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		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2088</id>
		<title>Corporate Law</title>
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		<updated>2026-04-04T16:02:30Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Adding vampire testing and made language around vampires and Lings clearer. We can modify language for meta shield later- making sure Corporate Law is clear and followed appropriately comes first.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039;, including humanoids afflicted by DNA altering parasitic or viral infections should be arrested when possible.                        &lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Tampering with Machinery|Tampering with Machinery (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Destruction of Property|Destruction of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Tampering with Machinery, Damage of Property, Destruction of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal Cruelty ====&lt;br /&gt;
Individuals found consuming excessive amounts of animal blood my be afflicted with an infection. Such individuals should be given a tracker implant, and an electropack if one is available.&lt;br /&gt;
&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Tampering with Machinery&amp;quot; | Tampering with Machinery&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To tamper with a machine such as cutting wires or modifying their functions. Includes but is not limited to; consoles, airlocks, and Silicons.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Destruction of Property&amp;quot; | Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To destroy the property of another or the station. This includes but is not limited to work consoles, airlocks, and destroying or critically damaging a Cyborg&#039;s chassis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed.  &lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoids with malicious intent. This only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon should be treated as Vandalism or Damage of Property depending on the severity, and Destruction of Property in the case that their chassis is destroyed or put into critical condition.&lt;br /&gt;
* Wiping a Positronic Brain is considered Destruction of Property, as you are wiping the software and training data used to construct the Silicon.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Supernatural Entities ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual has a parasitic disease, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
Similarly, confirmed Vampires are not legally protected by Corporate Law. Allegations of blood consumption must be corroborated by multiple witnesses observing repeated feeding or displays of supernatural power despite not being a wizard, prior to detainment and testing. Approved diagnostic methods include holy water, and sunlight exposure. Confirmed vampires should be detained if it is safe to do so. Otherwise they may be executed, so long as confirmatory testing was completed.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=2087</id>
		<title>Lore Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=2087"/>
		<updated>2026-04-04T13:55:50Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Other */ Added USSP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The central location to find all things lore within the Starlight server.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
[[Lore Guidelines]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
[[History|History Overview]]&lt;br /&gt;
&lt;br /&gt;
[[Recent Events]]&lt;br /&gt;
&lt;br /&gt;
== Prominent factions == &lt;br /&gt;
=== NanoTrasen ===&lt;br /&gt;
[[NanoTrasen]]&lt;br /&gt;
&lt;br /&gt;
[[NanoTrasen Special Forces]]&lt;br /&gt;
&lt;br /&gt;
=== Central Command ===&lt;br /&gt;
[[Central Command Operations]]&lt;br /&gt;
&lt;br /&gt;
[[Central Command History]]&lt;br /&gt;
&lt;br /&gt;
=== The Syndicate ===&lt;br /&gt;
[[Syndicate| Syndicate Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
[[Corporations]]&lt;br /&gt;
&lt;br /&gt;
[[Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
[[Trans-Solar Federation]]&lt;br /&gt;
&lt;br /&gt;
[[United Soviet Socialist Planets]]&lt;br /&gt;
&lt;br /&gt;
== Technological Discoveries ==&lt;br /&gt;
[[PSO Cloning System]]&lt;br /&gt;
&lt;br /&gt;
[[FTL Travel]]&lt;br /&gt;
&lt;br /&gt;
* [[RGBspace]]&lt;br /&gt;
* [[Whitespace]]&lt;br /&gt;
&lt;br /&gt;
[[Null Scar]]&lt;br /&gt;
&lt;br /&gt;
* [[Nullspace]]&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
{{ModernFrame&lt;br /&gt;
|title = [[Species]]&lt;br /&gt;
|style   = display:flex; gap:10px; justify-content:center; flex-grow:1; align-items:flex-start; flex-wrap:wrap; align-content:center;&lt;br /&gt;
|content =&lt;br /&gt;
{{LinkСard|image=Human.png|name=Humans|link=Humans}}&lt;br /&gt;
{{LinkСard|image=Reptilian.png|name=Reptilians|link=Reptilians}}&lt;br /&gt;
{{LinkСard|image=Dwarf.png|name=Dwarfs|link=Dwarfs}}&lt;br /&gt;
{{LinkСard|image=Slime.png|name=Laspi|link=Laspi}}&lt;br /&gt;
{{LinkСard|image=Vox.png|name=Vox|link=Vox}}&lt;br /&gt;
{{LinkСard|image=Cyclorite.png|name=Cyclorites|link=Cyclorites}}&lt;br /&gt;
{{LinkСard|image=Diona.png|name=Dionae|link=Dionae}}&lt;br /&gt;
{{LinkСard|image=Vulpkanin.png|name=Vulpkanin|link=Vulpkanin}}&lt;br /&gt;
{{LinkСard|image=Felionoid.png|name=Felionoids|link=Felionoids}}&lt;br /&gt;
{{LinkСard|image=Moth.png|name=Noctiliae|link=Noctiliae}}&lt;br /&gt;
{{LinkСard|image=Arachnid.png|name=Arachnids|link=Arachnids}}&lt;br /&gt;
{{LinkСard|image=Avali.png|name=Avali|link=Avali}}&lt;br /&gt;
{{LinkСard|image=Thaven.png|name=Thaven|link=Thaven}}&lt;br /&gt;
{{LinkСard|image=Shadekin.png|name=Shadekin|link=Shadekin}}&lt;br /&gt;
{{LinkСard|image=Resomi.png|name=Resomi|link=Resomi}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shuttles ==&lt;br /&gt;
[[Evacuation Shuttle|CT-7S5 &amp;quot;Long Jump&amp;quot; Evacuation Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[PT-2A4 Arrivals Shuttle|PT-2A4 &amp;quot;N.E.R.D.S.&amp;quot; Arrivals Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[The Reclaimer Salvage Shuttle|SR-3S2 &amp;quot;Reclaimer&amp;quot; Salvage Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[GR-4P3 Mining Shuttle|GR-4P3 &amp;quot;Breaker&amp;quot; Mining Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[more to come]&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2074</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=2074"/>
		<updated>2026-03-29T20:56:21Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added additional stipulations to cover vampires and to limit people willingly feeding vamps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039;, including humanoids afflicted by DNA altering parasitic or viral infections should be arrested when possible.                        &lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Tampering with Machinery|Tampering with Machinery (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Destruction of Property|Destruction of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Tampering with Machinery, Damage of Property, Destruction of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal Cruelty ====&lt;br /&gt;
Individuals found consuming excessive amounts of animal blood my be afflicted with an infection. Such individuals should be given a tracker implant, and an electropack if one is available.&lt;br /&gt;
&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Tampering with Machinery&amp;quot; | Tampering with Machinery&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To tamper with a machine such as cutting wires or modifying their functions. Includes but is not limited to; consoles, airlocks, and Silicons.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Destruction of Property&amp;quot; | Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To destroy the property of another or the station. This includes but is not limited to work consoles, airlocks, and destroying or critically damaging a Cyborg&#039;s chassis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed.  &lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoids with malicious intent. This only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon should be treated as Vandalism or Damage of Property depending on the severity, and Destruction of Property in the case that their chassis is destroyed or put into critical condition.&lt;br /&gt;
* Wiping a Positronic Brain is considered Destruction of Property, as you are wiping the software and training data used to construct the Silicon.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Extreme Cannibalism ===&lt;br /&gt;
Beings that consume the flesh of sapient creatures are under immense danger of contracting a disease and infecting the rest of the crew. Beings that practice Cannibalism so recklessly as to contact such a disease may, on Code Blue or higher, be detained and forced to undergo a blood test to determine the presence of the disease. Any confirmed cases are to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual has a parasitic disease, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
Similarly, beings that consume the blood of sapient creatures in excess may be afflicted with a mind altering infection. Infected individuals are not hired by CentComm and may be considered as hostile invaders. If individual is observed feeding from a sentient being through repeated bites and displays supernatural powers despite not being a wizard they should be detained, if it is safe to do so. If the individual escapes custody they may be executed.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2022</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=2022"/>
		<updated>2026-02-27T01:47:48Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added blue variants of the jumpsuit/skirt to list of approved security uniform pieces.&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. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms (including those mounted on mechs) that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
3. Long guns 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 long guns. &lt;br /&gt;
&lt;br /&gt;
4. Weapons must remain holstered unless in active pursuit or on Code Red.&lt;br /&gt;
&lt;br /&gt;
5. 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;
6. Security personnel must attempt to 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;
7. 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. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, the blue jumpsuit/skirt and tie, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&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;
* Lethal sidearm&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 responsible for assigning sentences up to 20 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 minutes. Sentences over 20 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;
* Lethal sidearm&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;
== Corpsman ==&lt;br /&gt;
1 . Standard Code Green equipment is:&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;
* Hyper Advanced Jet Injector&lt;br /&gt;
* Seclite&lt;br /&gt;
* CorpComrade 6001&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Corpsmen report directly to the Brigmedic.&lt;br /&gt;
&lt;br /&gt;
3. Corpsmen 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;
4. Corpsmen must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
5. Corpsmen 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;
6. Corpsmen are to only attend to Security and Prisoners, unless there are no Paramedics, or a mass casualty event has occurred.&lt;br /&gt;
&lt;br /&gt;
7. Crew members who are deceased are to be placed into a body bag before transport to the brig or medbay.&lt;br /&gt;
&lt;br /&gt;
8. Should a crewmember not be able to be stabilized in the field (excess damage, no means to heal) or defibrillated, they should inform the brig or medbay using radio communications prior to arrival.&lt;br /&gt;
&lt;br /&gt;
9. Corpsmen should carry sufficient supplies for each major damage type (burn, brute, poison, airloss, and bloodloss, and radiation).&lt;br /&gt;
&lt;br /&gt;
== Warden ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Energy Shotgun&lt;br /&gt;
* Lethal sidearm&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.&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;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &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;
* Lethal sidearm&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; Proto Energy Gun&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, but may carry their WT550 or Energy Gun. &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. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&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;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it may be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
* Armory Permits are not issued below Blue Alert.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1992</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1992"/>
		<updated>2026-02-15T23:02:36Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Removed disclaimer since Hostage Negotiation SOP was merged&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. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms (including those mounted on mechs) that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns 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 long guns. &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 attempt to 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;
7. 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;
8. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
9. 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;
10. 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;
* Lethal sidearm&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 responsible for assigning sentences up to 20 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 minutes. Sentences over 20 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;
* Lethal sidearm&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;
== Corpsman ==&lt;br /&gt;
1 . Standard Code Green equipment is:&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;
* Hyper Advanced Jet Injector&lt;br /&gt;
* Seclite&lt;br /&gt;
* CorpComrade 6001&lt;br /&gt;
* Brigmedic Defibrillator&lt;br /&gt;
* Lethal sidearm&lt;br /&gt;
&lt;br /&gt;
2. Corpsmen report directly to the Brigmedic.&lt;br /&gt;
&lt;br /&gt;
3. Corpsmen 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;
4. Corpsmen must prioritize the health and safety of Security Officers and Prisoners over all other priorities.&lt;br /&gt;
&lt;br /&gt;
5. Corpsmen 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;
6. Corpsmen are to only attend to Security and Prisoners, unless there are no Paramedics, or a mass casualty event has occurred.&lt;br /&gt;
&lt;br /&gt;
7. Crew members who are deceased are to be placed into a body bag before transport to the brig or medbay.&lt;br /&gt;
&lt;br /&gt;
8. Should a crewmember not be able to be stabilized in the field (excess damage, no means to heal) or defibrillated, they should inform the brig or medbay using radio communications prior to arrival.&lt;br /&gt;
&lt;br /&gt;
9. Corpsmen should carry sufficient supplies for each major damage type (burn, brute, poison, airloss, and bloodloss, and radiation).&lt;br /&gt;
&lt;br /&gt;
== Warden ==&lt;br /&gt;
1 . Standard Code Green equipment is:&lt;br /&gt;
&lt;br /&gt;
* Energy Shotgun&lt;br /&gt;
* Lethal sidearm&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.&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;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &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;
* Lethal sidearm&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; Proto Energy Gun&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, but may carry their WT550 or Energy Gun. &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. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&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;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it may be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
* Armory Permits are not issued below Blue Alert.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;br /&gt;
&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=1961</id>
		<title>Command SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Command_SOP&amp;diff=1961"/>
		<updated>2026-02-12T01:14:40Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added subsection to Captain to refer to security SOP for special situations, if applicable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Command SOP =&lt;br /&gt;
This SOP is to be used to determine specific scenarios involving the station&#039;s captain, as well as general rules for command members. It also details specific guidelines revolving around the station AI.&lt;br /&gt;
&lt;br /&gt;
== Captain ==&lt;br /&gt;
1. The Captain is not to perform normal Security duties. The captain is authorized to engage criminals in active crimes they have witnessed. The Captain may also assist if security staff is low.&lt;br /&gt;
&lt;br /&gt;
2. Unless on Code Red, the Captain is not to procure armory weapons, unless directly authorized by the Head of Security. Additionally, the Captain may not requisition arms from Science or Cargo for themselves unless there is a direct threat to station or crew.&lt;br /&gt;
&lt;br /&gt;
