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	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aleph</id>
	<title>Starlight wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/Aleph"/>
	<updated>2026-04-05T08:43:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1602</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1602"/>
		<updated>2025-11-10T04:06:53Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* BlueShield Officer */ Clarify intent on rule 3 furthermore, explaining that they can only break the law when defending a charge, and not from any potential threats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when performing actions to protect their charge from an &#039;&#039;&#039;active threat,&#039;&#039;&#039; not a potential one.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit, this includes the LMG. Armory permits may only be issued on Blue Alert or higher.&lt;br /&gt;
&lt;br /&gt;
5. The BlueShield Officer is not restricted in the weapons they may carry, so long as armory weapons stay with the Warden&#039;s issued permit. However, their weapons should not be visible and must be holstered or placed in a bag or pocket on any alert level below Red.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
7. The Blueshield Officer cannot interfere with the lawful arrest of a Head of Command. &lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1067</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1067"/>
		<updated>2025-07-12T00:43:00Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Undo revision 1048 by Conflee (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Sensitive information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Paradox Clones are real&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, asleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Non-NanoTrasen Implant specifics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Memetic and Mystical effects&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Information that is sensitive or metashielded that happened in previous rounds.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence. Unless otherwise stated topics in this category are always revealed to NT-CC employees including BSOs and NTRs, as well as all of Command.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Wardens&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Paradox Clones are real. The concept of parallel realities exists in media in universe, but the fact that they are real is unknown to the common crew member. No one knows their true goals, even those with knowledge of their existence. Both clones are the &#039;&#039;&#039;&amp;quot;real&amp;quot;&#039;&#039;&#039; clone and all other crew has memories that match the history of both clones, until one is removed from the current reality. Because of this, crew should treat their memory as unreliable and trust that both clones &#039;&#039;&#039;are&#039;&#039;&#039; telling the truth. Additionally, both clones believe they are the original.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Wardens&lt;br /&gt;
** Science&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing two clones in the same place at the same time&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the DoorLagging Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a conversion directly&lt;br /&gt;
** Being shown a conversion flasher and having its function explained&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
* &#039;&#039;&#039;Not&#039;&#039;&#039; Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The fact that syndicates have an Implant implanted. The fact that implanters and un-implanted implanters exist is known, as well as Syndicate Implant names. However the specifics of non-NanoTrasen Implants are generally unknown even to Command, while the names of the syndicate implants may be known and you may only speculate on their use. Even those who know of their existence do not know for sure if one is currently implanted into a person, unless they witness its use.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Medical&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Discovering a used or unused non-NT implanter or implanter box&lt;br /&gt;
** Witnessing use of a non-NT implant by anyone, such as cuffs being broken, an EMP going off, etc&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible, such as someone who was stripped completely suddenly having an object&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The powers and effects of Memetic or Mystical forces. Examples of Memetic effects are the &amp;quot;Don&#039;t you want more&amp;quot; and &amp;quot;Reasons to join the Syndicate&amp;quot; papers being able to turn people into antagonists. Examples of Mystical effects are &amp;quot;The End of Q&amp;quot; paper or the &amp;quot;Summon Ghosts&amp;quot; spell. This lack of knowledge does not prevent you from being afraid of or hostile towards a Memetic or Mystical force.&lt;br /&gt;
&lt;br /&gt;
* Memetic effects are revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are revealed to: &lt;br /&gt;
** Chaplains&lt;br /&gt;
** Wizards&lt;br /&gt;
* Mystical effects are &#039;&#039;&#039;not&#039;&#039;&#039; revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** NT-CC Employees&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a Memetic or Mystical effect, including having one affect you&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional communications channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Captains who have all channels and were unable to hear what was said in any channel&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Seeing a Syndicate Headset&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a NT-CC employee&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because you are friends with the player who is playing a character or because you have made friends in character in a previous shift or during a previous life:&lt;br /&gt;
** Giving a character additional access or a job beyond what makes sense&lt;br /&gt;
** Trusting a character beyond what makes sense&lt;br /&gt;
** Refusing to fight a character when it would otherwise make sense&lt;br /&gt;
** Ignoring your objective to kill a character&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Doing any of the following because of out of character reasons or something that happened in a previous round or during a previous life:&lt;br /&gt;
** Not giving a character additional access or a job when it would otherwise make sense&lt;br /&gt;
** Not trusting a character when it would otherwise make sense&lt;br /&gt;
** Starting a fight with a character without in-character reason&lt;br /&gt;
** Targeting or harassing a character without in-character reason&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The existence of the nuke disk and the fact that it must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Poomblep.png&amp;diff=897</id>
		<title>File:Poomblep.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Poomblep.png&amp;diff=897"/>
		<updated>2025-06-22T14:12:59Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;blep!&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=896</id>
		<title>Server rules (Starlight)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_rules_(Starlight)&amp;diff=896"/>
		<updated>2025-06-22T14:10:44Z</updated>

		<summary type="html">&lt;p&gt;Aleph: MASSIVE rules change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Server rules =&lt;br /&gt;
The following rules are for the Starlight Space Station 14 servers. Violating these rules may result in a warning, a temporary ban, or a permanent ban. You may also be banned from specific roles/jobs/departments. Bans can be appealed in the official Starlight Discord server.&lt;br /&gt;
&lt;br /&gt;
Players are also expected to understand [[Metashield]].&lt;br /&gt;
&lt;br /&gt;
If you are ever in doubt as to whether or not something is breaking the rules, feel free to contact the admins via Admin Help or ask on the Discord server.&lt;br /&gt;
&lt;br /&gt;
For in-universe laws and rules check [[Corporate Law]] and [[SOP]].&lt;br /&gt;
&lt;br /&gt;
Remember, the rules and examples given here are NOT exhaustive. (See [[Server rules (Starlight)#Rule 1|Rule 1]])&lt;br /&gt;
&lt;br /&gt;
The servers are strictly &#039;&#039;&#039;&amp;lt;u&amp;gt;+16 only&amp;lt;/u&amp;gt;&#039;&#039;&#039;, unless stated otherwise in the server description that they are &#039;&#039;&#039;+18.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rule 0 - Be respectful ==&lt;br /&gt;
Use your best judgment to ensure a fun, fair, and welcoming environment. Keep all arguments In Character and avoid heated discussions in LOOC, ahelps, or the lobby. Out-of-character communication should always remain respectful and kind.&lt;br /&gt;
&lt;br /&gt;
Harassment or toxic behavior, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
* Racism, sexism, discrimination&lt;br /&gt;
* Excessive talk/glorification of self-harm&lt;br /&gt;
* Talking about Real Life politics&lt;br /&gt;
* Targeting the same player across rounds&lt;br /&gt;
* Insulting other players in OOC/LOOC&lt;br /&gt;
&lt;br /&gt;
Will not be tolerated and may result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mhelp (Mentor Help)&#039;&#039;&#039; lets players ask game mechanics questions without revealing information to others, mainly antagonists. It should only be used when the answer isn&#039;t available through &#039;&#039;&#039;IC (in character)&#039;&#039;&#039; or &#039;&#039;&#039;OOC/LOOC (out of character)&#039;&#039;&#039; means and should not be the first option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahelp (Admin Help)&#039;&#039;&#039; facilitates communication between players and admins for admin intervention, rule clarification, or addressing game-breaking bugs (all bugs should be reported in Discord). It is &#039;&#039;not&#039;&#039; for venting, complaints, or general round commentary. Ignoring admin messages or disconnecting during an Ahelp may have consequences.&lt;br /&gt;
&lt;br /&gt;
== Rule 1 - Respect Admin decisions ==&lt;br /&gt;
Above all else, if an admin is telling you to stop doing something, &#039;&#039;&#039;stop doing it&#039;&#039;&#039;. You may explain your point of view and your reasoning, however you must still follow what the admin requests you do, even if you disagree. If you believe that a punishment, ruling, or other admin action was incorrect or unjust, you may appeal it on the discord server through a ticket. If you want to do something but are unsure of whether it is allowed in the rules, please ask via ahelp first.&lt;br /&gt;
&lt;br /&gt;
Also, please remember: Admins are neither omniscient nor omnipresent: while they have a large arsenal of tools at their disposal to stop rule breakers, they usually aren&#039;t able to stop something before it happens. Please use the Ahelp feature (F1) to report any rule breaking! Even if it&#039;s just a gut suspicion, it&#039;s fine to use this feature to request an investigation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example(s) of this rule being broken:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;There isn&#039;t a rule saying I can&#039;t!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;None of the other players had a problem with it!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;No one had a problem with it last time!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 2 – No Griefing, Bug Abuse or Exploits ==&lt;br /&gt;
