Equipment must be returned once the alert level is lowered.&lt;br /&gt;
#Security Officers may have weaponry visible at all times.&lt;br /&gt;
#Security Officers are authorized to use lethal force on suspects suspected of Felony or greater crimes who actively flee and resist arrest, and suspects who assault officers without responding to verbal warnings to stop.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_detective.png|64px]][[Detective]]=&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Code Green&amp;lt;/span&amp;gt;==&lt;br /&gt;
#The Detective may not perform arrests or searches. Exception is made if there are no active [[Security Officer]]s or [[Master-at-Arms]].&lt;br /&gt;
#The Detective is not permitted to carry any non-lethal weaponry, lethal weaponry, or armory equipment unless they begin the shift with it. The Detective&#039;s revolver and ammo are one of the notable exceptions.&lt;br /&gt;
#The Detective may not unholster or fire their revolver unless a clear and present danger to their life is present.&lt;br /&gt;
#The Detective may non-lethally incapacitate any crewmember that poses an immediate physical threat to them.&lt;br /&gt;
#The Detective may not discard any evidence. It needs to be stored securely for the duration of the shift.&lt;br /&gt;
#The Detective may not respond to a crime scene if unrestrained criminals are still present.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Code Amber&amp;lt;/span&amp;gt;==&lt;br /&gt;
#All Code Green guidelines except 2 and 3 are carried over.&lt;br /&gt;
#The Detective is permitted to carry any &#039;&#039;nonlethal&#039;&#039; weaponry in addition to their revolver.&lt;br /&gt;
#The Detective may unholster their revolver, but not fire it unless there is an immediate threat to their life.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7440</id>
		<title>Department Standard Operating Procedure: Engineering</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=7440"/>
		<updated>2017-05-15T22:23:37Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Linked main SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Ce.png|64px]][[Chief Engineer]]=&lt;br /&gt;
#The Chief Engineer is responsible for the setup, maintenance, and condition of the engine. The results of incorrect setup or misuse is on their head.&lt;br /&gt;
#The Chief Engineer is permitted to carry a telescopic baton and a flash.&lt;br /&gt;
#The Chief Engineer must also adhere to Ship Engineer and Atmospheric Technician Guidelines.&lt;br /&gt;
&lt;br /&gt;
=[[File:Engineer.png|64px]][[Ship Engineer]]=&lt;br /&gt;
#Ship Engineers must ensure that critical ship systems such as power, shields, gravity, weaponry, telecommunications, atmospherics, and the FTL drive are operational at all times.&lt;br /&gt;
#Ship Engineers are permitted to carry out personal projects if there is no damage to the ship that requires fixing.&lt;br /&gt;
#Ship Engineers must periodically check on the engine.&lt;br /&gt;
#Ship Engineers must seal off or repair all hull breaches.&lt;br /&gt;
#Ship Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
#Ship Engineers may not wear hardsuits unless required for work in hazardous environments. Hardsuits must be returned after the work is completed.&lt;br /&gt;
#Ship Engineers should not perform the work of Atmospheric Technicians while active Atmospheric Technicians are available, unless it is urgent. Both are expected to deal with hull breaches, however.&lt;br /&gt;
&lt;br /&gt;
=[[File:AtomsTech.png|64px]][[Atmospheric Technician]]=&lt;br /&gt;
#Atmospheric Technicians are permitted to modify the Atmospherics piping setup as they see fit, as long as no harmful gasses are released or pumped into the ship’s air supply.&lt;br /&gt;
#Atmospheric Technicians are not permitted to create or release harmful gas mixes for any non-engine purposes.&lt;br /&gt;
#Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms except for fixing problems or enabling the filtration of harmful gasses.&lt;br /&gt;
#Atmospheric Technicians are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
#Atmospheric Technicians may not wear hardsuits unless required for work in hazardous environments. Hardsuits must be returned after the work is completed.&lt;br /&gt;
#Atmospheric Technicians must seal off or repair all hull breaches.&lt;br /&gt;
#Atmospheric Technicians should not perform the work of Ship Engineers while active Ship Engineers are available, unless it is urgent. Both are expected to deal with hull breaches, however.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7439</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=7439"/>
		<updated>2017-05-15T22:23:18Z</updated>

		<summary type="html">&lt;p&gt;Ike709: Linked main SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Janitor.png|64px]][[Janitor]]=&lt;br /&gt;
#If the Janitor&#039;s work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
#The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
#The Janitor may not make any surface slippery during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_barman.png|64px]][[Bartender]]=&lt;br /&gt;
#The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Master-at-Arms to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender&#039;s shotgun.&lt;br /&gt;
#The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
#The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
#The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
#The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chef.png|64px]][[Cook]]=&lt;br /&gt;
#The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
#The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
#The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
&lt;br /&gt;
=[[File:Botanist.png|64px]][[Botanist]]=&lt;br /&gt;
#Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
#Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_clown.png|64px]][[Clown]]=&lt;br /&gt;
#The Clown is permitted to slip anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel. This Guideline is null during Code Amber and General Quarters.&lt;br /&gt;
#The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
#The Clown must legitimately attempt to be funny and/or entertaining. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
#The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines. This Guideline is null during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_lawyer.png|64px]][[Lawyer]]=&lt;br /&gt;
#The Lawyer is required to represent any prisoner requesting legal representation unless in violation of Guideline 3.&lt;br /&gt;
#The Lawyer cannot, however, force a prisoner to accept their legal representation.&lt;br /&gt;
#Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under [[Department Standard Operating Procedure: Security]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_librarian.png|64px]][[Librarian]]=&lt;br /&gt;
#The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
#The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_chaplain.png|64px]][[Chaplain]]=&lt;br /&gt;
#The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
#The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
#The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
#The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;/div&gt;</summary>
		<author><name>Ike709</name></author>
	</entry>
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