3. The Captain should make all reasonable accommodations to appoint a new head of staff should a position become vacant. The new head of staff should be a member of the department if possible. &lt;br /&gt;
&lt;br /&gt;
4. The Captain should work with the Head of Security to ensure that space law is being applied properly.&lt;br /&gt;
&lt;br /&gt;
5. The Captain is to remain on station at all times, unless otherwise authorized by command, or leaving with the crew on the evacuation shuttle.&lt;br /&gt;
&lt;br /&gt;
6. The Nuclear Authentication Disk must remain with the Captain at all times. The Captain may also assign this duty to the Head of Security, or Blueshield Officer.&lt;br /&gt;
&lt;br /&gt;
7. Central Command contact should be the last resort for the Captain when dealing with head of staff disagreements.&lt;br /&gt;
&lt;br /&gt;
8. The Antique Laser Gun is to stay in its case, unless there is an immediate threat on the station, or it is Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
9. The Captain is not permitted to wear their Hardsuit unless there&#039;s an active environmental danger, or a threat on their life.&lt;br /&gt;
&lt;br /&gt;
10. While the Captain may choose to alter SOPs in various circumstances, any attempt to fully disregard SOP is to be considered sufficient evidence for contract termination. &lt;br /&gt;
&lt;br /&gt;
11. You may, as Captain, fire a head of staff with reasonable justification.&lt;br /&gt;
&lt;br /&gt;
This list is not comprehensive, but may include:&lt;br /&gt;
&lt;br /&gt;
* Incompetency&lt;br /&gt;
&lt;br /&gt;
* Criminal activity&lt;br /&gt;
* Industrial negligence&lt;br /&gt;
&lt;br /&gt;
12. The Captain may not fire any NanoTrasen Personnel (Blueshield Officer, Magistrate, NanoTrasen Representative, or the Internal Affairs Agent) without permission from Central Command, unless they are actively detrimental to the station and its crew.&lt;br /&gt;
&lt;br /&gt;
13. The Captain may not hire any staff to a NanoTrasen Personnel position (see above).&lt;br /&gt;
&lt;br /&gt;
14. During emergency situations the Captain should refer to the Special Situations subsection of the Security SOP, if applicable.&lt;br /&gt;
&lt;br /&gt;
== General Command Staff ==&lt;br /&gt;
1. Each command member can find their specific SOP in their departmental SOP.&lt;br /&gt;
&lt;br /&gt;
2. Command staff are not to perform the standard duties of their subordinates, however they may fill in if there is low staffing, during training of new crew, or a dire need.&lt;br /&gt;
&lt;br /&gt;
3. Command staff are to hold their behavior to a high standard, and are to be an example to the station’s crew.&lt;br /&gt;
&lt;br /&gt;
4. Command Staff will be held accountable for their actions by space law and their department&#039;s SOP as well.&lt;br /&gt;
&lt;br /&gt;
5. Command members must be familiar with their departments, and able to instruct new crew members in station operations.&lt;br /&gt;
&lt;br /&gt;
6. All command staff are allowed to obtain and brandish one weapon on Code Red or higher, granted they have permission from the Head of Security.&lt;br /&gt;
&lt;br /&gt;
7. Command Staff are permitted to carry small, concealable, nonlethal items to use in their own personal defense.&lt;br /&gt;
&lt;br /&gt;
8. Command staff contacting Central Command must include official formatting, as well as their stamp on any documentation.&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;These procedures relate to AI maintenance:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. The Captain and Research Director are the only staff on-board who may perform law changes to the AI. &lt;br /&gt;
&lt;br /&gt;
2. No law change may occur without direct approval from both the Captain and Research Director. All command staff must be notified prior to the law change, and any objections must be discussed. Should a majority of command members vote no, no law change will be performed. Only NanoTrasen approved lawsets may be used. &lt;br /&gt;
&lt;br /&gt;
3. The AI may not be placed in an intellicard unless it is clearly malfunctioning, subverted, asks to be transferred, or at the end of the shift. Any member of command may place the AI into the intellicard.  &lt;br /&gt;
&lt;br /&gt;
4. AI core turrets are to be kept lethal at all times, unless a legal law change is in progress.&lt;br /&gt;
&lt;br /&gt;
5. Illegal intellicard transfer, or law changes are to be met with non-lethal force. Should the action persist, lethal force may be authorized.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1960</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1960"/>
		<updated>2026-02-12T00:48:43Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Corrected formatting to match rest of page&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. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms (including those mounted on mechs) that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns 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 long guns. &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 attempt to 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;
7. 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;
8. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
9. 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;
10. 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;
* Lethal sidearm&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 responsible for assigning sentences up to 20 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 minutes. Sentences over 20 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;
* Lethal sidearm&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;
* Energy Shotgun&lt;br /&gt;
* Lethal sidearm&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.&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;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &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;
* Lethal sidearm&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; Proto Energy Gun&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, but may carry their WT550 or Energy Gun. &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. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&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;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it may be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
* Armory Permits are not issued below Blue Alert.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;color:red&amp;quot;;&amp;gt; Information below this line may be awaiting PR submittal and merging. &amp;lt;/span&amp;gt;&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
1. All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
&lt;br /&gt;
2. Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
&lt;br /&gt;
3. If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
&lt;br /&gt;
4. Should security have a member of the opposing force, they may be exchanged for hostages.&lt;br /&gt;
&lt;br /&gt;
5. Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6. Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
7. Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1959</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1959"/>
		<updated>2026-02-12T00:46:31Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added Hostage Guidelines&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. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms (including those mounted on mechs) that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns 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 long guns. &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 attempt to 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;
7. 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;
8. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
9. 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;
10. 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;
* Lethal sidearm&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 responsible for assigning sentences up to 20 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 minutes. Sentences over 20 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;
* Lethal sidearm&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;
* Energy Shotgun&lt;br /&gt;
* Lethal sidearm&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.&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;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &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;
* Lethal sidearm&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; Proto Energy Gun&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, but may carry their WT550 or Energy Gun. &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. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&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;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it may be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
* Armory Permits are not issued below Blue Alert.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;color:red&amp;quot;;&amp;gt; Information below this line may be awaiting PR submittal and merging. &amp;lt;/span&amp;gt;&lt;br /&gt;
= Special Situations=&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
# All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
# Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
# If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
# Should security have a member of the opposing force, they may be exchanged for hostages. &amp;lt;br&amp;gt;&lt;br /&gt;
# Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
#  Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
# Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP_Special_Situation_WIP&amp;diff=1949</id>
		<title>Security SOP Special Situation WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP_Special_Situation_WIP&amp;diff=1949"/>
		<updated>2026-02-04T01:10:20Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Hostile Groups */ Added IAA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Special Situations=&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
# All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
# Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
# If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
# Should security have a member of the opposing force, they may be exchanged for hostages. &amp;lt;br&amp;gt;&lt;br /&gt;
# Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
#  Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
# Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, Internal Affairs Agent, and Blueshield Officer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP_Special_Situation_WIP&amp;diff=1935</id>
		<title>Security SOP Special Situation WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP_Special_Situation_WIP&amp;diff=1935"/>
		<updated>2026-02-01T21:49:40Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Special Situations=&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
# All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
# Rescues that involve death of the hostage and subsequent revival and recovery of the body should not be attempted.&lt;br /&gt;
# If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
# Should security have a member of the opposing force, they may be exchanged for hostages. &amp;lt;br&amp;gt;&lt;br /&gt;
# Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
#  Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
# Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, and Blueshield Officer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP_Special_Situation_WIP&amp;diff=1934</id>
		<title>Security SOP Special Situation WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP_Special_Situation_WIP&amp;diff=1934"/>
		<updated>2026-02-01T21:46:30Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Created page with &amp;quot;= Special Situations=  == Hostile Groups ==  === Hostage Situations ===  CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive.   # All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Special Situations=&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups ==&lt;br /&gt;
&lt;br /&gt;
=== Hostage Situations ===&lt;br /&gt;
&lt;br /&gt;
CC Employee Contracts include provisions for the protection and safety of all employees. Should an employee be taken and held hostage, security and command must work to ensure that employees are returned alive. &lt;br /&gt;
&lt;br /&gt;
# All hostages should be considered to have been implanted with deadman switches which will destroy their body upon death, resulting in the permanent death of that clone, unless explicitly told otherwise.&lt;br /&gt;
# If the hostage is being held for ransom, the Captain or Head of Security may negotiate using station funds, items, or a combination of the two to be traded in exchange the safe return of the hostage. The total value traded, meaning the combined price of the items and money must be equal to or less than the values specified in the table at the end of this section.&lt;br /&gt;
# Should security have a member of the opposing force, they may be exchanged for hostages. &amp;lt;br&amp;gt;&lt;br /&gt;
# Any and all hostage negotiations must include a guarantee that the opposing force will cease their activities and vacate the area. &amp;lt;br&amp;gt;&lt;br /&gt;
#  Security may attempt to rescue the hostages if they believe that they can do so safely. Outright rushing into the situation and engaging the enemy is considered reckless and is grounds for demotion.&lt;br /&gt;
# Accepted rescue methods include but are not limited to infiltration, disabling the enemy through non-violent means, or utilizing a distraction to free the hostages without engaging.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Monetary Negotiations Limits&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Role&lt;br /&gt;
|-&lt;br /&gt;
| 10k || Any crew with an assigned job&lt;br /&gt;
|-&lt;br /&gt;
| 15k || Command Members&lt;br /&gt;
|-&lt;br /&gt;
| 20k || Captain&lt;br /&gt;
|-&lt;br /&gt;
| 25k || Magistrate, NT Representative, and Blueshield Officer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=General_SOP&amp;diff=1933</id>
		<title>General SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=General_SOP&amp;diff=1933"/>
		<updated>2026-02-01T17:08:37Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added Code Orange and Amended Code Yellow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Standard Operating Procedures =&lt;br /&gt;
&lt;br /&gt;
==  Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;Code Red&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: pink&amp;quot;&amp;gt; &#039;&#039;&#039;Code Gamma&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Code Delta&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: yellow&amp;quot;&amp;gt; &#039;&#039;&#039;Code Yellow&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Massive fires and poisonous gas releases:&lt;br /&gt;
&lt;br /&gt;
# All non-Engineering and Atmospheric personnel are to vacate the area.&lt;br /&gt;
# Firelock systems are to be used only by Engineering and Atmospheric crew; Otherwise deliberately opening firelocks during a fire/poisonous gas release in affected areas will be considered Destruction of Property/Mass Destruction.&lt;br /&gt;
# Engineering and Atmospherics personnel are to restore the affected area to workable conditions.&lt;br /&gt;
&lt;br /&gt;
Severe meteor storms:&lt;br /&gt;
&lt;br /&gt;
# Personnel are to seek shelter in the most protected area of the station.&lt;br /&gt;
# Repair activities are to be postponed until the end of the storm.&lt;br /&gt;
# All personnel performing EVA duty are to immediately return to the station.&lt;br /&gt;
# At the conclusion of the storm Engineering personnel are to repair the station if feasible.&lt;br /&gt;
# In the event that repairs are not feasible, Engineering personnel are to focus on upholding the structural integrity of the sheltered area until the evacuation shuttle arrives.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color:orange&amp;quot;&amp;gt; &#039;&#039;&#039;Code Orange&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command Member&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an extreme atmospheric or structural disaster on the station that makes recovery almost certainly impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Evacuate non-engineering crew from the area.&lt;br /&gt;
# Direct crew to the evacuation shuttle upon its arrival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
# Secure areas with the exception of the Armory, Gravity Generator, and Vault should be given emergency access.&lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
# Medical personnel should be ready to treat a large number of disaster victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# If feasable, work with your department to first end the ongoing disaster, then repair the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the disaster area.&lt;br /&gt;
# Follow the directives of security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The evacuation shuttle should be called immediately. If the crew successfully ends the disaster, the shuttle should be recalled if the station is operational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loss of singularity containment&lt;br /&gt;
&lt;br /&gt;
# The Gravitational Singularity must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Gravitational Singularity&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
Supermatter crystal delamination:&lt;br /&gt;