Intentionally ruining gameplay for others is prohibited. Round-ending or highly disruptive actions, such as:&lt;br /&gt;
&lt;br /&gt;
* Releasing the Tesla/Singularity&lt;br /&gt;
* Large-scale station destruction (department-size or larger)&lt;br /&gt;
* RDM (Random Death Match)&lt;br /&gt;
* Intentionally Plasma or Tritium flooding the station&lt;br /&gt;
&lt;br /&gt;
May result in a permanent ban. Some objectives or circumstances may allow exceptions—when in doubt, ask an admin before proceeding.&lt;br /&gt;
&lt;br /&gt;
Additionally, using bugs/exploits to gain an unfair advantage is prohibited. Please report them via ahelp or in the Discord.&lt;br /&gt;
&lt;br /&gt;
==== AFK Farming &amp;amp; Antag Rolling ====&lt;br /&gt;
&lt;br /&gt;
* AFK farming time for Role Requirements is prohibited—players must actively engage and contribute to the game.&lt;br /&gt;
* Ghosting, suicide, or otherwise leaving the game after failing to get an antagonist role is considered “Antag Rolling” and is not permitted.&lt;br /&gt;
&lt;br /&gt;
== Rule 3 – Abide by Medium Roleplay Standards ==&lt;br /&gt;
This Starlight server is a Medium Roleplay (MRP) project, meaning players are expected to fully immerse themselves in their character and act accordingly. Every action should reflect how a real person in that role would behave within reason. &#039;&#039;&#039;You are not meant to play the round to &amp;quot;win&amp;quot; the game&#039;&#039;&#039;, but rather to engage in roleplay scenarios with other players.&lt;br /&gt;
&lt;br /&gt;
Characters should fear dying and weigh their actions carefully. While players may remember characters and vague interactions between rounds, any information protected by the [[Metashield]]—such as the existence of nuclear operatives—must not be remembered.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Violations ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powergaming&#039;&#039;&#039; – Over-preparing for situations that have not occurred yet, such as a captain bolting their quarters shut preemptively.&lt;br /&gt;
* &#039;&#039;&#039;Metagaming&#039;&#039;&#039; – Using out-of-game or previous round knowledge to affect gameplay, such as preparing for nuclear operatives before discovering them in-game.&lt;br /&gt;
* &#039;&#039;&#039;Metagrudging/Metafriending&#039;&#039;&#039; – Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
* &#039;&#039;&#039;Mixing IC and OOC chat&#039;&#039;&#039; – In-character talk should not be placed in OOC chat, and vice versa during the round.&lt;br /&gt;
* &#039;&#039;&#039;English Only&#039;&#039;&#039; - Any form of communication in-game is to be expressed in English exclusively.&lt;br /&gt;
* &#039;&#039;&#039;Metacomms&#039;&#039;&#039; - Using outside methods to communicate with other players about the current round is forbidden. The only exception being teaching new players, but you must alert an admin through an Ahelp beforehand.&lt;br /&gt;
&lt;br /&gt;
==== Behavior &amp;amp; Roleplay Conduct ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Self-harm/killing&#039;&#039;&#039; – Allowed only in rare circumstances when no other options remain, but should not be dwelled upon or treated casually.&lt;br /&gt;
* &#039;&#039;&#039;End-of-Round Griefing (EORG)&#039;&#039;&#039; – The round continues after the results screen. Neither crew nor antags should engage in any form of violence or griefing at this point without in-character justification.&lt;br /&gt;
** Defending yourself is an example of in-character justification, as is sec apprehending known criminals.&lt;br /&gt;
** Antags cannot complete their goals after the results screen, and so should not seek out any targets. &amp;lt;u&amp;gt;&#039;&#039;&#039;RED MEANS YOU FAILED, IT’S TOO LATE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
** Breaking things, Hacking/Emagging and attempting to trespass into the Command briefing in Central Command is not allowed without proper in-character justification. Non-Command trespassers may be executed if they refuse to leave without a valid reason.&lt;br /&gt;
* &#039;&#039;&#039;Random Deathmatch (RDM)&#039;&#039;&#039; – Attacking players without escalation or valid reasoning is prohibited.&lt;br /&gt;
* &#039;&#039;&#039;Memory loss when unconscious&#039;&#039;&#039; – Losing consciousness due to forced sleep, vampire trance, critical state, deconversion, or death should cause memory loss regarding those events.&lt;br /&gt;
** While vague details may be retained, characters should not remember names, titles, or specific roles without further investigation.&lt;br /&gt;
** De-converted Revolutionaries forget what happened while they were brainwashed.&lt;br /&gt;
** Death should result in complete memory loss of the events leading to it. If revived, characters must piece together what happened through roleplay rather than recalling any prior knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Avoiding Punishment &amp;amp; Fair Play ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaving To Avoid Punishment (LTAP&#039;&#039;&#039;) – Logging out or ghosting after being caught by security or receiving an Ahelp is not allowed. If a player must leave due to real-life reasons, they should make an LOOC message to inform the players around them, or state it in Ahelp.&lt;br /&gt;
&lt;br /&gt;
== Rule 4 – Escalation of Force Must Make Sense ==&lt;br /&gt;
Combat should always follow logical progression—avoid randomly attacking other crew members. Security personnel must adhere to their Standard Operating Procedures (SOP) when handling prisoners and crew members at different alert levels.&lt;br /&gt;
Player interactions should reflect realistic escalation. Minor disagreements may lead to physical confrontations, but non-antagonists should rarely resort to killing. Ideally, escalation for non-antagonists should follow this order: Verbal &amp;gt; Non-lethal &amp;gt; Lethal. Antagonists are encouraged to roleplay their objectives to enhance immersion and narrative depth. &lt;br /&gt;
&lt;br /&gt;
Actions should start small, and every crew member retains the right to self-defense if attacked. This includes evading or resisting security as an antagonist. However, non-antagonists should not engage in serious harm against security personnel unless absolutely necessary. Round removal such as gibbing, sending to deep space, or excessive damage to a corpse, is expressly banned unless they are an antagonist target.&lt;br /&gt;
&lt;br /&gt;
Examples of reasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Shoving the clown for slipping you&lt;br /&gt;
|-&lt;br /&gt;
|Punching someone and starting a fist fight over being shoved once.&lt;br /&gt;
|-&lt;br /&gt;
|Punching or stunning a Security Officer after they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone with your knife until they leave the kitchen after you&#039;ve repeatedly told them to leave, tried to drag them away and they refuse to comply or make a mess/steal things.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they&#039;re attempting to stun you with a disabler or a stun baton&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals after they brandish a lethal weapon or firearm, you order them to drop it and they refuse.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, using your flash on a trespasser after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
Examples of unreasonable escalation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Critting the clown for slipping you once&lt;br /&gt;
|-&lt;br /&gt;
|Stabbing someone to crit with a knife because they shoved you once.&lt;br /&gt;
|-&lt;br /&gt;
|Shooting a Security Officer with lethals because they attempted to arrest you.&lt;br /&gt;
|-&lt;br /&gt;
|As a Chef, stabbing someone to death and butchering them in a meat spike because you need meat or they refused to leave the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|As a Security Officer, shooting someone with lethals because they punched you, or simply refused your orders.&lt;br /&gt;
|-&lt;br /&gt;
|As a command member, shooting someone with a firearm after you&#039;ve told them repeatedly to leave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 5 – Antagonists Must Follow MRP logic ==&lt;br /&gt;
Antagonists should only take actions that advance their objectives. Failure to do so may be considered a breach of MRP logic and result in punishment. Team antagonists &#039;&#039;&#039;must&#039;&#039;&#039; work with their team, and follow the orders of their leaders where possible (Revolutionaries, Terror spiders, etc…). &lt;br /&gt;
&lt;br /&gt;
Antagonists are required to follow escalation rules when not dealing with their target, but should &#039;&#039;&#039;attempt&#039;&#039;&#039; to remain hidden and undiscovered throughout the shift if they have the “Escape to CentComm alive and unrestrained.” objective or similar objectives. &lt;br /&gt;
&lt;br /&gt;
Should an antagonist have been discovered by accident or by admission of another antagonist, they are not required to remain hidden any longer, however they should not use this as an excuse to mass RDM, or break other server rules. (Consider using a stealthy approach to escape.)&lt;br /&gt;
&lt;br /&gt;
Antagonists that may play openly from the start of the round, and are not required to escalate their actions are listed below. These antagonists should not deviate from their objectives to murder everyone on station, but &#039;&#039;&#039;should follow their objectives:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Space Dragon&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives/Lone Operatives&lt;br /&gt;
|-&lt;br /&gt;
|Abductors&lt;br /&gt;
|-&lt;br /&gt;
|Wizard&lt;br /&gt;
|-&lt;br /&gt;
|Rat King &lt;br /&gt;
|-&lt;br /&gt;
|Space Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Revolutionaries (after gaining sufficient strength to overthrow the station)&lt;br /&gt;
|}&lt;br /&gt;
Shuttle bombing or mass sabotage is forbidden. However, antagonists may attempt to complete their objectives on the Evac shuttle, and once the end round screen has appeared, must cease all antagonist activity and attempt to escape or blend in with the crew.&lt;br /&gt;
&lt;br /&gt;
== Rule 6 – Your Character Must Make Sense ==&lt;br /&gt;
Your character is an employee of the space station, hired by Central Command, and should behave accordingly. All characters must act as if they are 18+, maintaining a professional and immersive roleplay experience.&lt;br /&gt;
&lt;br /&gt;
==== Character Identity &amp;amp; Naming Rules ====&lt;br /&gt;
&lt;br /&gt;
* Names and surnames must align with the context and standards of the setting.&lt;br /&gt;
* Celebrity names, fictional characters, and out-of-character names are not allowed (e.g., &amp;quot;JC Denton,&amp;quot; &amp;quot;George Washington,&amp;quot; &amp;quot;Spongebob Squarepants,&amp;quot; &amp;quot;Billie Eilish&amp;quot;).&lt;br /&gt;
* Your character should act appropriately for their role and should not behave erratically or neglect responsibilities.&lt;br /&gt;
* Your character cannot intentionally duplicate the name and likeness of another player’s character.&lt;br /&gt;
&lt;br /&gt;
==== Roleplay &amp;amp; Behavioral Expectations ====&lt;br /&gt;
&lt;br /&gt;
* Real-world topics, such as current events and real-life politics, should not be discussed.&lt;br /&gt;
* Players should fulfill their assigned duties—for example, security should not randomly distribute weapons.&lt;br /&gt;