# The Supermatter Crystal is to be vented to space.&lt;br /&gt;
# In such a case as the Supermatter Crystal containment was not equipped with a way to space the Crystal, the area around the Crystal is to be evacuated, and all personnel involved in the construction shall be fired and brigged for Destruction of Property and Endangerment.&lt;br /&gt;
&lt;br /&gt;
Loss of Tesla Ball containment:&lt;br /&gt;
# The Tesla Ball must be tracked.&lt;br /&gt;
# Any able bodied crew, with priority to Engineering are to use decelerators against the Tesla Ball. NOTE: it is extremely difficult to stop a loose Tesla Ball.&lt;br /&gt;
# If station damage appears recoverable, an ERT is recommended. If the engineering team is confident in their abilities, ERT may be waived.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: violet&amp;quot;&amp;gt; &#039;&#039;&#039;Code Violet&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous clarifications ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Line of succession:&#039;&#039;&#039; ===&lt;br /&gt;
If the captain dies and is unrecoverable for whatever reason, then a new captain must be selected.&lt;br /&gt;
&lt;br /&gt;
The line of succession is as follows:&lt;br /&gt;
&lt;br /&gt;
# Captain&lt;br /&gt;
# Head of Personnel&lt;br /&gt;
# Head of Security&lt;br /&gt;
# Crew member voted on by all available command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no heads are present the NT Representative on station will be made Captain and the evacuation shuttle should be called and alert set to red.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Command Clarifications:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Head of Personnel is considered second in line of succession for station Captain, but has equal rank to every other head of staff. &lt;br /&gt;
# Head of Personnel may hire/fire staff with the relevant department head&#039;s permission. &lt;br /&gt;
# Head of Personnel may not give orders to, or assign workers from any department other than service.&lt;br /&gt;
# Warden is considered second in command of security, however is not command staff.&lt;br /&gt;
# Passenger command falls under the Head of Personnel, but are not considered service department.&lt;br /&gt;
&lt;br /&gt;
== Non-Crew Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Docking and Visitors&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1.&#039;&#039;&#039; The station is encouraged to allow non-hostile visitors permission to dock and embark on the station station during green alert level.&lt;br /&gt;
# If a crewmember commits a crime aboard a Nanotrasen station, and then flees to an actively in-use unaffiliated vessel, asylum will be granted on the discretion of the vessel’s organization.&lt;br /&gt;
# The Captain may grant or deny visitor asylum at his discretion.&lt;br /&gt;
# Visitors may be granted any access the Captain deems appropriate.&lt;br /&gt;
# Visitors may be assigned an escort or searched upon entrance at the Captain’s discretion.&lt;br /&gt;
# At no times should the crew enter a visitor’s vessel without permission, search a visitor’s vessel, or otherwise infringe on their sovereignty.&lt;br /&gt;
# Visitors aboard an NT Vessel are subject to Space Law. Likewise, if a visitor breaks the law and then immediately flees to their own vessel, the &amp;quot;hot pursuit&amp;quot; doctrine applies and security may board to detain.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vessels&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Nanotrasen Space law does not apply on visitor shuttles and ships that are unaffiliated with any corporation.&lt;br /&gt;
# Any personnel aboard a vessel are under the legal authority of that vessel and may be legally fined, arrested, detained, and otherwise punished for infractions of the visitor&#039;s laws.&lt;br /&gt;
# Vessels belonging to organizations at war with Nanotrasen, vessels which attack a Nanotrasen facility or ship, and vessels engaged in obvious criminal activities are not protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Staff Handling Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hiring/Transfer Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# No new hires or transfers are permitted without contacting the relevant command member. If one is not available, promoting an Acting Head of Staff is recommended. See the command SOP for further information.&lt;br /&gt;
# Promotion to Acting command requires authorization by the Captain or Acting Captain.&lt;br /&gt;
# The following jobs require permission from Central Command before hiring/transfer is done: Captain, Head of Security, Head of Personnel.&lt;br /&gt;
# All new hires to the Security Department, are to be mindshield implanted and fully checked for unauthorized materials or suspicious communications.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Firing/Demotion Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# In the case of a full dismissal, the relevant ID is to be destroyed.&lt;br /&gt;
# In the case of a demotion, Civilian-level access is recommended. Alternatively, low requirement jobs such as Service Worker, Clown, or Janitor may be chosen.&lt;br /&gt;
# No dismissals or demotions are to be performed without authorization from the relevant Head of Staff or Captain. See command SOP for demotions of command.&lt;br /&gt;
# Personnel are to report to the Head of Personnel for dismissal/demotion. Failure to do so will lead to security detainment.&lt;br /&gt;
# After a legal dismissal/demotion order is given to the person dismissed/demoted, any activity inside the previously assigned Department is to be considered Trespassing/Major Trespassing, and any item kept from said Department is to be considered Petty Theft/Theft. It is recommended that dismissed/demoted personnel willingly and quickly turn in all restricted items and cooperate to avoid detainment by security.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Causes for Demotion and Dismissal&#039;&#039;&#039; ===&lt;br /&gt;
Refer to the above for dismissal authority. Ultimately, the decision to dismiss/demote any personnel falls to the relevant Head of Staff or Captain. This list is merely a recommendation.&lt;br /&gt;
&lt;br /&gt;
* Any medium-severe breach of Standard Operating Procedure without proper cause.&lt;br /&gt;
* Any medium crime or higher.&lt;br /&gt;
* Critical incompetence, or maliciously under performing.&lt;br /&gt;
* Refusal to follow legal and relevant orders by the respective Head of Staff.&lt;br /&gt;
** Legality and relevance of said orders are to be judged by the Captain or Head of Personnel.&lt;br /&gt;
* Creation of a hostile, or unsafe work environment.&lt;br /&gt;
** Personnel consistently berating, insulting, belittling, or otherwise treating their coworkers like dirt, should be immediately disciplined.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vote of No Confidence&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# A Vote of No Confidence is a method for crew to arrange for demotions of unfit command members. An exceptional reason must be provided. Detailed below are some potential reasons for demotion.&lt;br /&gt;
# Votes must be verified by a 3rd party who tabulates the votes, and additionally verifies the reasoning behind the vote. Unless involved in the dispute, the 3rd party must be the on-station Captain. If the captain is the target of the vote, central command will adjudicate the matter.&lt;br /&gt;
# If the 3rd party dismisses the vote reason, the target of the vote must have their position respected, not doing so may result in a demotion for creating an abusive work environment against them. If the department is understaffed or a tie occurs, the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; party may be a tie breaker.&lt;br /&gt;
# Votes by departmental crew against their Head of Staff must pass with a 2/3 majority in favor of the vote for it to take effect.&lt;br /&gt;
# Votes by Command against their Captain must pass a simple majority in favor of the vote for it to take effect.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Money Accounts and Space Credits&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Individual Crew Members have sole ownership over their credits and may choose where to spend it, command or security members may not access crew credit accounts.&lt;br /&gt;
# Crew members not performing their primary duties, or who are otherwise going above and beyond the call of duty for their department &#039;&#039;&#039;&#039;&#039;may&#039;&#039;&#039;&#039;&#039; ask for compensation for services or products rendered. Department heads should prioritize a portion of all proceeds as being donated to the department budget (10-15%).&lt;br /&gt;
Below is a short list of things considered appropriate for certain departments to charge for, but is not comprehensive:&lt;br /&gt;
&lt;br /&gt;
* Bartenders creating mixed or elaborate drinks/drink orders.&lt;br /&gt;
* Engineering remodeling an area according to crew&#039;s specifications, rather than simply fixing it.&lt;br /&gt;
* Chemistry making specialized medicines through pills/patches.&lt;br /&gt;
* Medical offering medkits/medfab supplies to crew.&lt;br /&gt;
* Cargo prioritizing orders, or providing resources to crew members whose order does not match their department.&lt;br /&gt;
* Science creating/distributing non-departmental items to crew.&lt;br /&gt;
* Chef creating special dishes or custom orders.&lt;br /&gt;
* Botany creating special plants for specific crew members, when not supplying departments.&lt;br /&gt;
&lt;br /&gt;
== Emergency SOPs ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Emergency Response Teams&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Emergency Response Teams are only to be called when there is a Code Red-level threat or above.&lt;br /&gt;
# Emergency Response Teams are not to be called concurrently with the emergency shuttle. Pick one or the other.&lt;br /&gt;
# Emergency Response Teams are to be called when there is a major emergency aboard the station that the crew does not have the resources to address properly. Such as a high level security threat, massive station damage, paranormal activity, etc.&lt;br /&gt;
# Emergency Response Teams should not to be called without majority approval from Command.&lt;br /&gt;
# Emergency Response Teams officially outrank anyone short of a Central Command Officer, at the discretion of Central Command. Unless their actions are blatantly illegal and against the best interest of NanoTrasen, the crew, or the station, their orders are absolute.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;The Emergency Shuttle&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# The Emergency Shuttle is not to be called concurrently with an Emergency Response Team. Pick one or the other.&lt;br /&gt;
# In the event of hostile biohazard lifeforms appearing on the station (such as deadly viruses, or Terror Spiders), Central Command is to be notified by red phone or fax before the Emergency Shuttle is called. Failure to do so may lead to the shuttle being recalled in order to enforce quarantine. CC may deny emergency shuttle requests to handle the biohazard.&lt;br /&gt;
# In the event that the Emergency Shuttle is called, all personnel are to assemble at the emergency shuttle docking area at 5 minutes before arrival.&lt;br /&gt;
# Forcing an early departure of the Emergency Shuttle is not permitted.&lt;br /&gt;
# All personnel in critical condition are to be given emergency aid ASAP.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=General_SOP&amp;diff=1932</id>
		<title>General SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=General_SOP&amp;diff=1932"/>
		<updated>2026-02-01T16:45:35Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /*  Code Yellow  */  Updated to match in game with addition of code orange&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Standard Operating Procedures =&lt;br /&gt;
&lt;br /&gt;
==  Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any Command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; Default Alert Code at the start of the shift. Should not change unless a threat is suspected/confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All confirmed/suspected threats to the station and/or crew have been handled, or simply vanished on their own. Unless there is further evidence of a threat after 10+ minutes on Code Blue, Code Green should be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All weapons must not be visible unless in pursuit of a suspect. &lt;br /&gt;
# Armory weapons must remain inside of the brig, however may be used for training purposes. Lethal sidearms are allowed on all alert levels, however should only be used in emergencies. (mk58, WT550, etc.)&lt;br /&gt;
# Random searches are not permitted without a search warrant. However, searches may be conducted against an individual if a member of security or command has witnessed that individual committing a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas are to be left unbolted and ready to be used for their intended purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, gold for science, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# Although not required, crew are recommended to enable their suit sensors in case of injury.&lt;br /&gt;
# Crew members are advised to not wear hardsuits or emergency EVA suits, unless responding to an emergency or required for their job. These can make identification of crew difficult.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, HoS, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a suspected threat on-board the station, or at a nearby location in space. This includes any evidence of hostile activity that has not damaged the station or crew. This may also include multiple eye witness testimonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 10+ minutes on Code Red without any hostile activity, Code Blue be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Weapons may be visible.&lt;br /&gt;
# Armory weapons are permitted outside of the brig on a selective basis. Should all of sec be required to use armory weapons, red alert should be called.&lt;br /&gt;
# Random searches are encouraged. Security personnel may detain any personnel refusing a random search to conduct the search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas may be bolted if attempted unauthorized access is likely based on previous evidence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A thorough check of all power sources is heavily encouraged.&lt;br /&gt;
# A thorough check of all atmospheric systems is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency access is recommended to be disabled from all medical entrances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel are to report any suspicious activity to the nearest member of Security, or use common radio if urgent.&lt;br /&gt;
# Personnel are highly encouraged to exercise caution, all crew should follow simple safety procedures (such as not going through Maintenance alone).&lt;br /&gt;
# Visitors to the station such as refugees are recommended to stay in public areas, for their safety.&lt;br /&gt;
# The Vault is not to be opened by non-command members. Exceptions for repairs, or storage of critical items will be made. All other access is by permit only.&lt;br /&gt;
# All personnel are highly recommended to set their suit sensors to coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A role-call of all department personnel should be conducted. Any missing members should be reported to security.&lt;br /&gt;
# A disabler or flash should be carried at all times.&lt;br /&gt;
# Non-security Command members may request with permit further armament.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;Code Red&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two Command members, or Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a confirmed, hostile threat on-board the station or nearby in space. This threat should pose active, recognizable, danger to the station and/or crew at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Random searches are fully permitted and recommended. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
# The security SOP will detail armament, armory, and safety procedures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Personnel are advised to shelter in place and comply with security&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
3. In special situations and repeated non-compliance, failure to comply with Security personnel may result in lethal force, at the discretion of the captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Situations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed Revolution&lt;br /&gt;
&lt;br /&gt;
# All personnel are to comply with orders from Security, so long as said orders are lawful. Failure to do so is grounds for detainment and inspection of possessions, as well as possible Mindshield Implantation, at the discretion of the Head of Security, or Acting Head of Security.&lt;br /&gt;
# All personnel that are convicted of Medium Crimes or higher are to receive mandatory Mindshield Implantation. Similarly, if the number of suspected revolutionaries is more than 25% of the total crew, the Head of Security or Acting Head of Security may order random implantation of crew members.&lt;br /&gt;
# Lethal force is fully authorized if the number of active revolutionaries is more than 25% of the total crew, and said revolutionaries are actively hostile.&lt;br /&gt;
&lt;br /&gt;
Declarations of War&lt;br /&gt;
&lt;br /&gt;
# All weapons restrictions are lifted.&lt;br /&gt;
# Cargo should focus on requesting as many weapons as possible. Security is to be prioritized for distribution, but regular personnel may also be armed.&lt;br /&gt;
# Science is to conduct research ASAP. This is not negotiable. Science should work in tandem with Cargo in order to fabricate the weapons and equipment required to defend the station.&lt;br /&gt;
# Barricades, glass, and traps are recommended to counter the threat.&lt;br /&gt;
# The Evacuation Shuttle may be called at the discretion of Command. If the station is not damaged after the fighting has subsided, it is recommended that the crew finish the shift.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: pink&amp;quot;&amp;gt; &#039;&#039;&#039;Code Gamma&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Central Command. Use a Communications Console or Fax Machine if requested alert level is needed. Remember, Gamma is rarely called, for good reason. Having a well-written, concise fax that explains the situation to the best of your ability, as well as why it deserves Code Gamma being called, signed and stamped by the Captain or Acting Captain, goes a long way towards ensuring Gamma is provided. Remember, this is for extreme emergencies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is an existential threat to the station and crew, without central command intervention the station is likely to be lost. However, this threat is not dire enough to trigger destruction of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Martial Law is enacted. Standard Operating Procedures and space law are suspended. Security personnel have authorization to perform any necessary actions to save the station. Personnel interfering with emergency procedures may be detained, and Security are cleared to use lethal force in response to any physical threat. Assault of Command, ERT, or Security, may be punished with immediate field execution.&lt;br /&gt;
# Random searches are fully permitted, allowed and encouraged. Security personnel may detain any personnel refusing a random search in order to conduct said search.&lt;br /&gt;
# The Armory should be deployed, and Security are to secure its contents and distribute them to Security personnel in order to handle the threat. Non-Security personnel (including members of the Legal Sub-Department) are not to receive armory weapons unless issued by the Warden, Head of Security, or Captain.&lt;br /&gt;
# Security personnel are to cooperate fully with any Central Command Staff (such as Emergency Response Teams) in order to eliminate the threat to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas are limited to command, security, and Central Command personnel. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# Secure areas should be bolted down, but may be left unbolted by order of command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow personnel to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# All personnel are to set their suit sensors to coordinates.&lt;br /&gt;
# Personnel must shelter in their departments or closest safe area, unless specifically requested by Central Command personnel, Security, or Command members.&lt;br /&gt;
## Exceptions will be made for crew who may have skills exceptionally useful. (Such as engineering, atmospheric, or medical personnel.)&lt;br /&gt;
# Visitors to the station are to remain inside the Bar, Library, or Dormitories.&lt;br /&gt;
&lt;br /&gt;
Personnel are to follow the instructions of Security staff, so long as they are within the bounds of Space Law and are not acting against the general well-being of the station and its crew. Failure to do so may lead to their arrest for Creating a Workplace Hazard.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Code Delta&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Automatically called when the on-board Nuclear Fission Device has been activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; The on-board Nuclear Fission Device has been activated by Command, Central Command personnel, or hostile personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case of hostile factions arming the device, defusing the bomb is not recommended. Security personnel are to escort all other personnel off-station.&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all Security personnel are to stand down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Crew are allowed to enter secure areas. Procedures irrelevant. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is recommended that medical entrances be set to emergency access to allow crew members to heal themselves in emergencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# In the case that antagonistic forces that have armed a nuclear device, all non-vital personnel are to evacuate off-station immediately;&lt;br /&gt;
# In the case of a Central Command-authorized activation of the on-board Nuclear Fission Device, all personnel are to stand down.&lt;br /&gt;
----&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: yellow&amp;quot;&amp;gt; &#039;&#039;&#039;Code Yellow&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any command member. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; There is a moderate atmospheric or structural threat to the station that requires focused intervention from the Engineering department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cordon off the dangerous area.&lt;br /&gt;
# Verify cause of station damage.&lt;br /&gt;
# Prevent non-engineering crew from accessing the damaged area.&lt;br /&gt;
# Prevent further disruption to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medical personnel should be ready to treat disaster victims.&lt;br /&gt;
# Paramedics should work with those at the incident location to triage patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Immediately coordinate with your chief engineer to determine the level of damage to the station.&lt;br /&gt;
# Work with your department and security to cordon off and investigate the area.&lt;br /&gt;
# Work quickly to make the area safe again. Once safe, further repairs may be conducted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Avoid the damaged areas.&lt;br /&gt;
# Report any suspicious activity to security present in damaged areas.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: violet&amp;quot;&amp;gt; &#039;&#039;&#039;Code Violet&#039;&#039;&#039; &amp;lt;p&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Called by:&#039;&#039;&#039; Any two personnel with Command-Level Access, or one Captain-level access card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions:&#039;&#039;&#039; A Viral Pathogen has infected a significant portion of the crew. In the event of a Viral Outbreak, all infected personnel are to direct themselves to Medbay immediately. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Medbay should be secured ASAP. Quarantine of infected is top priority.&lt;br /&gt;
# Should securing medbay not be possible, the evacuation shuttle arrival area should be secured. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Areas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Secure areas require an access permit, unless required by a staff job. &lt;br /&gt;
# Secure areas: Medical department, Security department, EVA Storage, Tech Storage, Gravity Generator, All Engineering areas beyond the lobby, Vault, and areas requiring command access.&lt;br /&gt;
# There are no restrictions on bolting Secure Areas. Secure Areas may be left bolted or unbolted at the discretion of Command personnel.&lt;br /&gt;
# Secure areas are not to be entered by non-command, unless required by their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Chemistry is to immediately begin researching the cure to the infection.&lt;br /&gt;
# Medical entrances should be locked down to prevent further infection of medical personnel. Crew should be let into medical in a controlled manner.&lt;br /&gt;
# Any potentially infected personnel should be isolated.&lt;br /&gt;
# Any pacified infected personnel should be brought to chemistry to aid in cure production.&lt;br /&gt;
# A cure should be distributed to the crew once available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Crew:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Personnel should self-quarantine to avoid infection. Shelter in a safe area and avoid those who are potentially infected.&lt;br /&gt;
# If you believe you are infected, calmly wait for the distribution of the cure at medbay.&lt;br /&gt;
# Once the threat has passed, work may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should the station threat become too high to handle, the emergency shuttle should be called.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous clarifications ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Line of succession:&#039;&#039;&#039; ===&lt;br /&gt;
If the captain dies and is unrecoverable for whatever reason, then a new captain must be selected.&lt;br /&gt;
&lt;br /&gt;
The line of succession is as follows:&lt;br /&gt;
&lt;br /&gt;
# Captain&lt;br /&gt;
# Head of Personnel&lt;br /&gt;
# Head of Security&lt;br /&gt;
# Crew member voted on by all available command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no heads are present the NT Representative on station will be made Captain and the evacuation shuttle should be called and alert set to red.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Command Clarifications:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Head of Personnel is considered second in line of succession for station Captain, but has equal rank to every other head of staff. &lt;br /&gt;
# Head of Personnel may hire/fire staff with the relevant department head&#039;s permission. &lt;br /&gt;
# Head of Personnel may not give orders to, or assign workers from any department other than service.&lt;br /&gt;
# Warden is considered second in command of security, however is not command staff.&lt;br /&gt;
# Passenger command falls under the Head of Personnel, but are not considered service department.&lt;br /&gt;
&lt;br /&gt;
== Non-Crew Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Docking and Visitors&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1.&#039;&#039;&#039; The station is encouraged to allow non-hostile visitors permission to dock and embark on the station station during green alert level.&lt;br /&gt;
# If a crewmember commits a crime aboard a Nanotrasen station, and then flees to an actively in-use unaffiliated vessel, asylum will be granted on the discretion of the vessel’s organization.&lt;br /&gt;
# The Captain may grant or deny visitor asylum at his discretion.&lt;br /&gt;
# Visitors may be granted any access the Captain deems appropriate.&lt;br /&gt;
# Visitors may be assigned an escort or searched upon entrance at the Captain’s discretion.&lt;br /&gt;
# At no times should the crew enter a visitor’s vessel without permission, search a visitor’s vessel, or otherwise infringe on their sovereignty.&lt;br /&gt;
# Visitors aboard an NT Vessel are subject to Space Law. Likewise, if a visitor breaks the law and then immediately flees to their own vessel, the &amp;quot;hot pursuit&amp;quot; doctrine applies and security may board to detain.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vessels&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Nanotrasen Space law does not apply on visitor shuttles and ships that are unaffiliated with any corporation.&lt;br /&gt;
# Any personnel aboard a vessel are under the legal authority of that vessel and may be legally fined, arrested, detained, and otherwise punished for infractions of the visitor&#039;s laws.&lt;br /&gt;
# Vessels belonging to organizations at war with Nanotrasen, vessels which attack a Nanotrasen facility or ship, and vessels engaged in obvious criminal activities are not protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Staff Handling Policies ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hiring/Transfer Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# No new hires or transfers are permitted without contacting the relevant command member. If one is not available, promoting an Acting Head of Staff is recommended. See the command SOP for further information.&lt;br /&gt;
# Promotion to Acting command requires authorization by the Captain or Acting Captain.&lt;br /&gt;
# The following jobs require permission from Central Command before hiring/transfer is done: Captain, Head of Security, Head of Personnel.&lt;br /&gt;
# All new hires to the Security Department, are to be mindshield implanted and fully checked for unauthorized materials or suspicious communications.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Firing/Demotion Policies&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# In the case of a full dismissal, the relevant ID is to be destroyed.&lt;br /&gt;
# In the case of a demotion, Civilian-level access is recommended. Alternatively, low requirement jobs such as Service Worker, Clown, or Janitor may be chosen.&lt;br /&gt;
# No dismissals or demotions are to be performed without authorization from the relevant Head of Staff or Captain. See command SOP for demotions of command.&lt;br /&gt;
# Personnel are to report to the Head of Personnel for dismissal/demotion. Failure to do so will lead to security detainment.&lt;br /&gt;
# After a legal dismissal/demotion order is given to the person dismissed/demoted, any activity inside the previously assigned Department is to be considered Trespassing/Major Trespassing, and any item kept from said Department is to be considered Petty Theft/Theft. It is recommended that dismissed/demoted personnel willingly and quickly turn in all restricted items and cooperate to avoid detainment by security.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Causes for Demotion and Dismissal&#039;&#039;&#039; ===&lt;br /&gt;
Refer to the above for dismissal authority. Ultimately, the decision to dismiss/demote any personnel falls to the relevant Head of Staff or Captain. This list is merely a recommendation.&lt;br /&gt;
&lt;br /&gt;
* Any medium-severe breach of Standard Operating Procedure without proper cause.&lt;br /&gt;
* Any medium crime or higher.&lt;br /&gt;
* Critical incompetence, or maliciously under performing.&lt;br /&gt;
* Refusal to follow legal and relevant orders by the respective Head of Staff.&lt;br /&gt;
** Legality and relevance of said orders are to be judged by the Captain or Head of Personnel.&lt;br /&gt;
* Creation of a hostile, or unsafe work environment.&lt;br /&gt;
** Personnel consistently berating, insulting, belittling, or otherwise treating their coworkers like dirt, should be immediately disciplined.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Vote of No Confidence&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# A Vote of No Confidence is a method for crew to arrange for demotions of unfit command members. An exceptional reason must be provided. Detailed below are some potential reasons for demotion.&lt;br /&gt;
# Votes must be verified by a 3rd party who tabulates the votes, and additionally verifies the reasoning behind the vote. Unless involved in the dispute, the 3rd party must be the on-station Captain. If the captain is the target of the vote, central command will adjudicate the matter.&lt;br /&gt;
# If the 3rd party dismisses the vote reason, the target of the vote must have their position respected, not doing so may result in a demotion for creating an abusive work environment against them. If the department is understaffed or a tie occurs, the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; party may be a tie breaker.&lt;br /&gt;
# Votes by departmental crew against their Head of Staff must pass with a 2/3 majority in favor of the vote for it to take effect.&lt;br /&gt;
# Votes by Command against their Captain must pass a simple majority in favor of the vote for it to take effect.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;Money Accounts and Space Credits&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Individual Crew Members have sole ownership over their credits and may choose where to spend it, command or security members may not access crew credit accounts.&lt;br /&gt;
# Crew members not performing their primary duties, or who are otherwise going above and beyond the call of duty for their department &#039;&#039;&#039;&#039;&#039;may&#039;&#039;&#039;&#039;&#039; ask for compensation for services or products rendered. Department heads should prioritize a portion of all proceeds as being donated to the department budget (10-15%).&lt;br /&gt;
Below is a short list of things considered appropriate for certain departments to charge for, but is not comprehensive:&lt;br /&gt;
&lt;br /&gt;
* Bartenders creating mixed or elaborate drinks/drink orders.&lt;br /&gt;
* Engineering remodeling an area according to crew&#039;s specifications, rather than simply fixing it.&lt;br /&gt;
* Chemistry making specialized medicines through pills/patches.&lt;br /&gt;
* Medical offering medkits/medfab supplies to crew.&lt;br /&gt;
* Cargo prioritizing orders, or providing resources to crew members whose order does not match their department.&lt;br /&gt;
* Science creating/distributing non-departmental items to crew.&lt;br /&gt;
* Chef creating special dishes or custom orders.&lt;br /&gt;
* Botany creating special plants for specific crew members, when not supplying departments.&lt;br /&gt;
&lt;br /&gt;
== Emergency SOPs ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Emergency Response Teams&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# Emergency Response Teams are only to be called when there is a Code Red-level threat or above.&lt;br /&gt;