* Neglecting your job, such as repeatedly ignoring duties to get drunk at the bar despite urgent requests, breaks immersion and may result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
== Rule 7 - Self-Antagonism ==&lt;br /&gt;
Self-antagonism refers to any intentional, malicious action against the station or its crew. While some examples are also covered under Rule 3, additional violations include:&lt;br /&gt;
&lt;br /&gt;
* Randomly attacking crew—engaging in unprovoked violence, such as beating or killing non-hostile crew members without RP justification.&lt;br /&gt;
* Harassing security for no reason—continually interfering in arrests or attacking officers despite having no in-character motivation.&lt;br /&gt;
* Needlessly sabotaging the station—such as cutting critical power lines, venting airlocks into space, or destroying essential machinery without RP justification.&lt;br /&gt;
* Willingly aiding antagonists—such as handing weapons to confirmed enemies, sabotaging escape routes for crew, or hiding known threats without RP-driven coercion.&lt;br /&gt;
&lt;br /&gt;
This rule does not prevent non-antagonists from breaking Space Law. As willing participants of the station, they are expected to act accordingly. However, roleplay elements—such as coercion, threats, or life-or-death situations—may justify certain actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of reasonable in-character Space Law violations:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Unlocking weapons crates to defend against a severe station-wide threat&lt;br /&gt;
|-&lt;br /&gt;
|Starting a fight—engaging in non-lethal combat due to a heated in-character dispute or personal rivalry.&lt;br /&gt;
|-&lt;br /&gt;
|Hacking a door—to reach safety or critical systems when much of the station has been destroyed or access has been lost.&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing to complete necessary job tasks after an extended wait for access&lt;br /&gt;
|-&lt;br /&gt;
|Using force in self-defense—physically defending yourself or others from an active threat, even if it technically violates assault laws.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing supplies—such as taking medical equipment or tools from storage during a critical situation where proper access isn’t available.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 8 – No Validhunting ==&lt;br /&gt;
Non-security personnel should not attempt to stop or hunt down antagonists on their own. This goes against a character’s logical roleplay expectations. Security officers and ERT are responsible for protecting the station, and should be contacted whenever reasonable. Officer &amp;quot;Blue Shields&amp;quot; are &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; considered Security Officers, and may not go out of their way to chase potential threats to the detriment of their charges.&lt;br /&gt;
&lt;br /&gt;
Exceptions will be made for life-or-death scenarios, station-wide threats such as nuclear operatives, and self-defense.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) should not actively hunt antagonists or immediately attempt to shut them down unless their laws permit it or immediate crew harm has been detected. AI behavior should remain reactive rather than proactively searching for threats.&lt;br /&gt;
&lt;br /&gt;
Command should not facilitate valid hunting outside of necessity and should ask security regarding such.&lt;br /&gt;
&lt;br /&gt;
Examples of &#039;&#039;&#039;&amp;lt;u&amp;gt;Validhunting&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, buying guns and boarding the station to eliminate Traitors/Changelings/Vampire without orders to do so from Command.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing an antagonist through maintenance, leaving Command or NT Employees unprotected.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard who has not harmed any command members into space.&lt;br /&gt;
|-&lt;br /&gt;
|As Research Director, ordering a Scientist to hunt a traitor who just killed the Head of Personnel when Security is fully manned and able to handle the situation.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw attack someone else 10 minutes ago.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, chasing a traitor into maintenance who you saw wearing syndicate contraband.&lt;br /&gt;
|}&lt;br /&gt;
Examples of this rule being followed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|As a Salvage Specialist, boarding the station to eliminate station-wide threats &#039;&#039;&#039;&amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt;&#039;&#039;&#039; after being asked to assist.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, defending a command or NT employee from an antagonist until they retreat or you crit them.&lt;br /&gt;
|-&lt;br /&gt;
|As an Officer &amp;quot;Blue Shield&amp;quot;, chasing a wizard into space who has stolen the body of a command member to their ship.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, reporting a person you saw wearing contraband over the radio.&lt;br /&gt;
|-&lt;br /&gt;
|As an assistant, defending yourself or another person from an attacker until they retreat or you crit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 9 - Interacting with SSD/AFK players ==&lt;br /&gt;
SSD (Space Sleep Disorder) players are those who have disconnected from the game but can still return to their character. They are identified by yellow text upon inspection and Zs next to their character model. AFK players are those who remain in-game but are unresponsive to interactions around them.&lt;br /&gt;
Killing or robbing an SSD player does not contribute to interesting gameplay—it disrupts both the killer&#039;s and the victim&#039;s experience. If your target is SSD, use Ahelp to determine the appropriate course of action.&lt;br /&gt;
&lt;br /&gt;
==== General Rules for SSD/AFK Interactions ====&lt;br /&gt;
&lt;br /&gt;
* You may not interact with SSD players unless doing so falls into one of the following cases:&lt;br /&gt;
** Moving them to a cryo-pod&lt;br /&gt;
** Providing medical assistance&lt;br /&gt;
** Rescuing them from immediate danger (e.g., carrying them out of a fire)&lt;br /&gt;
* If a player with SSD has a Wanted status, they may not be detained without administrator permission.&lt;br /&gt;
** However, if the player went SSD during or immediately after detention, the arrest may proceed.&lt;br /&gt;
* Antagonists may continue their interactions with a target if the player enters SSD after an attack has begun.&lt;br /&gt;
* If interacting with an SSD player is necessary for roleplay or progression (e.g., retrieving critical equipment from a Captain), if in doubt, use ahelp first to confirm.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on SSD Item Theft ====&lt;br /&gt;
&lt;br /&gt;
* Stealing items from SSD players is prohibited, except when fulfilling specific objectives such as missions to acquire cloaks, medals, figurines, IDs or other unique items.&lt;br /&gt;
* Items that directly aid you in completing your objectives (Such as the RD&#039;s ID if they do not have their experimental hardsuit on them, or the Captain&#039;s ID if they do not have their laser pistol on them) are allowed to be stolen.&lt;br /&gt;
&lt;br /&gt;
== Rule 10 – Erotic Roleplay (ERP) is forbidden ==&lt;br /&gt;
Erotic Roleplay (ERP) is strictly prohibited. This includes any roleplay involving descriptions, mentions, or enactments of sexual acts, whether through text, images, or any other form of content.&lt;br /&gt;
&lt;br /&gt;
Shifts should not revolve around romantic relationships or dating between characters. While basic interactions such as hugging is allowed, descriptions must remain non-graphic and non-extreme. Romantic relationships between characters are also expressly forbidden.&lt;br /&gt;
&lt;br /&gt;
==== Clarifications on Acceptable Language ====&lt;br /&gt;
In-character insults are not considered ERP, as long as they do not become excessive or extreme. Some examples of acceptable insults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;quot;Fuck you&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;You&#039;re a motherfucker&amp;quot; - insult&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;How about you eat me instead?&amp;quot; - Response to an unreasonable request&lt;br /&gt;
|}&lt;br /&gt;
It is best to avoid borderline content, ensuring roleplay remains appropriate within the established guidelines.&lt;br /&gt;
&lt;br /&gt;
== Rule 11 - New Life ==&lt;br /&gt;
The New Life system allows players to rejoin the round as a new character after death. However, this feature comes with roleplay restrictions to maintain fairness and immersion.&lt;br /&gt;
&lt;br /&gt;
Upon respawning as a new character, you forget everything you knew as your past character or ghost. This means:&lt;br /&gt;
&lt;br /&gt;
* You may not seek out your previous body, return to your prior workplace, or attempt to reclaim any possessions you previously owned.&lt;br /&gt;
* You may not interact with the players who were responsible for your previous character’s death. Any conflicts or grudges from your past life must not carry over.&lt;br /&gt;
* You may not reference past events in any way. Your new character has no memory of them.&lt;br /&gt;
&lt;br /&gt;
==== New Life Abuse examples: ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Spamming new characters to re-enter the round repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to intentionally roll for antagonist slots.&lt;br /&gt;
|-&lt;br /&gt;
|Using New Life to avoid in-character consequences, like a security sentence.&lt;br /&gt;
|-&lt;br /&gt;
|Using a new character to get revenge on a player who harmed you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 12 - Silicons Must Follow Their Laws ==&lt;br /&gt;
&lt;br /&gt;
* Silicon laws override all other gameplay, roleplay, and server rules.&lt;br /&gt;
&lt;br /&gt;
* Follow laws in order, with the lowest numbered/top (or glitched) rule taking priority over the ones beneath it.&lt;br /&gt;
&lt;br /&gt;
* You cannot request a law change, or willingly allow an unauthorized law change. &lt;br /&gt;
*# Authorized law changes are to be allowed as long as consistent with your laws.&lt;br /&gt;
*# Authorized law changes can be found in the Command SOP.&lt;br /&gt;
*# Lethal force may be used in the case of unauthorized law changes.&lt;br /&gt;
&lt;br /&gt;
* You must remain consistent with your interpretation of your laws.&lt;br /&gt;
&lt;br /&gt;
* Crew ID determines who/what is defined as crew. Any appropriate job icon is to be considered crew.&lt;br /&gt;
*# Zombies/Antags/Nuclear Operatives with &#039;&#039;&#039;proper ID&#039;&#039;&#039; are to be considered crew.&lt;br /&gt;
*# &#039;&#039;&#039;Visitors are not crew&#039;&#039;&#039; until they have been hired by HoP. [The V icon]&lt;br /&gt;
&lt;br /&gt;
* Crew harm refers to physical harm, prioritized by immediacy and likelihood.&lt;br /&gt;
&lt;br /&gt;
* You may ignore crew orders that are unreasonable, such as asking a silicon to round remove themselves without a good reason.&lt;br /&gt;
&lt;br /&gt;
== Rule 13 - Command and Whitelist Expectations ==&lt;br /&gt;
Players in Command roles and Whitelisted positions are held to a higher standard of roleplay and are expected to act professionally and responsibly. Both groups must follow their Standard Operating Procedures (SOP) to ensure the integrity of their roles. &lt;br /&gt;
&lt;br /&gt;
Misuse of command or whitelisted roles may result in a roleban, with repeated offenses leading to a server ban or a permanent ban from command and whitelist positions.&lt;br /&gt;
&lt;br /&gt;
This applies especially to Magistrates and NanoTrasen Representatives, who must uphold their duties with integrity. Willfully violating SOP, abusing power, or lying to Central Command may result in a permanent ban from these roles.&lt;br /&gt;
&lt;br /&gt;
==== Expectations for Command &amp;amp; Whitelisted Players ====&lt;br /&gt;
&lt;br /&gt;
* Command members must follow their assigned SOP, ensuring fair leadership and proper department management.&lt;br /&gt;
* Whitelisted players are required to adhere to SOPs, maintaining the integrity of specialized roles and demonstrating strong roleplay skills.&lt;br /&gt;
* Proper attire should be worn at all times—command and whitelisted roles should be dressed appropriately for their positions.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Punishable Actions ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Head of Personnel granting All Access to all passengers, violating SOP guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|Overly abusive department heads mistreating subordinates or disregarding SOP duties.&lt;br /&gt;
|-&lt;br /&gt;
|Complete neglect of SOPs, acting outside the expected responsibilities of the role.&lt;br /&gt;
|-&lt;br /&gt;
|General LRP behavior or violating Rule 3 regarding MRP logic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rule 14 - Continuity Guidelines ==&lt;br /&gt;
Some information, continuity, and memory is carried between rounds on Starlight, within set limits. This is accomplished in universe by the PSO Cloning System, and comes with some limits and rules to ensure smooth roleplay and minimal disruption.&lt;br /&gt;
&lt;br /&gt;
You can only remember information from shifts that you survive. This means if you are stranded or killed, you forget the shift completely. If your body is revivable when it reaches CentComm, you also remember the shift but you forget all of the details leading up to your death per Rule 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any information that is [[Metashield|Metashielded]] is forgotten between shifts&#039;&#039;&#039;, and is wiped from your clone&#039;s memory.&lt;br /&gt;
&lt;br /&gt;
IE: A Captain who survives a Revolution will still have information about the Revolution wiped, and won&#039;t remember it happening that shift.&lt;br /&gt;
&lt;br /&gt;
You may remember that crimes occurred, but you will never remember who committed them. This includes if you yourself were a Syndicate Agent.&lt;br /&gt;
&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Social interactions with another character, such as getting drinks at the bar or even getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|Which jobs characters usually work- though this may not be used to meta that something is &#039;up&#039; if someone isn&#039;t working their usual job&lt;br /&gt;
|-&lt;br /&gt;
|The layout of the station, though some leeway should be given for forgetting secret rooms- maints are an ever changing maze even if they look the same every shift for OOC reasons&lt;br /&gt;
|}&lt;br /&gt;
Examples of things you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; remember:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Joe the Botanist was a Syndicate who stole the Captain&#039;s Jetpack&lt;br /&gt;
|-&lt;br /&gt;
|Nuclear Operatives attacking the station&lt;br /&gt;
|-&lt;br /&gt;
|CentComm calling Code Epsilon and killing a bunch of people on the station&lt;br /&gt;
|-&lt;br /&gt;
|Witnessing a Hollow body or seeing a Changeling eat someone&lt;br /&gt;
|-&lt;br /&gt;
|As NanoTrasen Representative, remembering that last shift had Nuclear Operatives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=User:Aleph&amp;diff=721</id>
		<title>User:Aleph</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=User:Aleph&amp;diff=721"/>
		<updated>2025-04-27T05:47:01Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;Hi! Hello! Hi! Yes this is I! The poom! The poom poom! The puma min! Catmin! Sometimes smol, sometimes lorge, sometimes evil.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Hello! Hi! Yes this is I! The poom! The poom poom! The puma min! Catmin! Sometimes smol, sometimes lorge, sometimes evil.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=720</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=720"/>
		<updated>2025-04-27T05:45:46Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Warden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Armory weapons shall not be taken outside the brig on Code Green. Lethal sidearms (defined as any gun that can fit in your pockets) are allowed on all alert levels  and are not considered Armory Weapons.&lt;br /&gt;
&lt;br /&gt;
2. Armory weapons will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered armory weapons. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. Official Security uniforms are any uniforms that are found in any security locker, or Security vendor.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are permitted to assign sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Mk 58&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out armory weapons on Code Blue with a permit, or Code Red or above. The Warden will respect a permit issued by the Captain for the Blueshield Officer, and assist them in retrieving the specified weapon from the armory within reason.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
= Detective =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
5. A paper copy of an arrest report should be created and then given to the prisoner after detainment, unless station threats are imminent.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=719</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=719"/>
		<updated>2025-04-27T04:35:30Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Warden */ Changing clause 3 from handing out lethals on blue to armory weapons (long arms) on blue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Armory weapons shall not be taken outside the brig on Code Green. Lethal sidearms (defined as any gun that can fit in your pockets) are allowed on all alert levels  and are not considered Armory Weapons.&lt;br /&gt;
&lt;br /&gt;
2. Armory weapons will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered armory weapons. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. Official Security uniforms are any uniforms that are found in any security locker, or Security vendor.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are permitted to assign sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Mk 58&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out armory weapons on Code Blue with a permit, or Code Red or above. The Warden will respect a permit issued by the Captain for the Blueshield Officer, and assist them in retrieving the specified weapon from the armory.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
= Detective =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
5. A paper copy of an arrest report should be created and then given to the prisoner after detainment, unless station threats are imminent.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=718</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=718"/>
		<updated>2025-04-25T09:50:47Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Revealed by Discovery */ Implants added to the list of examples.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the ‘Metashield’? ==&lt;br /&gt;
This page is a list of things or information protected by the rules, in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline rule]]. Something that is “shielded” cannot be known by your character until the “revealing conditions” happen, or unless specified by their job. This also means your character cannot do things based on “shielded” information. Knowing or acting on something that is shielded before the revealing condition is metagaming.&lt;br /&gt;
&lt;br /&gt;
Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once your character knows something, they know it for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, if you are capable of purchasing an item or spawn with it, or are yourself the secret, you know of it. For example, Thieves know about Chameleon items, Nukies know they exist, etc.&lt;br /&gt;
&lt;br /&gt;
For the sake of this page, AI is considered part of Command. Anything that the Captain knows, the AI also knows.&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheet ==&lt;br /&gt;
Please refer to the full listing for more details, especially of which jobs have information revealed, and what constitutes &#039;discovery&#039; of information. This cheat sheet exists not to teach, but to remind. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Metashield#Never Revealed IC | &#039;&#039;&#039;Never Revealed IC&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Believed Rumors | &#039;&#039;&#039;Believed Rumors&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed to Certain Jobs | &#039;&#039;&#039;Revealed to Certain Jobs&#039;&#039;&#039;]]&lt;br /&gt;
! [[Metashield#Revealed by Discovery | &#039;&#039;&#039;Revealed by Discovery&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|The current gamemode and possible antagonists&lt;br /&gt;
|Abductors are probably real, but nobody knows specifics&lt;br /&gt;
|Changelings are real and how they function&lt;br /&gt;
|Chameleon items exist&lt;br /&gt;
|-&lt;br /&gt;
|Information from previous rounds&lt;br /&gt;
|Vampires are probably real, but nobody knows specifics&lt;br /&gt;
|Which corporations are members of the Syndicate&lt;br /&gt;
|Additional communication channels in headsets&lt;br /&gt;
|-&lt;br /&gt;
|Information from other characters you played&lt;br /&gt;
|Wizards are probably real, but nobody knows specifics&lt;br /&gt;
|Zombies are real and how they function&lt;br /&gt;
|Secret purpose items like exploding pens&lt;br /&gt;
|-&lt;br /&gt;
|Information about other players rather than their characters&lt;br /&gt;
|&lt;br /&gt;
|Ninjas are real and what their goals and tools are&lt;br /&gt;
|Deathsquad&#039;s true purpose&lt;br /&gt;
|-&lt;br /&gt;
|Information gained while dead, sleep, critical, observing, or a ghost&lt;br /&gt;
|&lt;br /&gt;
|Revolutionaries use mind control flashes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives are real&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Gods are real&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metashields ==&lt;br /&gt;
=== Never Revealed IC ===&lt;br /&gt;
Anything listed below can never be known by your characters, and knowledge of any of the below always constitutes metagaming.&lt;br /&gt;
* The current game mode and possible antagonists during the current game mode.&lt;br /&gt;
* Events you experienced as a different character.&lt;br /&gt;
* All information related to the player of a character rather than the character itself.&lt;br /&gt;
* All information gained while critical, dead, sleep, a ghost, unconscious in any way, or observing.&lt;br /&gt;
=== Believed Rumors ===&lt;br /&gt;
Rumors that exist, which are commonly believed. These are often partial-truths that are accepted due to numerous witness testimonies and a lack of any effort to obscure this information, but come with blind spots and misconceptions.&lt;br /&gt;