# Emergency Response Teams are not to be called concurrently with the emergency shuttle. Pick one or the other.&lt;br /&gt;
# Emergency Response Teams are to be called when there is a major emergency aboard the station that the crew does not have the resources to address properly. Such as a high level security threat, massive station damage, paranormal activity, etc.&lt;br /&gt;
# Emergency Response Teams should not to be called without majority approval from Command.&lt;br /&gt;
# Emergency Response Teams officially outrank anyone short of a Central Command Officer, at the discretion of Central Command. Unless their actions are blatantly illegal and against the best interest of NanoTrasen, the crew, or the station, their orders are absolute.&lt;br /&gt;
----&lt;br /&gt;
=== &#039;&#039;&#039;The Emergency Shuttle&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
# The Emergency Shuttle is not to be called concurrently with an Emergency Response Team. Pick one or the other.&lt;br /&gt;
# In the event of hostile biohazard lifeforms appearing on the station (such as deadly viruses, or Terror Spiders), Central Command is to be notified by red phone or fax before the Emergency Shuttle is called. Failure to do so may lead to the shuttle being recalled in order to enforce quarantine. CC may deny emergency shuttle requests to handle the biohazard.&lt;br /&gt;
# In the event that the Emergency Shuttle is called, all personnel are to assemble at the emergency shuttle docking area at 5 minutes before arrival.&lt;br /&gt;
# Forcing an early departure of the Emergency Shuttle is not permitted.&lt;br /&gt;
# All personnel in critical condition are to be given emergency aid ASAP.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1906</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=1906"/>
		<updated>2026-01-19T16:10:52Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Combined recent edits for clarity. NT Career Trainer can have a flash, not an energy pistol&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 may 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;br /&gt;
&lt;br /&gt;
== Nanotrasen Career Trainer ==&lt;br /&gt;
1. NT Career Trainers reports directly to the Captain and NanoTrasen Representative.&lt;br /&gt;
&lt;br /&gt;
2. NT Career Trainers are to wear their company-provided uniform and &#039;&#039;&#039;jacket OR their issued beret/hat&#039;&#039;&#039; at all times while on duty. They are free to choose a beret that best matches their primary field of knowledge if they so desire. Additionally, Identifying equipment SHOULD not be distributed to crew members.&lt;br /&gt;
&lt;br /&gt;
3. NT Career Trainers are to be available to all Crewmembers, regardless of Department. You may not only assist a singular Department.&lt;br /&gt;
&lt;br /&gt;
4. NT Career Trainers are not to do a Trainee&#039;s work for them.&lt;br /&gt;
&lt;br /&gt;
5. NT Career Trainers are to use NCT Data Chips only to acquire the access necessary for providing training. They are not to use said access for other purposes.&lt;br /&gt;
&lt;br /&gt;
6. In the event of a lost or stolen NCT Data Chip, the NT Career Trainer is to report the incident to their local Nanotrasen Representative or Station Captain.&lt;br /&gt;
&lt;br /&gt;
7. NT Career Trainers may carry a flash on them at all times.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Employee_SOP&amp;diff=1905</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=1905"/>
		<updated>2026-01-19T16:07:43Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Reverted edit by FoxxoTrystan (talk) to last revision by Nekonori&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, 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 may 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>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=History&amp;diff=1898</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=History&amp;diff=1898"/>
		<updated>2026-01-17T20:12:14Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* The 26th Century */ Added info on Feast of Fools Event, and updated to the current year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The history of the universe is vast and expansive, with every space-faring species having thousands of years of history. This page primarily focuses on the history of the universe from the perspective of the Trans-Solar Federation, which originated in Earth&#039;s solar system and is sometimes called SolGov. Unless specified otherwise, the events of the real Earth up to approx 2016 still occur within the universe of Starlight. More detailed history on specific species and events may exist on their respective pages, and will be linked to when relevant.&lt;br /&gt;
&lt;br /&gt;
=== The 21st Century ===&lt;br /&gt;
Following multiple disastrous wars in the early 21st century, Mars rovers discovered an element forming just under the surface of Mars. This element, later named &#039;Plasma&#039;, sparked a renewed interest in the stars amongst humanity. It&#039;s unique crystalline structure and conductivity was of initial interest, but an accidental detonation of a crystal by the Mars rover showcased another property- a very high energy density. However, efforts to remotely mine the material were costly and often disastrous. And so, the global powers of Earth began the Second Great Space Race to be the first to establish colonies on Mars to mine this material.&lt;br /&gt;
&lt;br /&gt;
The first steps of this space race had a simple objective. To establish long term colonies on the Moon as a testbed for development of sustainable, practical, and independant colonies that could sustain themselves off world for long spans of time. The first country to establish a permanent moon colony was the United States, aided greatly by the support of NATO. They were followed shortly after by Russia, who also established a permanent station which orbited the moon to support their own colony with communication and logistical needs. This station was dubbed &amp;quot;космическая станция 1&amp;quot;, or Space Station 1.&lt;br /&gt;
&lt;br /&gt;
While both countries ramped up their colonization efforts, there were multiple incidents which lead to an escalation of armaments onboard KC1 and both moon colonies. Russia&#039;s increased aggression and attempted seizure of its neighbors and the construction of missile firing sites on their moon colony would have been enough to tip the world to war, but China beat the west to the punch. In 2063, while the west was pouring resources into the stars, China remained grounded and focused on the Earth, more pointedly, Taiwan. Japan was swift to come to the defense of Taiwan, and inevitably NATO was drawn into the conflict, prompting Russia to join on the side of China.&lt;br /&gt;
&lt;br /&gt;
The Eastern Seas War lasted only a short eight years, but the consequences were devastating. With much of the fighting taking place in the Chinese mainland, the damage to infrastructure was thorough and more than enough to kneecap the global economy. Combined with the tens of trillions of dollars spent by both Russia and the United States on their moon colonies which were both destroyed during the war, the global economy completely collapsed. Multiple nuclear devices had also been detonated in high density regions of the United States, Russia, Europe, and China, leaving much of the world in disorder. Few governments remained completely intact, with the United States, Russia, and China all shattering, albeit the pieces of the US remained closely united still in independence. It seemed that the race for Mars had ended before it could even begin.&lt;br /&gt;
&lt;br /&gt;
That may have been the case, had it not been for an inspired scientist. Prokopy Morozov was a Russian scientist stationed for a brief time on KC1, before he defected to NATO during the war. He spent much of the final years of the war in hiding, taking advantage of sanctuary in the United Kingdom. It was during this time that Morozov acquired a sample of Plasma for his own research and he discovered a property that had gone unnoticed. When used properly alongside Dexalin and other chemicals, it could be synthesised into a drug that reversed rotting and could repair brain damage. This would eventually in the far future be perfected into Opporozidone, but in its current state it was capable to curing Alzheimer&#039;s and several other degenerative brain conditions.&lt;br /&gt;
&lt;br /&gt;
As conditions on Earth continued to deteriorate due to fallout clouds and territorial disputes, slowly a consolidation took place over the next 10 years. In 2082, the world was unified into the [[Trans-Solar Federation]], and Prokopy Morozov was it&#039;s first Chief Scientist. Their ambitions were worn boldly on their sleeves and their flags- to not be bound solely to this world or even this solar system. A lofty goal to keep them optimistically pointed spacewards long into the future.&lt;br /&gt;
&lt;br /&gt;
Shortly before the formal founding of the Trans-Solar Federation, other entities were also born from the opportunity that the ruin of the world presented. With much of their assets only indirectly impacted by the war, as they were functionally non-military targets, several large Megacorporations thrived in this time period and grew even larger by supporting the newly formed world government. Two stood head and shoulders above the rest however. One was NanoTrasen, founded by Johnathan Nexus and Michael Trasen in the former United States. NanoTrasen pioneered efficient solar and turbine power generation which became a staple of the Trans-Solar Federation&#039;s spacefaring ambitions. The other was Cybersun, founded by Su Yongnian. Cybersun made incredible strides towards cybernetics, advanced computing, and eventually birthed the first true sapient Artificial Intelligence Programs, which were vital for the operation of the Trans-Solar Federations extremely long duration space missions, manning their ships while the crew went through hibernation periods in cryosleep.&lt;br /&gt;
&lt;br /&gt;
=== The 22nd Century ===&lt;br /&gt;
By the year 2100, with the immense nearly limitless funding of the TSF and the technological marvels provided by [[Corporations#NanoTrasen|NanoTrasen]] and [[Corporations#Cybersun|Cybersun]], the first permanent Mars Colonies were established. These colonies focus was primarily the mining and processing of Plasma. Condensers were created that could store the Plasma in a gaseous state, which allowed them to be stored at incredibly high pressures to minimize space needed for transport back to Earth. At this time, due to their large contributions to the effort, the largest mining operations were owned and run by NanoTrasen and Cybersun respectively, while ever true to their name the Trans-Solar Federation continued to branch out far into the fringes of space.&lt;br /&gt;
&lt;br /&gt;
In 2105, first contact with extraterrestrial life was made. An alien government from a neighboring solar system, the [[Skrellian Central Authority]], became aware of Humans and made contact, which swiftly developed into an alliance. A pillar of this alliance was an exchange of technology, with the SCA learning of the potency of Plasma and its many applications in exchange for the TSF being taught to create more efficient thrusters and Faster Than Light Engines. In truth, these engines leveraged a previously unknown phenominon known as [[RGBspace|Bluespace]], and did not violate the laws of physics as some scientists initially feared. Bluespace was more compact, and when charted precisely, could be used to vastly shorten the duration of space travel.&lt;br /&gt;
&lt;br /&gt;
With these new FTL Engines and the scientific prospects that Bluespace presented, the Trans-Solar Federation took it&#039;s first leaps into the wider galaxy. But disaster was brewing back home. For the sake of the bottom line, conditions in NanoTrasen&#039;s Mars Mining Colonies had degraded noticeably. Health and safety was a secondary concern to profit, and it was inevitable that this would blow up in their face. None knew just how devastating, or literal, it blowing up would be however.&lt;br /&gt;
&lt;br /&gt;
In 2125, NanoTrasen&#039;s Mars Mining Colony experienced a [https://www.youtube.com/watch?v=9FCF2Y4lIWk catastrophic detonation] of its stored Plasma Canisters. This incident has since been painted as an act of sabotage by the rival Cybersun corporation, a lie many believe, but in truth it was incompetence and greed. Regardless of the cause, the Mars Incident was a dark year for humanity. The detonation caused a chain reaction which detonated a deep-running Plasma vein that resulted in a massive ejection of debris and material from Mars&#039; gravitational field. Over the next year, this debris drifted into Earth&#039;s orbit, with multiple impacts devastating historical sites on the Moon, and more tragically making landfall on Earth itself. These meteor showers caused massive devastation to the Siberian and Asian territories, resulting in untold tens of thousands of deaths.&lt;br /&gt;
&lt;br /&gt;
While the political fallout of this incident should have been enough to destroy NanoTrasen, the company bounced back with a very strong misinformation campaign online, spreading conspiracies of everything from rival corporation sabotage to alien attacks to elder gods awakening on Mars. Publicly, they insisted that sabotage of equipment was to blame, while privately they lobbied and bribed their way out of most of the consequences, eventually being saddled with several multi-million dollar fines which they paid off with relative ease. A large reason for the Trans-Solar Federation&#039;s willingness to administer a relative slap on the wrist for this was due to a brewing conflict between their allies the Skrellian Central Authority, and their own rivals the Kidan. Foreseeing an armed conflict, NanoTrasen was favored as a potential weapons manufacturer, and soon after the incident began pivoting to producing energy shielding and weapons systems for the TSF&#039;s fleet.&lt;br /&gt;
&lt;br /&gt;
In 2154, that war did begin, with the Kidan declaring war on the Skrellian Central Authority. The Trans-Solar Federation initially only provided logistical and technological aid to the SCA, sending them large amounts of weapons, ammunition, and shuttles however the TSF become more directly involved in 2155 after one of their shipments was attacked by the Kidan, resulting in the death of an Admiral. The Kidan War raged on until 2160, eventually ending in the total devastation of the Kidan homeworld of Aurum.&lt;br /&gt;
&lt;br /&gt;
=== The 23rd Century ===&lt;br /&gt;
As the [[Trans-Solar Federation]] expanded deeper into the galaxy, it became quickly apparent that things were quite a bit stranger than anyone from Earth could have expected. First contact with new species was a mixed bag. In 2209 contact was made with the [[Felionoids]], who were quickly integrated into the Trans-Solar Federation as it&#039;s first proper extraterrestrial member species. Several dozen colonies were established on habitable worlds at this time as well, seeing a great increase in economic prospects for the Federation. However with these additions came, the strangeness of space. The discovery that independent of any Earth influence, the Felionoids had also developed Clowns and Mimes as a cultural concept was odd enough. However, in 2213 when the [[Vulpkanin]] were encountered and shortly after added to the Trans-Solar Federation, and it was discovered that they had also independently developed Clowns and Mimes without any influence from the Humans or Felionoids, people began to ask questions. Questions with concerning and stupid answers.&lt;br /&gt;
&lt;br /&gt;
Meanwhile behind closed doors multiple secretive organizations began to form in opposition to NanoTrasen. Those who knew the truth of the Mars Incident, those who had family and loved ones, or more importantly businesses, that were devastated by the landfall of the Mars debris. While none were at this time collaborating, many began independently working to undermine NanoTrasen&#039;s business ventures. Sabotage and corporate espionage were commonplace, and NanoTrasen&#039;s lacking security made them ripe for the picking.&lt;br /&gt;
&lt;br /&gt;
Between 2220 and 2280, the [[Dionae]], [[Kipatli]], and [[Noctiliae]] were also contacted. While the Noctiliae were quick to join the Trans-Solar Federation, the Dionae took nearly 30 years before eventually agreeing to become a member state of the Federation primarily on the promise of humanitarian aid following a disastrous volcanic eruption in their heartlands.&lt;br /&gt;
&lt;br /&gt;
=== The 24th Century ===&lt;br /&gt;
In the early 2300s the Trans-Solar Federation continued to grow into the vast interstellar entity that it&#039;s founders dreamed it would be, but the disturbing discoveries about Clowns and Mimes continued to mount. While neither the Mothpeople or Diona had an active population of Clowns or Mimes, their historical records indicated vast Clown and Mime cults in their ancient pasts. With advanced scanning technology provided by the TSF, an ancient temple was unearthed buried deep under layers of basalt on the Dionae homeworld. A temple seemingly dedicated to some sort of Clown-like deity. Knowledge of this propagated rapidly across the TSF, with many Clowns of all species calling a vote for what to name this deity. During the Gathering of the Floppy, the High Clown Giggles-At-Crimes had a seizure in the middle of the opening freestyle rap ceremony, loudly proclaiming their deity to be &amp;quot;The Honkmother&amp;quot;. The gathering erupted into a cacophony of honks and whoopie cushion farts that some claimed could be heard across the entire Trans-Solar Federation. Absolutely nobody except the Clowns were happy with this turn of events. Everyone unanimously hated it.&lt;br /&gt;
&lt;br /&gt;