* Abductors are understood to probably be real, but are so rarely encountered that most people have never seen one. This has not prevented their image from seeping into media and iconography. What they actually do and how they function is completely unknown.&lt;br /&gt;
* Vampires are understood to be real, but most people believe outlandish versions that more closely resemble movie vampires than actual vampires. Knowledge of the Vampire Elders is completely unknown.&lt;br /&gt;
* Wizards are understood to be real, but most people believe them to be an esoteric and outlandish cult mistaking alien artifacts for wizardry. The Wizard Federation is a known faction, but how they operate and what they do is completely unknown.&lt;br /&gt;
=== Revealed to Certain Jobs ===&lt;br /&gt;
Things that are only known to individuals working specific jobs on the station. This covers cases when a certain job should realistically come into contact with these things often, and failure to know them while holding certain positions would be considered incompetence.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Changelings are real. The concept of shapeshifters exists in media in universe, but the fact that they are real, how they function, and how to test for one is unknown to the common crewmember.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Brigmedics&lt;br /&gt;
** Heads of Security&lt;br /&gt;
** Wardens&lt;br /&gt;
** Chief Medical Officers&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing someone using any Changeling abilities&lt;br /&gt;
** Discovering a Hollow corpse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that certain corporations such as Donk Co, Cybersun, etc are in league with the Syndicate is kept fairly well concealed. The war between the corporations is an underground cold war in most shifts. This does not shield the fact that the Syndicate exists, just which corporations are a part of the Syndicate.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Syndicate&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Zombies are believed to be a completely fabricated story to most crew. Zombies are outlandish, and you will be mocked for believing in them. Likewise, any chemicals that can cause or cure Zombification are also considered nonsense to most. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Medical&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Command&lt;br /&gt;
** Initial Infected and Infected&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing the dead rising&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Ninjas are real, how they operate, and what their goals are is kept fairly well concealed. Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Greytide Virus’s work. What Ninjas are, what they want, and what they can do is mostly unknown.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Ninja&lt;br /&gt;
** Seeing a Ninja’s equipment, such as their suit or katana&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Revolutionaries use Mind Control, and how that Mind Control is applied, is unknown to the average crewmember. The concept of a revolution, and there being leaders to that revolution, is obviously not shielded. Only specified jobs know about the Mind Control Flashes, or that Mindshields are needed to prevent or undo them.&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Command&lt;br /&gt;
** Security&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** Revolutionaries and Former Revolutionaries&lt;br /&gt;
** Head Revolutionaries&lt;br /&gt;
* Revealed to others by:&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
** Witnessing a Conversion directly&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The existence of Nuclear Operatives are considered a total fabrication, insane spacer tall tales made up to scare off annoying passengers and only high ranking members within NanoTrasen are aware they exist, that being Captain, Central Command and those sent by NanoTrasen themselves. It is a fabrication that has gained some traction in media however, with Blood-Reds being incorporated into toy lines across numerous sectors. Despite this, the nuke disk is obviously known to be a potential target for bad actors, and must be protected. Not even other Syndicate Agents know that Nuclear Operatives are real, believing the hardsuits to simply be ordinary Syndicate gear. Those that do know of Nuclear Operatives are expected to keep a tight lid on that knowledge, as revealing they exist can cause mass panic and termination of their contract.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Captains&lt;br /&gt;
** AIs&lt;br /&gt;
** Blue Shield Officers&lt;br /&gt;
** NanoTrasen Representatives&lt;br /&gt;
** Central Command and their forces&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
** Discovering a Nuclear Operative’s Shuttle&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Declaration of a War Op&lt;br /&gt;
** Being directly told by somebody who does know&lt;br /&gt;
----The fact that the Gods are real entities with real powers is unknown to almost everybody, including their most devout followers among crew with the exception of the chaplain themselves. You can not claim to have witnessed them prior, and any proof you see must be the first true proof you have ever seen. You may believe something to have been a miracle, but it can not have actually been one. This includes Ratvar, Nar’sei, and the Honkmother.&lt;br /&gt;
&lt;br /&gt;
* Revealed to:&lt;br /&gt;
** Chaplains&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing a miracle&lt;br /&gt;
** Being spoken to by the gods&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Witnessing the God physically&lt;br /&gt;
&lt;br /&gt;
=== Revealed by Discovery ===&lt;br /&gt;
Things that are unknown until specific circumstances reveal them, judged on a case-by-case basis. Knowing any of these things without them being revealed is metagaming.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Chameleon items exist is unknown to everyone. Suspicion of an item being fake or stolen is not shielded, but testing items or calling them chameleon is metagaming. This prohibits right-click testing items for chameleon options, as untrained individuals would not know how to activate or use chameleon items.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing someone else cause any chameleon item to change&lt;br /&gt;
** Finding holographic nanomachine fibers&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink Being a Thief or Syndicate&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that a headset has additional comms channels. This prohibits randomly checking headsets with right-click to see channels, or using a screwdriver to remove encryption keys without probable cause. This also shields the existence of Syndicate Encryption Keys&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Witnessing someone add an unauthorized encryption key to their headset&lt;br /&gt;
** Witnessing someone use the headset to communicate in a channel that can not be heard, primarily for Command who have all channels and can hear that what they said was not in any standard channels&lt;br /&gt;
** Hearing someone speak in a channel they should not have access to, or knowing they have stolen Encryption Keys or headsets during the shift&lt;br /&gt;
** Seeing a Syndicate Encryption Key&lt;br /&gt;
** Being a Syndicate&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
** Hearing someone speak in the Syndicate channel while wearing a headset&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that an item can be something other than what its visual appearance and examine description indicates. This exists to protect stealth items such as energy pens, explosive pens, implants, etc. This includes the Cybersun pen’s ability to rewrite documents, though Cybersun pens are still contraband regardless. This prohibits using damage values, charge indicators, or any other right-click options to know that it is anything other than what it appears to be.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Seeing an item behave differently than the expected behavior for the item&lt;br /&gt;
** Seeing the item used for its hidden purpose&lt;br /&gt;
** Experiencing a situation where absolutely no other explanation is possible&lt;br /&gt;
** Discovering an unlocked uplink&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The fact that Deathsquad is used to terminate NanoTrasen stations. Deathsquad is known to exist as an arm of Central Command, but it is believed to be their ‘Navy Seals’. Any illegal or horrific use of Deathsquad is shielded. NT Personnel should never reveal to crew the true purpose of deathsquad, unless forced through duress or code epsilon is declared.&lt;br /&gt;
&lt;br /&gt;
* Revealed by:&lt;br /&gt;
** Code Epsilon being declared&lt;br /&gt;
** Being a Magistrate, BSO, or NT Representative.&lt;br /&gt;
** Being a member of Deathsquad&lt;br /&gt;
** Being a Nuclear Operative&lt;br /&gt;
** Witnessing Deathsquad perform crew executions&lt;br /&gt;
&lt;br /&gt;
=== Metafriending and Metagrudging ===&lt;br /&gt;
This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging.&lt;br /&gt;
&lt;br /&gt;
Friendships between characters may grow and develop and carry over between rounds, so long as they are not based solely on knowing someone out of character and this friendship does not impede or prevent you from fulfilling traitor objectives that harm them.&lt;br /&gt;
&lt;br /&gt;
==== Metafriending Examples ====&lt;br /&gt;
&lt;br /&gt;
* Giving a character additional access or a job because you are friends with the player who is playing that character.&lt;br /&gt;
* Trusting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Not fighting a character because you are friends with the player who is playing that character.&lt;br /&gt;
* Ignoring your objective to kill a character because your character and theirs became friends in a previous round.&lt;br /&gt;
&lt;br /&gt;
==== Metagrudging Examples ====&lt;br /&gt;
&lt;br /&gt;
* Not giving a character additional access or a job because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Not trusting a character because you are mad at or don&#039;t like the player who is playing that character.&lt;br /&gt;
* Starting a fight with a character because of something that they did last round.&lt;br /&gt;
* Starting a fight with a character because they killed you while you were playing a different character.&lt;br /&gt;
* Targeting or harassing a character based on anything which that character did outside of the current round.&lt;br /&gt;
* Targeting or harassing a character based on anything which the character&#039;s player did while not playing the character.&lt;br /&gt;
&lt;br /&gt;
== Explicitly Not Shielded ==&lt;br /&gt;
The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn’t mean that it is shielded, but if something is on it then it definitely is not shielded.&lt;br /&gt;
&lt;br /&gt;
* The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station.&lt;br /&gt;
* The fact that alternative law sets for a Cyborg or AI exist, and could be used to alter the Silicon’s behavior. Antimov included.&lt;br /&gt;
* Items that are of high value and are desired by the Syndicate, and are therefore likely targets of theft. Should include all high value items, not just items known to be Traitor objectives OOC.&lt;br /&gt;
* The idea that any Syndicate Agent or bad actor has goals or objectives that they are attempting to accomplish. They must have been sent here for a reason.&lt;br /&gt;
* The fact that the Syndicate exist and are enemies of NanoTrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack NanoTrasen. Which corporations are a part of the Syndicate is shielded.&lt;br /&gt;
* A character’s typical appearance, though you should keep in mind that multiple characters can share the same name or features.&lt;br /&gt;
* The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks.&lt;br /&gt;
* The existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cargo_SOP&amp;diff=716</id>
		<title>Cargo SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cargo_SOP&amp;diff=716"/>
		<updated>2025-04-23T10:18:22Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Command SOP clause for QM to bring it line with CE.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Handling Orders ==&lt;br /&gt;
Orders are to be taken and handled as they come in. Orders out of the ordinary or not on the pre-approved list for a department are to be vetted with Item Request Forms.&lt;br /&gt;
&lt;br /&gt;
1. Only Cargo Technicians and the Quartermaster shall place orders. Non-Cargo crew members should never touch the cargo computer.&lt;br /&gt;
&lt;br /&gt;
2. On Codes Red, Violet, or Gamma, item request forms shall not be required for any orders for Security, and Medical respectively.&lt;br /&gt;
&lt;br /&gt;
3. Orders are not required to be delivered to their recipients. However, the mailing system or normal deliveries may take place on Code Green or Blue.&lt;br /&gt;
&lt;br /&gt;
4. Item Request Forms are to be filled out should the requestor&#039;s department not match the pre-approved item list. &lt;br /&gt;
&lt;br /&gt;
5. Passengers must fill out an Item Request Form for any request.&lt;br /&gt;
&lt;br /&gt;
6. To be valid the order request form must must state:&lt;br /&gt;
* Time of request.&lt;br /&gt;
* Name and title of requestor.&lt;br /&gt;
* Quantity of items and reason for request.&lt;br /&gt;
* Any special statements or considerations.&lt;br /&gt;
* Stamp from the requestor&#039;s head if the order is large or contains potential contraband.&lt;br /&gt;
7. All orders should have 3 copies. &lt;br /&gt;
* One copy is to be stored for future review if needed, such as a Security review.&lt;br /&gt;
* One copy is to be placed for the Quartermaster&#039;s review.&lt;br /&gt;
* One copy is to be returned for the requestor for proof of their order.&lt;br /&gt;
The order may then be entered fully into the cargo request computer. The entered request should include all relevant information that was provided, including reason for the order, as well as requestor. &#039;&#039;&#039;The request SHOULD NOT be approved.&#039;&#039;&#039; Technicians may not approve requests unless it is an emergency.&lt;br /&gt;
&lt;br /&gt;
8. Upon receipt of 5 or more requests, or after 15 minutes, all current requests should be brought to the Quartermaster for review and approval. Alternatively, the Quartermaster may use their digiboard, and a cargo technician may approve the paperwork with the relevant stamp.  &lt;br /&gt;
&lt;br /&gt;
7. Once an order has arrived, the order slip that came with the order should be posted outside of Cargo for the requestor&#039;s use.&lt;br /&gt;
&lt;br /&gt;
8. In order to receive their order, the requestor must bring their original request form and present it to the cargo technician or Quartermaster. &lt;br /&gt;
&lt;br /&gt;
9. Non-cargo personnel may not use the cargo ordering computer.&lt;br /&gt;
&lt;br /&gt;
10. Orders for the basic materials (glass, steel, plastic, cloth) may be placed by cargo personnel for the Cargo department if the material is below a limit of 180 between all lathes and loose resources.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Approved Materials List ===&lt;br /&gt;
This pre-approved materials list does &#039;&#039;&#039;not&#039;&#039;&#039; mean that you must order the item, rather it means that the Item Request Form may be omitted. Consideration to the station&#039;s needs and Cargo&#039;s budget still applies.&lt;br /&gt;
&lt;br /&gt;
Basic Materials are considered to be:&lt;br /&gt;
&lt;br /&gt;
* Steel&lt;br /&gt;
* Glass&lt;br /&gt;
* Plastic&lt;br /&gt;
* Cloth&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #CCAA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Engineering&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials&lt;br /&gt;
|-&lt;br /&gt;
| Plasteel&lt;br /&gt;
|-&lt;br /&gt;
| Basic Hand Tools&lt;br /&gt;
|-&lt;br /&gt;
| HV/MV/LV Cable&lt;br /&gt;
|-&lt;br /&gt;
| Engi-Vend and YouTool restocks&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Containment Jar Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #8822EE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Science&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer/lathes ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
|-&lt;br /&gt;
| Artifacts&lt;br /&gt;
|-&lt;br /&gt;
| RoboTech Deluxe Restock&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #4488CC;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Medical&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Chemicals Crate (D/P/S)&lt;br /&gt;
|-&lt;br /&gt;
| NanoMed Plus Restock&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #EE2222;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Security&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Implanter Crate&lt;br /&gt;
|-&lt;br /&gt;
| SecTech Restock Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #66AA44; font-size: 32px&amp;quot;&amp;gt;Service&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Bartender&lt;br /&gt;
|-&lt;br /&gt;
| Bartending Supplies Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Botanist&lt;br /&gt;
|-&lt;br /&gt;
| Seed Crate &lt;br /&gt;
- Does not apply to Medical or Exotic seeds crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Janitor&lt;br /&gt;
|-&lt;br /&gt;
| Janitorial Trolley&lt;br /&gt;
|-&lt;br /&gt;
| Janitorial Supplies Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #EE22AA;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Clown/Mime&lt;br /&gt;
|-&lt;br /&gt;
| Any and all orders require QM and HoP stamps for approval.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cargo Technician ==&lt;br /&gt;
1. Technicians report directly to the quartermaster.&lt;br /&gt;
&lt;br /&gt;
2. Technicians are responsible for handling of orders, and retrieval from the ATS once an order is approved. Orders must not be delayed to being on station more than 10 minutes after approval. must not be delayed more than 10 minutes. Delays longer than this, without sufficient cause, can be considered negligence or incompetence.&lt;br /&gt;
&lt;br /&gt;
3. Crates that are part of an order should not be opened. Instead their label should be checked for questions about their contents and the requestor.&lt;br /&gt;
&lt;br /&gt;
4. Secure crates should not be opened by force. An exception is made if ordered to do so by the head of the relevant department or captain during an emergency.&lt;br /&gt;
&lt;br /&gt;
5. Issues with policy or employment should be directed to the quartermaster or head of personnel. Any mention of &amp;quot;Cargonia&amp;quot; will be met with contract termination.&lt;br /&gt;
&lt;br /&gt;
== Quartermaster ==&lt;br /&gt;
1. The Quartermaster is responsible for making sure that every batch of orders approved arrives on station within 15 minutes of approval.&lt;br /&gt;
&lt;br /&gt;
2. It is the Quartermaster&#039;s ultimate responsibility to make sure all forms are correct and in order. In case of dire emergencies such as imminent warhead detonation, paperwork may be filled out at a later date.&lt;br /&gt;
&lt;br /&gt;
3. The Quartermaster may not order security equipment without the express permission of the Head of security or the captain. In dire emergencies, paperwork may be filed at a later date.&lt;br /&gt;
&lt;br /&gt;
4. The Quartermaster may authorize non-standard orders, however any misuse of materials or crimes committed involving these orders will also implicate the Quartermaster.&lt;br /&gt;
&lt;br /&gt;
5. The Quartermaster may not go on salvage expeditions.&lt;br /&gt;
&lt;br /&gt;
6. The standard Command SOP applies.&lt;br /&gt;
&lt;br /&gt;
== Salvage Specialist ==&lt;br /&gt;
1. You report directly to the quartermaster, and should communicate with the QM before and after each expedition with a verbal status report. After every 3 expeditions, a formal paper report must be submitted to the Quartermaster for evaluation, included shall be:&lt;br /&gt;
&lt;br /&gt;
* Any contraband found &lt;br /&gt;
* Any salvage materials found&lt;br /&gt;
* Any damage to the ship/crew&lt;br /&gt;
&lt;br /&gt;
2. Dangerous expeditions may only be undertook with the express permission of the quartermaster. Going on unauthorized expeditions is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
4. Contraband found while on an expedition may not be used. Exceptions for imminent loss of life or grievous bodily harm are accepted.&lt;br /&gt;
&lt;br /&gt;
5. Upon arrival to the station, all contraband must be delivered to the Security department immediately.&lt;br /&gt;
&lt;br /&gt;
6. Salvage Specialists are to follow the guidelines for Cargo Technicians when on station.&lt;br /&gt;
&lt;br /&gt;
== Mining Specialist ==&lt;br /&gt;
1. You report directly to the Quartermaster and are considered equal with others in the department.&lt;br /&gt;
&lt;br /&gt;
2. Mining Specialists must deliver one ore bag full of ore &#039;&#039;&#039;each&#039;&#039;&#039; before performing any other duties.&lt;br /&gt;
&lt;br /&gt;
3. Mining Specialists may not go on combat oriented expeditions.&lt;br /&gt;
&lt;br /&gt;
4. Mining Specialists are expected to act according to the Salvage Specialist and Cargo Technician subsections when away from and on the station respectively.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=715</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=715"/>
		<updated>2025-04-23T10:13:19Z</updated>

		<summary type="html">&lt;p&gt;Aleph: HoS: Added a new section where the HoS must follow the command SOP, fixed grammatical errors, added emphasis on the warden clause.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Starlight Security SOP&#039;&#039;&#039; ==&lt;br /&gt;
This SOP is intended to assist the station’s crew in proper behavior of security personnel. Any violations of this SOP should be brought to the Head of Security or Captain. Do note that SOPs should be taken in light of the context however, and are not rigid rules and may be malleable depending on the circumstances. Space law should be consulted for any imprisonment times or conflicts.&lt;br /&gt;
&lt;br /&gt;
= General Security =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all security members, unless otherwise stated in their specific SOP&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Armory weapons shall not be taken outside the brig on Code Green. Lethal sidearms are allowed on all alert levels (mk58, WT550, revolvers, etc.) and are not considered Armory Weapons.&lt;br /&gt;
&lt;br /&gt;
2. Armory weapons will be issued on a permit basis on Code Blue, and are allowed to all Security Personnel on Code Red. Disabler SMGs are not considered armory weapons. &lt;br /&gt;
&lt;br /&gt;
3. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