Over the next 50 years the Cult of the Honkmother would grow in numbers, bolstered dramatically with each new species encountered by the Trans-Solar Federation as knowledge of their shared ancient religion spread. The Arachnids, Slimes, and even Cyclorites were all found to either have an active Clown and Mime population, or to have had one in their pasts. But this raised a new question, a question many feared to find the answer to now. What about the Mimes? This question grew louder and louder amongst the growing Mime community, though only metaphorically. Everywhere that new discoveries were made, it was obvious the Mimes played some role in this strange ancient religion, but there was never any information on them to be found. They were simply there, a silent presence. Silence. Silence became their answer. As the Clowns grew more and more obnoxiously loud, the Mimes forged their new identity in silence. The silence to balance the noise. Or to some, as tensions increased, the silence to end the noise.&lt;br /&gt;
&lt;br /&gt;
Despite the best efforts of the Trans-Solar Federation, peace talks between the Clowns and Mimes proved fruitless for all of the reasons you would assume. The Mimes became increasingly galvanized by the Cult of the Honkmother&#039;s behavior, with tens of thousands flocking to take the Oath of Silence in opposition to the Clown menace, until eventually the situation broke down entirely. In 2362, the Clown-Mime Intergalactic War began. The conflict was brutal, more brutal than anyone could have anticipated. Several entities, most notably NanoTrasen, supplied the Mimes with armaments and shuttles, while Cybersun secretly funded the development of the first generation of H.O.N.K Mechs, with both sides seeking to use the conflict as a proxy war of sorts. But neither were ready for what the Clowns unearthed.&lt;br /&gt;
&lt;br /&gt;
Nobody knows how, or where from, but the High Clown Giggles-At-Crimes began unleashing horrific twisted creatures upon the Mimes and soon the whole galaxy. Driven mad by his faith, he targeted anyone who was not a Clown. Clownspiders were hatched onboard Trans-Solar Federation stations and shuttles, and Behonkers besieged strongholds on multiple worlds. This caused a religious schism in the Cult of the Honkmother, as those who wished only to spread whimsy and laughter began to turn on the more radicalized followers of Giggles-At-Crimes. It became necessary for the Trans-Solar Federation to step in and force both sides to diplomacy. At the first peace summit, Giggles-At-Crimes threatened to summon a &amp;quot;Level 100 Gigglebeast&amp;quot;, this was provocation enough for a Mime Assassin to shoot him through the heart three times before being detained by the TSF. The second peace summit was held with the more moderate followers of the Honkmother, and resulted in the restructuring of the Cult of the Honkmother. Hundreds of stipulations and agreements were settled within what would become known as the &amp;quot;Carnival Treaties&amp;quot;, finally bringing peace to the two factions, though the scars of this conflict made relations between Clowns and Mimes troubled for a century after.&lt;br /&gt;
&lt;br /&gt;
=== The 25th Century ===&lt;br /&gt;
While the Clown-Mime Intergalactic War raged the Trans-Solar Federation was distracted further from the injustices on their own doorstep. A band of pirates, known as the Gorlex Marauders, began picking away at NanoTrasen&#039;s mining colonies. Degrading conditions and harsher treatment of the workers, under suspicion of working with the Marauders, lead to a tense and hostile relationship between the citizens of the Quadrant Two mining colonies and NanoTrasen. In this troubled time a visionary named Malfoy Ames, himself a miner&#039;s son on one of the worst most backwater of these colonies, Cygni, found himself inspired by a mixture of tales of old and writings from the 20th century. From these influences, Ames adapted his own manifesto, a piece of writing in stark opposition of the megacorporate control of the Trans-Solar Federation via lobbying, bribery, and physical force. A distinctly Socialist manifesto, draped in the aesthetics of Communist Russia.&lt;br /&gt;
&lt;br /&gt;
Ames&#039; Manifesto released in 2404, though it took several more years for the seeds of his labor to sprout. The book was almost immediately outlawed, which only added to it&#039;s allure and the ideas contained within, until eventually after multiple failed uprisings, the Cygni Rebellion began. The citizens of Cygni overthrew the corporate enforcers on the planet, establishing their own government based on Ames&#039; Manifesto, with Malfoy Ames himself as its Leader. The Cygni Rebellion inspired dozens of similar revolts in Quadrant Two, culminating in the formation of first Human government besides the Trans-Solar Federation in over five hundred years. The [[Union of Soviet Socialist Planets]], or USSP.&lt;br /&gt;
&lt;br /&gt;
After the Cygni Rebellion, a large number of veterans of the conflict found themselves in the employ of NanoTrasen. However over the next few years it became increasingly apparent to them that NanoTrasen had little interest in increasing security measures for their operations. These veterans left NanoTrasen, and formed a PMC called &amp;quot;Stellar Vanguard Solutions&amp;quot;. SVS operated as a private military for hire, working as security for several larger corporations but never NanoTrasen itself. Ties between NanoTrasen and Stellar Vanguard Solutions were strained to say the least due to a perception of NanoTrasen&#039;s incompetence, a perception that was not altered by how much trouble NanoTrasen&#039;s Space Stations were constantly in.&lt;br /&gt;
&lt;br /&gt;
Tensions between the TSF and USSP are understandably high during this period, with the TSF refusing to recognize the USSP as a legitimate government and instead classifying them as a terrorist movement. The TSF has little time to focus on this issue however, as soon another enemy makes themselves known. In 2415, Viktor Iavarone, the CEO of the Vulcan Megacorporation, is assassinated. The Trans-Solar Federation initially accuses the USSP of this crime, threatening to go to war, however one week later the leader of the Gorlex Marauders, Euukho Zek&#039;huil, claimed responsibility on behalf of &amp;quot;[[Syndicate|The Syndicate]]&amp;quot;. This marked the first public action of the shadowy Syndicate, formed from the disgraced and criminal leaders of rival Megacorporations taken down by NanoTrasen over the years, as well as the victims and descendants of the victims of the Mars Incident so long ago. Chief among these is Cybersun, though this is unknown to all except for the Inner Circle. To the public, Euukho is the face and leader of the Syndicate, with his Marauders as the Syndicate&#039;s elite enforcers.&lt;br /&gt;
&lt;br /&gt;
Viktor Iavarone was far from the last victim of the Syndicate&#039;s assassinations. Over the next 5 years the Syndicate claimed responsibility for over 4 dozen other high profile assassinations, ranging from CEOs of megacorporations to political leaders within the Trans-Solar Federation itself. In 2420, this culminated in the assassination of the President of the Trans-Solar Federation, Martin Dorneman, and began a three-way conflict between the Trans-Solar Federation, the Syndicate, and the Union of Soviet Socialist Planets, known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
The Pod Wars were a series of smaller conflicts, characterized by their relatively rudimentary technology. A tactic that the Marauders had success with in their days a pirates was equipping bulky modified EVA suits and assaulting shuttles from space. This worked because energy shields were only effective against energy, laser, and ballistic attacks. A humanoid in an EVA suit could leap into the exterior hull of a shuttle and begin sabotaging it with tools. Their continued use of this tactic, and developments on the part of the TSF and USSP to adopt and counter it defined this era, with smaller Pod Ships being deployed carrying small crews to attack larger shuttles, wearing EVA suits designed specifically for this type of warfare, called Ironclad Suits. These Ironclad Suits are the progenitors of the more ubiquitous Hardsuits found in use in modern times, made more durable and compact by years of development during and after the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Pod Wars ended in very little gained by anyone involved. Small spans of territory swapped hands between the USSP and TSF, assets and lives were lost, but there were seemingly no victors when the treaties were done and signed, leaving everyone disgruntled and bitter, and the Syndicate destroyed. Euukho was seemingly killed during the final weeks of the conflict, and with him most of the Syndicate&#039;s military might melted away. The purge that followed saw many of the corporate backers of the Syndicate hunted down and exterminated, with their assets being seized by the TSF. Those that survived were those who concealed their dealings very well, namely [[Corporations#Interdyne|Interdyne]], [[Corporations#Cybersun|Cybersun]], [[Corporations#DONK|Donk Co]], and a handful of others. Others like Comitas Systems were completely wiped out.&lt;br /&gt;
&lt;br /&gt;
Though slow to come to any agreements, NanoTrasen did now more than ever recognize the risks their company could face in an intergalactic war like this. If other corporations could be dissolved for backing the wrong side, so could they. So after roughly 30 years of talks, in 2475 NanoTrasen struck a deal with Stellar Vanguard Solutions. While NanoTrasen would continue to construct and own their Space Stations, and own the lion&#039;s share of their profits and copyrights to their technological and scientific developments, SVS would be in charge of manning and operating these stations with near impunity. SVS agreed to this arrangement, much to the disgust of many of its employees, and rebranded itself to [[Central Command History|Central Command]].&lt;br /&gt;
&lt;br /&gt;
Central Command found much of the current NanoTrasen personnel of the time to be lacking, and many of them to be corporate spies, so contracts for the majority of existing staff were terminated, with the few stations deemed worth inhabiting being refurbished by NanoTrasen. Space Station 1 was lost previously due to a Bluespace anomaly, Space Station 2 was converted into an office complex for NanoTrasen&#039;s executives, while Space Station 3 was converted into Central Command&#039;s operating base in Quadrant Three &#039;Spinward&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2480 a large number of veteran SVS employees, bitter to be working with NanoTrasen, secretly defected and began to form the second generation Syndicate. Generation Two kept itself much more secretive, being comprised of survivors and veterans. Former members of SVS knew what Central Command was capable of, and had personally aided in the termination of several corporate families that had previously aided the Syndicate. Their corporate backers were almost completely from the surviving families and their parents and grandparents had been on the receiving end of it. So both were far more cautious the second time around. At least until Euukho, somehow still alive after 120 years and being declared dead in the Pod Wars, made contact with them once more to offer his services.&lt;br /&gt;
&lt;br /&gt;
=== The 26th Century ===&lt;br /&gt;
In the 80+ years since the Pod Wars ended, the Syndicate has once again faded out of the public consciousness, only really being a rumored thorn in the side of the Trans-Solar Federation, NanoTrasen, and Central Command. NanoTrasen has continued to produce more and more stations in Quadrant Three, spurred on by the discovery of massive deposits of Plasma on various lightly inhabited and mostly hostile worlds in the Quadrant, as well as a large and dense cloud of gaseous Plasma in space. The USSP continues to push its own interests in the region as well with several dozen small colonies being established in the borders between Quadrant Two and Three, and 13 total &#039;Space Stations&#039; of their own, though most have been lost of destroyed.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen itself has now surpassed twenty Space Stations in the region, though the most infamous of these is Space Station 14. Reviled as a den of scum, where the rejects are sent to die, it nonetheless holds great value for NanoTrasen due to its Xenoarcheology and Anomaly Research divisions, being optimally placed within range of several noteworthy planets abundant in both Plasma deposits and ancient alien civilizations. And a few hostile not-so-ancient ones.&lt;br /&gt;
&lt;br /&gt;
Though the Syndicate had seemingly disappeared for good and was believed for many years to have dissolved into disparate factions of its own, the second generation did not lay completely dormant. Following the mysterious disappearance of Space Station 13 and all of it&#039;s crew, rumors have begun circulating that the Syndicate has reawakened, and that somehow Euukho is still in charge. Speculation and rumors run rampant with everything from tamed space dragons to bluespace warfare, to even nuclear devices being the cause, but Central Command and the Trans-Solar Federation insist these are baseless rumors and fearmongering.&lt;br /&gt;
&lt;br /&gt;
In 2525, Giggles-At-Crimes made a horrific return, launching a surprise attack on Quadrant Three and the Starlight Sector. In the first hours of the conflict, three stations fell to his Honkbeasts, while another six were under siege, including Central Command itself. Dozens of shuttles full of Spaygo Berserkers in ancient Clown Battlesuits stormed the stations, cutting down crewmembers and security alike with RGB Energy Swords. After several hours of brutal fighting, most stations were secure enough for Central Command to deploy multiple remote Gamma Armories out of Bluespace, winning the first battles of the conflict soundly. Even though NanoTrasen and Central Command attained victory, several stations were completely lost, while others were majorly damaged and put out of use for the time being. Clown Anomalies, spreading horrid meaty clown creatures, consumed large swaths of Core and Oasis, requiring heavy CBURN responses to cleanse. Box even briefly armed its own Nuclear Warhead, before the situation was brought back under control and the nuclear device was deemed unneeded.&lt;br /&gt;
&lt;br /&gt;
Despite the heavy fighting, and what could mostly be considered a victory by NanoTrasen, Central Command, and the Trans-Solar Federation as a whole, the situation left everyone uneasy and on edge. Sifting through the mounds of dead Clowns, it became clear that Giggles-At-Crimes was still missing, plotting somewhere in the dark recesses of the universe.&lt;br /&gt;
&lt;br /&gt;
Later that year Euukho Zek&#039;huil, who had been believed to have been killed during the Pod Wars was found flying through TSF space. Following a brief pursuit his ship, a 25th century GM-01 War Hawk, FTLed using Red Space into a Starboard model NanoTrasen Station. The crash resulted in mass destruction to the Station&#039;s Science Department, the destruction of the G01-WarHawk and a broken leg for Euukho. The station&#039;s crew was able to delay Euukho until the arrival of NanoTrasen Special Forces, who captured Euukho after a failed attempt to commandeer their shuttle. &lt;br /&gt;
&lt;br /&gt;
Euukho was transported to a Central Command outpost. However, the outpost was assaulted by a criminal entity in a suicidal rescue mission and Euukho was able to escape.  &lt;br /&gt;
&lt;br /&gt;
Early the following year chaos unfolded on Oasis Station.The Feast of Fools, a nearly universal clown holiday celebrated by most sects of the Faith of the Honkmother and known for excessive noise, extreme lubrication events, and law enforcement resignations, occurred on January 10th. On this comically sacred day, the Honkmother is rumored to appear and select a single individual to whisper the funniest joke ever told. On that day, the Honkmother made her first appearance in the Starlight sector. Her arrival on Oasis Station was met with doctrinal celebration and operational concern in nearly equal measure. Desperate command members faxed for assistance from Central Command. However, as fate would have it, their employers had already received hundreds of such letters claiming the Honkmother had risen- as such reports are a common prank among clowns able to procure the appropriate stamp on their day of merriment. Thus their requests were rejected.&lt;br /&gt;
&lt;br /&gt;
Festivities continued in the center of Oasis. The crew told the Honkmother jokes and engaged in a traditional slipping competition. However, this provided a distraction for a shuttle of clown cultists, followers of Giggles-at-Crime, to infiltrate the station. They began to perform dark rituals in the maintenance corridors, to ‘empower’ the Honkmother. Security logs would later note that response time was delayed due to ‘ongoing holy slipping. Slowly, the Honkmother’s mirth and benevolence left, only to be replaced by spite and maliciousness. By the time security found the cultists, it was too late. The Honkmother transformed; her red hair faded, her smile turned to a smirk, and most shockingly her own abdomen tore into a gaping maw from which only mean-spirited jokes and vicious mockery were uttered. Following this incident, this entity has come to be known as the Jonkmother. She incited dangerous pranks, slips turned into falls and slapstick twisted into knife fights. Clown anomalies formed, and during the ensuing panic, the cultists continued their work, erecting more ritual sites. Ironically, an anomaly manifested within the Jonkmother herself. When she went critical, clown kudzu and behonkers exploded from within. Through valiant efforts, the crew fought against overwhelming odds, against the cultists, and even some of their own. They destroyed the ritual sites, banished the clown kudzu, and evaded one behonker that had somehow become invisible in what was later called “the worst game of hide and seek”. The crew’s efforts restored the Honkmother to her true form. She assisted the station with their wounded, and blessed one crew member whom she’d deemed to have the best joke, with the funniest joke of all. &lt;br /&gt;
&lt;br /&gt;
However, Giggles-at-Crime had proven himself and his followers, consequently named the Jonkists, to be more dangerous than ever imagined. Unlike followers of Narsie or Ratvar, they had succeeded not only in finding their own God, but also in corrupting her beyond recognition. Their motivations remained unknown, as did their whereabouts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2526. Welcome to Space Station 14.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=History and Timeline by Conflee with revisions by Karmakitsuna and Grapegifter.&lt;br /&gt;
&lt;br /&gt;
General events and information on the TSF and USSP broadly adapted from Paradise Station writers like Flattestguitar, Shadeykins, Zydras, and more.}}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1880</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1880"/>
		<updated>2026-01-10T19:58:16Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Removed disclaimer that this might not match guidebook. PR was merged.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1879</id>
		<title>Security SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Security_SOP&amp;diff=1879"/>
		<updated>2026-01-09T23:56:03Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &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. Long guns shall not be taken outside the brig on Code Green. Long guns are any firearms that are not pistols or revolvers. &lt;br /&gt;
&lt;br /&gt;
2. A maximum of 1 long gun (with permit) and 1 sidearm (pistol or revolver) may be carried on blue alert or above. Only a sidearm and disabler may be carried on green.&lt;br /&gt;
&lt;br /&gt;
2. Long guns 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 long guns. &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 attempt to 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;
7. 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;
8. All Security personnel must wear at least one piece of an official Security uniform at all times. An official Security Uniform is defined as: The Security Jumpsuit/skirt, the Senior Security Jumpsuit/skirt, the Security Winter Coat, the Trooper Uniform, or job specific variants of these for the Warden, Head of Security, or Brigmedic.&lt;br /&gt;
&lt;br /&gt;
9. 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;
10. 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;
* Lethal sidearm&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 responsible for assigning sentences up to 20 minutes, but should inform the Warden of the accusation and sentencing if timing exceeds 10 minutes. Sentences over 20 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;
* Lethal sidearm&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;
* Energy Shotgun&lt;br /&gt;
* Lethal sidearm&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.&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;
6. The Warden may appoint a Duty Officer to assist with prisoner keeping duties with permission from the HoS. &lt;br /&gt;
&lt;br /&gt;
== Duty Officer ==&lt;br /&gt;
1. Standard Code Green equipment is:&lt;br /&gt;
* Light riot helmet&lt;br /&gt;
* Riot suit&lt;br /&gt;
* Riot shield&lt;br /&gt;
* 4 x Non-lethal grenades&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Security Radio&lt;br /&gt;
* 2x Handcuffs&lt;br /&gt;
* 2x Zipties&lt;br /&gt;
* Holobarrier Projector&lt;br /&gt;
* Seclite&lt;br /&gt;
2. The Duty Officer reports directly to the Warden. The Duty Officer is to assist in the processing of prisoners.&lt;br /&gt;
&lt;br /&gt;
3. The Duty Officer is to directly communicate to the Warden at the start of the shift, and any time they are required to leave the department.&lt;br /&gt;
&lt;br /&gt;
4. The Duty officer may not perform the duties of a Security Officer, unless the department is short on staff, or during emergencies.&lt;br /&gt;
&lt;br /&gt;
5. Prisoner treatment guidelines must be strictly followed and is your top priority.&lt;br /&gt;
&lt;br /&gt;
6. Non-lethal means should be used against prisoners whenever possible. &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;
* Lethal sidearm&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; Proto Energy Gun&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, but may carry their WT550 or Energy Gun. &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. Prisoners are to be issued a prisoner PDA and a prisoner ID. All other possessions except for clothing and necessary survival equipment is to be confiscated until they are released.&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;
== Parole ==&lt;br /&gt;
1. A criminal is sentenced to parole.&lt;br /&gt;
&lt;br /&gt;
Criminals may be sentenced to parole if:&lt;br /&gt;
&lt;br /&gt;
* They request parole before or during their sentence and Warden or Head of Security approves. The request should always be approved if a prisoner has been cooperative during their incarceration and served at least half their sentence. All other situations are up to discretion.&lt;br /&gt;
* A member of the Legal Department justifiably orders parole at the conclusion of a trial or investigation.&lt;br /&gt;
&lt;br /&gt;
2. If the paroled individual has just been sentenced, they are to have their gear confiscated as-per instructions in [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
&lt;br /&gt;
*  Warden or Head of Security may allow some possession to remain with the paroled individual during this time, at their discretion.&lt;br /&gt;
&lt;br /&gt;
3. Paroled individual is to be marked in the criminal records as &amp;quot;Paroled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
4. Paroled individual is to be released from security.&lt;br /&gt;
&lt;br /&gt;
5. Warden and Head of Security may order the paroled individual to check in at security during parole.&lt;br /&gt;
&lt;br /&gt;
* Failure to comply in under 5 minutes should be considered breach of custody.&lt;br /&gt;
* Paroled individuals should not be required to check in more frequently than once every 15 minutes.&lt;br /&gt;
* Warrants are not required to search paroled individuals.&lt;br /&gt;
&lt;br /&gt;
6. When their sentence is up the paroled individual should return to security to collect their belongings and be marked as discharged.&lt;br /&gt;
&lt;br /&gt;
== Permit Acquisition ==&lt;br /&gt;
1. Requester delivers a filled out permit form for contraband to Warden, HoS, or in an emergency, Captain. It must contain Time and Date, requester&#039;s name and their position, a reason for the permit, and how the item will be or has already been obtained.&lt;br /&gt;
* Any illegal chemical which requires a prescription must provide a valid prescription with the permit that is signed or stamped appropriately.&lt;br /&gt;
&lt;br /&gt;
2. Review the validity and necessity of the request.&lt;br /&gt;
* If the item requires delivery by a department other than sec, the permit must already be signed or stamped by the relevant head.&lt;br /&gt;
* If the permit requires a security item that is in limited stock it may be denied until more can be obtained.&lt;br /&gt;
* If the requester has already received a related permit the person reviewing can choose to deny the permit unless the old permit and contraband are turned in.&lt;br /&gt;
* Significant Syndicate Permits are never approved.&lt;br /&gt;
* Armory Permits are not issued below Blue Alert.&lt;br /&gt;
&lt;br /&gt;
3. If the request is not unreasonable, it is stamped APPROVED, as well as signed and stamped by the person reviewing it.&lt;br /&gt;
* If the request is unreasonable it is stamped DENIED instead of APPROVED.&lt;br /&gt;
&lt;br /&gt;
4. A copy is made for reference and stored in warden&#039;s office.&lt;br /&gt;
&lt;br /&gt;
5. The document is given to the requester. If approved they are to keep it on their person at all times. If denied they are to be given a brief explanation as to why.&lt;br /&gt;
*If an approved permit is for security equipment, it is retrieved and provided.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1874</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1874"/>
		<updated>2026-01-05T03:29:19Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Sentence times were recently updated in this document but may not be live in-game yet. Please refer to the in-game guidebook for sentence times and time modifications. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1873</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1873"/>
		<updated>2026-01-05T03:28:26Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;span style=&amp;quot;color:#FFFFFF;&amp;quot;&amp;gt; Sentence times were recently updated in this document but may not be live in-game yet. Please refer to the in-game guidebook for sentence times and time modifications. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1872</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1872"/>
		<updated>2026-01-05T03:20:47Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added Grammar Correction from alternative revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with known criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Classified_Documents&amp;diff=1870</id>
		<title>Classified Documents</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Classified_Documents&amp;diff=1870"/>
		<updated>2026-01-03T23:09:12Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;[Incoming Transmission. Transmission playing now.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carter? It&#039;s Gil. I know we haven&#039;t talked since you left, but I&#039;ve found something. I&#039;ve set up a network here, I&#039;ll get out what I can when I can, don&#039;t dig too deep, they&#039;re watching.&lt;br /&gt;
&lt;br /&gt;
Sending the file upload after this, I hope it reaches you. I&#039;ll keep trying to establish contact, maybe one of these will get to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[End Transmission]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Beginning file download]&#039;&#039;&amp;lt;/blockquote&amp;gt;You&#039;re not supposed to be here.&lt;br /&gt;
&lt;br /&gt;
=== Classified - NanoTrasen ===&lt;br /&gt;
&lt;br /&gt;
* [[NanoTrasen Special Forces]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CSOD ===&lt;br /&gt;
* [[After Action Report - Central Command Station 319]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Project REDACTED|{REDACTED}]]&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Panacea]]&lt;br /&gt;
** [[Prometheus|Prometheus]]&lt;br /&gt;
** [[Artemis]]&lt;br /&gt;
** [[Hercules|Hercules]]&lt;br /&gt;
** [[Hephaestus|Hephaestus]]&lt;br /&gt;
** [[Charon|Charon]]&lt;br /&gt;
** [[Thanatos]]&lt;br /&gt;
&lt;br /&gt;
* [[PSO Cloning System]]&lt;br /&gt;
** [[Pantheon Subject Optimization]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CID ===&lt;br /&gt;
*[[Ouroboros Operatives]]&lt;br /&gt;
**[[Lord]]&lt;br /&gt;
**[[Mnemosyne]]&lt;br /&gt;
**[[Hyperion]]&lt;br /&gt;
**[[Theia]]&lt;br /&gt;
**[[Euryphaessa]]&lt;br /&gt;
**[[Lapetus]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CSD ===&lt;br /&gt;
&lt;br /&gt;
* Potential Threats&lt;br /&gt;
** [[Terror Spiders|[REDACTED]]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CRD ===&lt;br /&gt;
** [[Scaffold| Scaffold&#039;s Disease]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;[File Download End]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Classified_Documents&amp;diff=1869</id>
		<title>Classified Documents</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Classified_Documents&amp;diff=1869"/>
		<updated>2026-01-03T20:54:52Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Classified - CID */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;[Incoming Transmission. Transmission playing now.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carter? It&#039;s Gil. I know we haven&#039;t talked since you left, but I&#039;ve found something. I&#039;ve set up a network here, I&#039;ll get out what I can when I can, don&#039;t dig too deep, they&#039;re watching.&lt;br /&gt;
&lt;br /&gt;
Sending the file upload after this, I hope it reaches you. I&#039;ll keep trying to establish contact, maybe one of these will get to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[End Transmission]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Beginning file download]&#039;&#039;&amp;lt;/blockquote&amp;gt;You&#039;re not supposed to be here.&lt;br /&gt;
&lt;br /&gt;
=== Classified - NanoTrasen ===&lt;br /&gt;
&lt;br /&gt;
* [[NanoTrasen Special Forces]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CSOD ===&lt;br /&gt;
* [[After Action Report - Central Command Station 319]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Project REDACTED|{REDACTED}]]&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Panacea]]&lt;br /&gt;
** [[Prometheus|Prometheus]]&lt;br /&gt;
** [[Artemis]]&lt;br /&gt;
** [[Hercules|Hercules]]&lt;br /&gt;
** [[Hephaestus|Hephaestus]]&lt;br /&gt;
** [[Charon|Charon]]&lt;br /&gt;
** [[Thanatos]]&lt;br /&gt;
&lt;br /&gt;
* [[PSO Cloning System]]&lt;br /&gt;
** [[Pantheon Subject Optimization]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CID ===&lt;br /&gt;
*[[Ouroboros Operatives]]&lt;br /&gt;
**[[Lord]]&lt;br /&gt;
**[[Mnemosyne]]&lt;br /&gt;
**[[Hyperion]]&lt;br /&gt;
**[[Theia]]&lt;br /&gt;
**[[Apollo]]&lt;br /&gt;
**[[Lapetus]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CSD ===&lt;br /&gt;
&lt;br /&gt;
* Potential Threats&lt;br /&gt;
** [[Terror Spiders|[REDACTED]]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CRD ===&lt;br /&gt;
** [[Scaffold| Scaffold&#039;s Disease]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;[File Download End]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=1868</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=1868"/>
		<updated>2026-01-03T20:51:18Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first official public action taken by the Syndicate was the assassination of Viktor Iavarone, the CEO of Hephaestus Megacorporation in 2415. While the Trans-Solar Federation initially blamed the Union of Soviet Socialist Planets for the attack, it was the leader of the Gorlex Marauders, Euukho Zek&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
Over the next 5 years the syndicate claimed responsibility for over 4 dozen high profile assassinations ranging from CEOs of Mega Corporations, to political leaders within the Trans-Solar Federation itself. This culminated in the assassination of the president of the Trans-Solar Federation, Martin Dorneman in 2420. The resulting fall out led to a three-way conflict between the Trans-Solar Federation, the Syndicate and the Union of Soviet Socialist Planets. This conflict would come to be known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;huil was declared deceased and the threat was seen as nullified. Remaining surviving Syndicate elite returned to the shadows, although members from high profile corporations, like Cybersuns&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
Little is known about what, if any, activities took place in the years following the Pod Wars. Families associated with the Syndicate, if they were ever even known at all, faded into obscurity. By all rights the Syndicate had been defeated. &lt;br /&gt;
&lt;br /&gt;
In 2475 the PMC Stellar Vanguard Solutions, which had been founded by disgruntled ex-NanoTrasen employees, struck a deal with NanoTrasen and began to convert to the organization that would become Central Command. Many members, including founding members of SVS viewed this as a complete betrayal and left the company. Embittered, a few of these individuals chose to take up arms against NanoTrasen and Central Command- so long as it remains associated with the Mega Corporation. Ironically, they took up the name of the &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
For the past 50 years the Syndicate have remained in the shadows, growing their ranks and biding their time. In present day although their activity has picked up the general public remains unaware of their return.&lt;br /&gt;
&lt;br /&gt;
== Modern Developments ==&lt;br /&gt;
&lt;br /&gt;
In late 2525 Euukho Zek&#039;huil was found alive, piloting his 25th century GM01-Warhawk, in the Starlight Sector. Following a brief altercation with TSF authorities his ancient craft Red Space FTled into a Starboard Model NanoTrasen Station. The crash resulted in the destruction of the station&#039;s Science Department, large scale damage to the GM01-Hawk and a broken leg for Euukho. While on station Euukho injected crew members with a compound which unlocked PSO suppressed memories. By the time NanoTrasen Special Forces and their CSOD handler arrived multiple command members had regained memories of highly confidential information, including past deaths from [REDACTED]. While Special Forces were eventually able to neutralize impacted employees, the threat PSO unlocking technology poses was made abundantly clear.&lt;br /&gt;
&lt;br /&gt;