4. Security personnel are required to state the reason for an arrest before any action may be taken against a suspect. This does not apply on Code Red, or if a suspect flees when approached.&lt;br /&gt;
&lt;br /&gt;
5. Security personnel must bring suspects to the brig uncuffed. This does not apply on Code Red, or if a suspect has already fled or become uncooperative.&lt;br /&gt;
&lt;br /&gt;
6. Security personnel may not request entry to a department, unless in pursuit of a suspect, or on Code Blue or Code Red.&lt;br /&gt;
&lt;br /&gt;
8. Searches may be conducted randomly on Codes Red and Blue, and on Green with an applicable warrant. Crew refusing searches on Blue/Red may be detained.&lt;br /&gt;
&lt;br /&gt;
9. All Security personnel must wear at least one piece of an official Security uniform at all times. Official Security uniforms are any uniforms that are found in any security locker, or Security vendor.&lt;br /&gt;
&lt;br /&gt;
10. Security personnel should refrain from wearing hardsuits or magboots unless an imminent threat or massive station damage is present.&lt;br /&gt;
&lt;br /&gt;
11. Security personnel may forcefully relocate crew members to their departments on Codes Red, Violet, Yellow, or Gamma.&lt;br /&gt;
&lt;br /&gt;
= Cadet =&lt;br /&gt;
1. Cadets are to assign themselves to a Security Officer if one is not assigned to them.&lt;br /&gt;
&lt;br /&gt;
2. Cadets may only use lethal equipment on Code Red.&lt;br /&gt;
&lt;br /&gt;
= Security Officer =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. Security Officers are to patrol the station unless an active threat has been recognized.&lt;br /&gt;
&lt;br /&gt;
3. Security Officers are permitted to assign sentences up to 15 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 mintues. Sentences over 15 minutes must be approved by the warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
4. It is advised on Code Blue or above that Security Officers patrol the station in pairs.&lt;br /&gt;
&lt;br /&gt;
= Brigmedic =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Disabler&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Advanced Medkit&lt;br /&gt;
* Seclite&lt;br /&gt;
* BrigBuddy 5000&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
&lt;br /&gt;
2. Brigmedics may not perform Security Officer duties unless Security is severely understaffed, or a crime has occurred in their sight.&lt;br /&gt;
&lt;br /&gt;
3. Brigmedics must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
4. Brigmedics putting themselves in excessive danger, and by extension the entire department, are to be considered negligent in their duties.&lt;br /&gt;
&lt;br /&gt;
= Warden =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Mk 58&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The Warden may not perform normal Security Officer duties, or arrests, if sufficient numbers of Security Officers are active. This is waived on Code Red or above.&lt;br /&gt;
&lt;br /&gt;
3. The Warden may choose to hand out lethal weapons on Code Blue with a permit, or Code Red or above. The Warden will respect a permit issued by the Captain for the Blueshield Officer, and assist them in retrieving the specified weapon from the armory.&lt;br /&gt;
&lt;br /&gt;
4. The Warden may choose to hand out body armor on Code Blue or above.&lt;br /&gt;
&lt;br /&gt;
4. Uncooperative prisoners, or those deemed to be a flight risk may be cuffed, straightjacketed, or have an electropack placed on them.&lt;br /&gt;
&lt;br /&gt;
5. Portable flashers and Barriers may be deployed on Code Blue or above. &lt;br /&gt;
&lt;br /&gt;
= Detective =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Inspector&lt;br /&gt;
* Forensic Gloves&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Forensic Pads&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Seclite&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
&lt;br /&gt;
2.  The Detective is permitted to patrol with a Security Officer on all alert levels, but should focus on collecting of evidence and investigations at all times.&lt;br /&gt;
&lt;br /&gt;
3. When acting as a Security Officer, the Detective must follow all Security Officer guidelines listed above.&lt;br /&gt;
&lt;br /&gt;
4. The Detective is permitted to wear non-security uniforms for undercover investigations, with approval from the Head of Security. The Detective&#039;s Security ID should be on their person at all times, however. &lt;br /&gt;
&lt;br /&gt;
5. The Detective is permitted to interrogate detained suspects, however any detainment must be subtracted from their overall arrest time.&lt;br /&gt;
&lt;br /&gt;
= Head of Security =&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* WT550 &#039;&#039;&#039;OR&#039;&#039;&#039; Energy Shotgun&lt;br /&gt;
* Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Combat Knife&lt;br /&gt;
* Security Radio&lt;br /&gt;
* Handcuffs or Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
&lt;br /&gt;
2. The standard Command SOP applies with the exception of section 6, as for which, refer to the standard equipment listed above. &lt;br /&gt;
&lt;br /&gt;
3. When patrolling, the Head of Security must follow all Security Officer protocols as above. &lt;br /&gt;
&lt;br /&gt;
4. The Head of Security may overrule any sentence that is not assigned by an official NT Magistrate, but not for prisoners who have already had their sentences read to them. &lt;br /&gt;
&lt;br /&gt;
5. The Head of Security may not utilize the armory for their own personal benefit. &lt;br /&gt;
&lt;br /&gt;
6. The Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; follow the Warden&#039;s procedures for distributing any armory equipment, portable flashers, or portable barriers. &lt;br /&gt;
&lt;br /&gt;
7. If a Code Red is called, the Head of Security &#039;&#039;&#039;must&#039;&#039;&#039; state the reason for the Code Red. The Captain may perform this duty instead, with permission from the Head of Security. &lt;br /&gt;
&lt;br /&gt;
= Prisoner Treatment =&lt;br /&gt;
1. Prisoners must be read their list of crimes before the warden before sentencing can commence. Any time spent in confinement must be subtracted from the total time of their sentence.&lt;br /&gt;
&lt;br /&gt;
2. Arrested prisoners are to be searched upon entry to Security. IDs and PDAs are to be removed from prisoners while in confinement. Prisoners are to be provided/allowed their own radio communications equipment.&lt;br /&gt;
&lt;br /&gt;
Prisoner Searches include:&lt;br /&gt;
&lt;br /&gt;
* Pockets&lt;br /&gt;
* PDA Slots&lt;br /&gt;
* Bags&lt;br /&gt;
* Coats/Overwear&lt;br /&gt;
&lt;br /&gt;
3. Prisoners placed into confinement are to be unrestrained. Prisoners who become combative or pose a flight risk may be restrained at the Warden&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
4. Prisoners who receive perma/execution sentences may request a trial for their crimes, as decided by a jury of 12 of their peers. This may be waived in the face of imminent station destruction.&lt;br /&gt;
&lt;br /&gt;
5. A paper copy of an arrest report should be created and then given to the prisoner after detainment, unless station threats are imminent.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cargo_SOP&amp;diff=714</id>
		<title>Cargo SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cargo_SOP&amp;diff=714"/>
		<updated>2025-04-23T10:06:27Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Extension of the &amp;quot;Cargonia&amp;quot; clause to all cargo jobs as opposed to just Cargo Tech.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Handling Orders ==&lt;br /&gt;
Orders are to be taken and handled as they come in. Orders out of the ordinary or not on the pre-approved list for a department are to be vetted with Item Request Forms.&lt;br /&gt;
&lt;br /&gt;
1. Only Cargo Technicians and the Quartermaster shall place orders. Non-Cargo crew members should never touch the cargo computer.&lt;br /&gt;
&lt;br /&gt;
2. On Codes Red, Violet, or Gamma, item request forms shall not be required for any orders for Security, and Medical respectively.&lt;br /&gt;
&lt;br /&gt;
3. Orders are not required to be delivered to their recipients. However, the mailing system or normal deliveries may take place on Code Green or Blue.&lt;br /&gt;
&lt;br /&gt;
4. Item Request Forms are to be filled out should the requestor&#039;s department not match the pre-approved item list. &lt;br /&gt;
&lt;br /&gt;
5. Passengers must fill out an Item Request Form for any request.&lt;br /&gt;
&lt;br /&gt;
6. To be valid the order request form must must state:&lt;br /&gt;
* Time of request.&lt;br /&gt;
* Name and title of requestor.&lt;br /&gt;
* Quantity of items and reason for request.&lt;br /&gt;
* Any special statements or considerations.&lt;br /&gt;
* Stamp from the requestor&#039;s head if the order is large or contains potential contraband.&lt;br /&gt;
7. All orders should have 3 copies. &lt;br /&gt;
* One copy is to be stored for future review if needed, such as a Security review.&lt;br /&gt;
* One copy is to be placed for the Quartermaster&#039;s review.&lt;br /&gt;
* One copy is to be returned for the requestor for proof of their order.&lt;br /&gt;
The order may then be entered fully into the cargo request computer. The entered request should include all relevant information that was provided, including reason for the order, as well as requestor. &#039;&#039;&#039;The request SHOULD NOT be approved.&#039;&#039;&#039; Technicians may not approve requests unless it is an emergency.&lt;br /&gt;
&lt;br /&gt;
8. Upon receipt of 5 or more requests, or after 15 minutes, all current requests should be brought to the Quartermaster for review and approval. Alternatively, the Quartermaster may use their digiboard, and a cargo technician may approve the paperwork with the relevant stamp.  &lt;br /&gt;
&lt;br /&gt;
7. Once an order has arrived, the order slip that came with the order should be posted outside of Cargo for the requestor&#039;s use.&lt;br /&gt;
&lt;br /&gt;
8. In order to receive their order, the requestor must bring their original request form and present it to the cargo technician or Quartermaster. &lt;br /&gt;
&lt;br /&gt;
9. Non-cargo personnel may not use the cargo ordering computer.&lt;br /&gt;
&lt;br /&gt;
10. Orders for the basic materials (glass, steel, plastic, cloth) may be placed by cargo personnel for the Cargo department if the material is below a limit of 180 between all lathes and loose resources.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Approved Materials List ===&lt;br /&gt;
This pre-approved materials list does &#039;&#039;&#039;not&#039;&#039;&#039; mean that you must order the item, rather it means that the Item Request Form may be omitted. Consideration to the station&#039;s needs and Cargo&#039;s budget still applies.&lt;br /&gt;
&lt;br /&gt;
Basic Materials are considered to be:&lt;br /&gt;
&lt;br /&gt;
* Steel&lt;br /&gt;
* Glass&lt;br /&gt;
* Plastic&lt;br /&gt;
* Cloth&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #CCAA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Engineering&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials&lt;br /&gt;
|-&lt;br /&gt;
| Plasteel&lt;br /&gt;
|-&lt;br /&gt;
| Basic Hand Tools&lt;br /&gt;
|-&lt;br /&gt;
| HV/MV/LV Cable&lt;br /&gt;
|-&lt;br /&gt;
| Engi-Vend and YouTool restocks&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Containment Jar Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #8822EE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Science&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer/lathes ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
|-&lt;br /&gt;
| Artifacts&lt;br /&gt;
|-&lt;br /&gt;
| RoboTech Deluxe Restock&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #4488CC;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Medical&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Chemicals Crate (D/P/S)&lt;br /&gt;
|-&lt;br /&gt;
| NanoMed Plus Restock&lt;br /&gt;
|-&lt;br /&gt;
|ChemVend Restock&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #EE2222;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Security&lt;br /&gt;
|-&lt;br /&gt;
| Basic Materials for printer ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Implanter Crate&lt;br /&gt;
|-&lt;br /&gt;
| SecTech Restock Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #66AA44; font-size: 32px&amp;quot;&amp;gt;Service&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Bartender&lt;br /&gt;
|-&lt;br /&gt;
| Bartending Supplies Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Botanist&lt;br /&gt;
|-&lt;br /&gt;
| Seed Crate &lt;br /&gt;
- Does not apply to Medical or Exotic seeds crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; margin-right: 20px; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #66AA44;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Janitor&lt;br /&gt;
|-&lt;br /&gt;
| Janitorial Trolley&lt;br /&gt;
|-&lt;br /&gt;
| Janitorial Supplies Crate&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background-color: #EE22AA;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Clown/Mime&lt;br /&gt;
|-&lt;br /&gt;
| Any and all orders require QM and HoP stamps for approval.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cargo Technician ==&lt;br /&gt;
1. Technicians report directly to the quartermaster.&lt;br /&gt;
&lt;br /&gt;
2. Technicians are responsible for handling of orders, and retrieval from the ATS once an order is approved. Orders must not be delayed to being on station more than 10 minutes after approval. must not be delayed more than 10 minutes. Delays longer than this, without sufficient cause, can be considered negligence or incompetence.&lt;br /&gt;
&lt;br /&gt;
3. Crates that are part of an order should not be opened. Instead their label should be checked for questions about their contents and the requestor.&lt;br /&gt;
&lt;br /&gt;
4. Secure crates should not be opened by force. An exception is made if ordered to do so by the head of the relevant department or captain during an emergency.&lt;br /&gt;
&lt;br /&gt;
5. Issues with policy or employment should be directed to the quartermaster or head of personnel. Any mention of &amp;quot;Cargonia&amp;quot; will be met with contract termination.&lt;br /&gt;
&lt;br /&gt;
== Quartermaster ==&lt;br /&gt;
1. The Quartermaster is responsible for making sure that every batch of orders approved arrives on station within 15 minutes of approval.&lt;br /&gt;
&lt;br /&gt;
2. It is the Quartermaster&#039;s ultimate responsibility to make sure all forms are correct and in order. In case of dire emergencies such as imminent warhead detonation, paperwork may be filled out at a later date.&lt;br /&gt;
&lt;br /&gt;
3. The Quartermaster may not order security equipment without the express permission of the Head of security or the captain. In dire emergencies, paperwork may be filed at a later date.&lt;br /&gt;
&lt;br /&gt;
4. The Quartermaster may authorize non-standard orders, however any misuse of materials or crimes committed involving these orders will also implicate the Quartermaster.&lt;br /&gt;
&lt;br /&gt;
5. The Quartermaster may not go on salvage expeditions.&lt;br /&gt;
&lt;br /&gt;
6. Any mention of &amp;quot;Cargonia&amp;quot; will be met with contract termination.&lt;br /&gt;
&lt;br /&gt;
== Salvage Specialist ==&lt;br /&gt;
1. You report directly to the quartermaster, and should communicate with the QM before and after each expedition with a verbal status report. After every 3 expeditions, a formal paper report must be submitted to the Quartermaster for evaluation, included shall be:&lt;br /&gt;
&lt;br /&gt;
* Any contraband found &lt;br /&gt;
* Any salvage materials found&lt;br /&gt;
* Any damage to the ship/crew&lt;br /&gt;
&lt;br /&gt;
2. Dangerous expeditions may only be undertook with the express permission of the quartermaster. Going on unauthorized expeditions is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
4. Contraband found while on an expedition may not be used. Exceptions for imminent loss of life or grievous bodily harm are accepted.&lt;br /&gt;
&lt;br /&gt;
5. Upon arrival to the station, all contraband must be delivered to the Security department immediately.&lt;br /&gt;
&lt;br /&gt;
6. Salvage Specialists are to follow the guidelines for Cargo Technicians when on station.&lt;br /&gt;
&lt;br /&gt;
7. Issues with policy or employment should be directed to the quartermaster or head of personnel. Any mention of &amp;quot;Cargonia&amp;quot; will be met with contract termination.&lt;br /&gt;
&lt;br /&gt;
== Mining Specialist ==&lt;br /&gt;
1. You report directly to the Quartermaster and are considered equal with others in the department.&lt;br /&gt;
&lt;br /&gt;
2. Mining Specialists must deliver one ore bag full of ore &#039;&#039;&#039;each&#039;&#039;&#039; before performing any other duties.&lt;br /&gt;
&lt;br /&gt;
3. Mining Specialists may not go on combat oriented expeditions.&lt;br /&gt;
&lt;br /&gt;
4. Mining Specialists are expected to act according to the Salvage Specialist and Cargo Technician subsections when away from and on the station respectively.&lt;br /&gt;
&lt;br /&gt;
5. Issues with policy or employment should be directed to the quartermaster or head of personnel. Any mention of &amp;quot;Cargonia&amp;quot; will be met with contract termination.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=713</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=713"/>
		<updated>2025-04-23T07:42:42Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Added &amp;quot;only&amp;quot; after Corporate law in BSO SOP 3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law only when &#039;&#039;&#039;actively&#039;&#039;&#039; performing actions to protect their charge.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit from the Warden or Captain, this includes the LMG.&lt;br /&gt;
&lt;br /&gt;
5. The Blueshield Officer is not restricted in the weapons he may carry, so long as armory weapons stay with the issued permit.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=712</id>
		<title>NanoTrasen Employee SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=712"/>
		<updated>2025-04-23T06:29:36Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Changed BSO&amp;#039;s SOP section 3: Changed Space Law to Corporate law and clarified that they may only ignore law when taking actively actions to protect their charge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Standard Operating Procedure is to help guide NanoTrasen Personnel which are aboard the station. These personnel are considered part of the crew, however are not employed by Central Command. These crewmembers however have no official commanding power on the station, outside of what is explicitly stated in their SOP. &lt;br /&gt;
&lt;br /&gt;
== Safety Protocol ==&lt;br /&gt;
1. As a direct hire of NanoTrasen, your safety is paramount. On Code Red or above, all NanoTrasen personnel should seek shelter, with exception of the BSO who should continue their duties.&lt;br /&gt;
&lt;br /&gt;
2. In the event of a Code Gamma, all NanoTrasen Personnel are to communicate and gather on the bridge and await ERT support. &lt;br /&gt;
&lt;br /&gt;
3. In the event of contract terminations, all NanoTrasen Personnel will be escorted off station by a NanoTrasen marine squad. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Representative ==&lt;br /&gt;
1. The NanoTrasen Representative is the physical presence of NanoTrasen on the station, and are considered an advisor to station command on all matters SOP related.&lt;br /&gt;
&lt;br /&gt;
2. The NanoTrasen Representative has no official command status on station unless granted directly by Central Command fax.&lt;br /&gt;
&lt;br /&gt;
3. Reports from the NT Representative to Central Command must be accompanied with the NanoTrasen Representative&#039;s stamp.&lt;br /&gt;
&lt;br /&gt;
4. The NT Representative is permitted to carry their cane and a flash at all times.&lt;br /&gt;
&lt;br /&gt;
5. All SOP violations should first be reported to the relevant head of the department. If violations continue, they may escalate first to the Captain, then to Central Command.&lt;br /&gt;
&lt;br /&gt;
== BlueShield Officer ==&lt;br /&gt;
1. The BlueShield Officer reports directly to the captain and NT Representative.&lt;br /&gt;
&lt;br /&gt;
2. The Blueshield Officer is responsible for protecting and defending command members and NT Personnel at all times. If it is not possible to protect both, NT Personnel are to be prioritized.&lt;br /&gt;
&lt;br /&gt;
3. The Blueshield Officer may ignore Corporate Law when &#039;&#039;&#039;actively&#039;&#039;&#039; performing actions to protect their charge.&lt;br /&gt;
&lt;br /&gt;
4. The Blueshield Officer may not take armory weapons from the armory without a permit from the Warden or Captain, this includes the LMG.&lt;br /&gt;
&lt;br /&gt;
5. The Blueshield Officer is not restricted in the weapons he may carry, so long as armory weapons stay with the issued permit.&lt;br /&gt;
&lt;br /&gt;
6. The Blueshield Officer should focus on protecting their charge, and &#039;&#039;&#039;should not be pursuing&#039;&#039;&#039; potential threats to the detriment of their charge.&lt;br /&gt;
&lt;br /&gt;
== Magistrate ==&lt;br /&gt;
1. The Magistrate is the ultimate judge of space law on the station, and is considered an advisor to the station.&lt;br /&gt;
&lt;br /&gt;
2. The Magistrate is responsible for ensuring that those prisoners that are to receive capital punishment are given a fair and balanced trial, consisting of a jury of 6 of their peers.&lt;br /&gt;
&lt;br /&gt;
3. The Magistrate may overrule any sentencing imposed upon station crew, but my not pass judgement on any Central Command, ERT, or Death Squad personnel.&lt;br /&gt;
&lt;br /&gt;
4. The Magistrate may not overly impede the inner workings of Security.&lt;br /&gt;
&lt;br /&gt;
5. The Magistrate may carry a flash on them at all times.&lt;br /&gt;
&lt;br /&gt;
== Internal Affairs Agent ==&lt;br /&gt;
1. Internal Affairs Agents are considered subordinate to &#039;&#039;&#039;both&#039;&#039;&#039; the NT Representative, and the Magistrate, and are not considered part of command.&lt;br /&gt;
&lt;br /&gt;
2. Internal Affairs Agents are to only legally represent prisoners who are accused of capital level crimes, however they may choose to provide legal council to both Security, as well as prisoners of lesser crimes.&lt;br /&gt;
&lt;br /&gt;
3. Internal Affairs Agents may request access to a department to ensure that Standard Operating Procedures are being carried out. This request does not have to be accepted, however denial may be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
4. The Internal Affairs Agent may not significantly impede any department with paperwork, or multiple inspections within a short timeframe.&lt;br /&gt;
&lt;br /&gt;
5. All violations of SOP or Space Law should be brought to the relevant department head, NT Representative, or Magistrate.&lt;br /&gt;
&lt;br /&gt;
6. The Internal Affairs Agent may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
</feed>