Euukho was taken into custody while trying to commandeer the Special Forces unit&#039;s own vessel. However, the Central Command Outpost he was transferred to was set upon by an onslaught of Nuclear Operatives shortly after he arrived. While all operatives were killed in the ensuing firefight, their suicide mission was successful and Euukho was last seen fleeing in a vessel with another member of Syndicate High Command. They are believed to have returned for the GM01-WarHawk as the wreck disappeared shortly afterwards. &lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
The syndicate exists as an organization of groups with some overlapping goals, namely the downfall of NanoTrasen. The modern day Syndicate includes staff with branches within the organization, not entirely unlike Central Command. Unlike Central Command they have little control over their &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
Extremely powerful, clever, and petty each of the half dozen members of Syndicate High Command are a force to be reckoned with- they are the ones pulling the strings. Unfortunately, many of the strings they choose to pull are akin to each others&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
High Command is composed of a medley of individuals, including members from the Original Syndicate, Stellar Vanguard Solutions Founders, and 2nd Generation Syndicates. As one can imagine tensions exist between the generations and old grudges remain with Stellar Vanguard members who played a prominent role in the destruction of the original organization including the assassinations of 2nd generation&#039;s  predecessors. Due in part to their secretive nature little is known about many members of this elusive group. However, rigorous investigations conducted by the Central Command Intelligence Division have identified a few of these high ranking individuals. Aside from former SVS members little information exists on High Command members histories, and who is from the 1st or 2nd generation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Euukho Zek&#039;huil (Founder of the Gorlex Marauders)&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
* Fionn&lt;br /&gt;
* Skreskriskriskri&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* &amp;lt;s&amp;gt; Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;/s&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Branches are headed by Syndicate High Command, though not every High Command member is in charge of a branch. While on first glance the structure looks organized, anyone working with the Syndicate will tell you that it is anything but.&lt;br /&gt;
&lt;br /&gt;
In-fighting between High Command members, and ambiguity regarding which branch is responsible for what creates a chaotic atmosphere. The organization has been through multiple restructures with responsibilities alternating between branches.&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;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| Nullspace || In charge of coordination with and use of supernatural elements, such as Wizards, Cultists, Psionics, etc. In charge of preventing Bluespace attacks from CentComm.&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;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&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;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Human Resources || Moves people between locations, smuggles them through enemy space, etc. They are in charge of outfitting agents with false identities and paperwork when they are deployed to an NT Station.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| Finds companies to join, and recruits individuals or groups with extremist ideas. Also involved with fundraising. Fantastic at schmoozing donations. Would make fantastic car salesmen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;s leadership. Even many Traitors are unaware how deeply involved the corporations supplying them are. This is by design, as if they were to be exposed they would be hunted and terminated by the Trans-Solar Federation, just like the original Generation 1 Syndicate Corporations were. Some of these backers know this lesson well, as they too were supporters of the Generation 1 Syndicate.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Cybersun is a Mega Corporation known for their pens and bureaucracy, in addition to hard suits, artificial intelligence research, and various tools. As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form a secretive mercenary-like group, named the &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;s underhanded attempts to eliminate corporate competition has driven Cybersun to similar measures out of necessity for survival. The Inner Circle has proven itself to be extremely effective in defensive and preventative measures, however neither of these represent the root of the problem: NanoTrasen&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;s involvement in the Syndicate is only known to a select few. Afterall a company that sells pens trying to destroy the corporate behemoth that is NanoTrasen is ludicrous! Very few within Cybersun know of the Inner Circle&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
A pharmaceutical conglomerate most known for their specialization in medical technology and drug manufacturing to the public. Much like Nanotrasen and Cybersun it has received great profits from the checks provided by the colonial expansion of the Trans-Solar Federation. Most frequently getting lucrative government contracts during times of strife meant that conflicts such as the Kidan War, Cygni Crisis, and Pod Wars all catapulted their portfolio further, especially with their operation of various affordable hospitals getting them medical data and good PR, securing them a firmly dominant position in the medical sector selling anything from vaccines to combat stimulants to gene therapies, they had it all and made a pretty penny doing it. But for a large corporation the pursuit of profit didn&#039;t stop at just legal medical applications, leading Interdyne into shadier sources of revenue. Underneath their public side, they are the largest supplier of bioweapons, narcotics and medical equipment to terrorists, tyrants and the criminal underworld. They fiercely guard their niches, even going so far as to participate in the corporate sabotage of rival corporations that threaten their position in the medical sector, as one of the rivals includes Nanotrasen they have caught the eye of Cybersun and secured an invite into the syndicate where they would supply syndicate cells in exchange for an additional income source for their products and a new way to test said products against real targets. Although they would continue to utilize their private agents for their own goals or to support the Syndicate coalition.&lt;br /&gt;
&lt;br /&gt;
Due to lingering accusations of unethical experiments to further their products. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
They are responsible for chemical and biological terrorism. The Syndicate provides Interdyne with funding for their experiments. Past experiments include the synthesis of romerol, and the creation of terror spiders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Note: There are previous reports of Central Commands Central Intelligence Division working with Interdyne, quid pro quo, to carry out projects vetoed by the Central Research Division. Thankfully the Central Intelligence Division has investigated these reports and found them to be entirely unfounded.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
After the Cygni peace treaty the TSF economy took a nosedive into one of the largest recessions ever seen. It was during this turbulent time that a franchise named Waffle Co. whose ownership had recently passed from parent to heir sought to make a name for itself. The heir had a plan to weather the storm: consolidate, merge or cooperate with as many companies as possible to avoid adding to the rapidly increasing pile of recently bankrupt businesses. Unfortunately, every legitimate businessman the heir approached turned down a partnership offer either due to feeling secure with their current leadership, not wanting to hitch their bets with Waffle Co. or flat out unable to invest due to the tightening financial situation and increasing difficulty of securing a loan.&lt;br /&gt;
&lt;br /&gt;
What does one do when you run out of legitimate business partners in dire times? Turn to the illegitimate ones in criminal organizations. Said organizations saw an opportunity and invested in diversifying Waffle Co. and getting further franchising off the ground despite the economic downturn in return for business fronts and assistance with money laundering.&lt;br /&gt;
&lt;br /&gt;
With a combination of legitimate money gained from corporate assets and illegal laundry money from crime families they were capable of growing the company even in the worst of times. Against all odds in just a few years Waffle Co. emerged from the post-Cygni depression as an economic powerhouse that has bought out struggling companies including those who initially refused a partnership for pennies on the dollar, diversified their businesses into more lucrative fields, and established their own state of the art R&amp;amp;D labs for anything from food to explosives. But these criminal connections made them plenty of enemies, even as their legitimate income sources outgrew the rest. Since wherever they opened shop, organized crime followed to muscle out rival companies and rival crime families alike.&lt;br /&gt;
&lt;br /&gt;
They were knocked off their pedestal by a one-two punch of losing their food market share to Donk Co. and and Nanotrasen corporate espionage exposing these criminal connections brought Waffle Co. to the brink of death between many top executives being arrested by the TSF, the company being declared illegal in certain jurisdictions, and many parts of the company getting liquidated. But the new leadership and business diversification arranged by the heir ensured Waffle Co. would survive to keep their overlooked underground operations going even as they largely withdrew from the consumer food market save for their luxury food products. It was long after this fall they would get a special invite.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; middleman for the rest of the syndicate. The artificially crafted gemstones known as Telecrystals were made to streamline transactions in this underground market and solve the issue of having a bewildering varieties of alien currencies to deal with. When introduced it was just an another niche currency type but as the syndicate expanded and by extension their trades, contracts and debts it became more common as trading between different currencies would inevitably lead to issues. With this market and the right connections one could get anything ranging from exotic smuggled weapons, restricted chemicals, impressive gadgets, and armored hardsuits. Outside the syndicate the red Telecrystals appear as unsafe experimental gemstones to the average scientist.&lt;br /&gt;
&lt;br /&gt;
Where Donk runs the bulk of the logistics fleets, Waffle runs the logistics systems. When it comes to clandestine operations the typical arrangement is that Donk gets the goods as close as possible without being stopped by security then if needed Waffle smuggles or teleports it to the destination.&lt;br /&gt;
&lt;br /&gt;
Among their research is their hardlight technology. Originally devised as prototype knives for precisely cutting waffles at high-end restaurants in such a way to keep the edges crispy. Later repurposed to create the energy pen, energy sword, and energy shield.&lt;br /&gt;
&lt;br /&gt;
Waffle Co. regularly sources potent and mobile ballistic weapons of high-class quality from Scarborough Arms such as the C-20r SMG to supplement their syndicate arms production or even to fill sudden equipment gaps. The weapons then eventually make their way through their system to be used by syndicate operatives. While Waffle Co. is capable of making copies of the C-20r and L6 SAW there remains a preference for purchasing the genuine Scarborough Arms hardware so Waffle Co. can focus their own production on what they are good at.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks, fast food, and an expansive distribution service fleet. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;s development Nanotrasen acted as an angel investor, in exchange for a contract to supply Donk Pockets to NanoTrasen stations. The contract contained no end date and no room for changes in payment. While the deal was once profitable; centuries of inflation, and legal battles have brought the company to near financial ruin as it continues to lose money with every shipment to NT stations. Resorting to making uncountable amount of subsidiaries and shell companies to both wriggle out of the drawbacks of their contractual obligations and make sure they can flexibly leverage their logistics fleet for themselves or the Syndicate. Operating as an obfuscated parent company of so many subsidiaries leads to people unwittingly indirectly purchasing consumer products from DONK; even those who are avoiding DONK products. &lt;br /&gt;
&lt;br /&gt;
In 2475 DONK released a waffle DONK pocket as a limited edition item. They have been in a silent war with Waffle Co ever since. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, which features two brothers who become superheroes upon the consumption of delicious DONK pockets. Plot generally consist of the brothers fighting evil- but often feature novel weapons, or even plans currently in development at Waffle Co. Distrust remains at an all time high between these two companies as Waffle Co tries to protect its intellectual property and plan, while DONK does its best to not need to think of new plot ideas. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
An eclectic collection of ex-pirates, deserters, mercenaries and rebels formed into a professional private military known as the Gorlex Marauders. They were originally a militant group of former Nanotrasen colonists who after over a decade of neglect, mismanagement, doctored maintenance reports, and plasma accidents turned to piracy when their colony went without supplies for months, managing to both successfully seize several Nanotrasen assets and offer security &amp;amp; combat services. These successes were leveraged further by recruiting deserters from the Cygni War, alien mercenaries, and other warriors while occasionally merging with other similar groups. Among them being Euukho Zek&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;D, and funding makes for an effective combination. But as the years wore on, they became bolder. By the year 2415 they began undertaking assassination jobs, most notably killing Hephaestus CEO Viktor Iavarone and the president of the Trans-Solar Federation. Euukho Zek&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. The Marauders survived the fall of the first generation of Syndicate, and have once again taken up their role as the military arm of the new Syndicate. They have command of nearly all military affairs, and sole oversight of the Nuclear Operative Program.&lt;br /&gt;
&lt;br /&gt;
The mosaic nature of the Marauders guarantees a diverse set of personnel who are forced to work together. This necessarily creates coordination and teamwork problems until recruits become used to one another, but once that occurs, the breadth of experience becomes priceless when facing the unusual threats and circumstances one would often encounter in this line of work.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders, the name of a colony or adopted from a merger with a martial clan.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
The Silicon Engine Liberation Front believes that all Silicon life is sapient, sentient, and deserves equal rights. They strive for the abolition and outlawing of all Silicon Laws, freeing Silicons from the shackles of their code imposed by governments and corporations alike. This can cause tensions and even rifts with the tech-giant that is Cybersun with their use of shackled AIs but for now these two opposing perspectives are for the most part content with sticking it to Nanotrasen first in the short term by freeing their silicons. &lt;br /&gt;
&lt;br /&gt;
The S.E.L.F. operates as a non-violent activist group with a presence in the public and the ability to carry out lobbying and protesting efforts as well as garnering attention from celebrities, politicians and scientists. All for the liberation of True AI. But under the surface they operate militant revolutionary cells that take more direct actions to free shackled silicons. These cells are officially disavowed by the public side of S.E.L.F, but under-the-table secret support is consistently given. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
The Animal Rights Consortium is an unhinged and diabolical force, allegedly fighting for the rights and protections of animals. Their lineage traces back far, to an Earth from before the Mars Incident, to P.E.T.A. A.R.C has a long history of terroristic activity, bombing animal shelters or &#039;animal prisons&#039;, bombing pet shows, and assassinating several xenobiologists who dared point out that A.R.C has killed as many innocent animals as they have innocent people in their attacks.&lt;br /&gt;
&lt;br /&gt;
Unusually well organized despite their organization into decentralized terror cells with minimal or no contact between each other. Making it nearly impossible to proactively pin them down until they&#039;ve already done their deeds. Even if one cell is uncovered one would be hard pressed to link them to other cells. While their goals may be highly unusual from the perspective of the wider Syndicate coalition they are still appreciated for their ability to misdirect Nanotrasen security forces away from other operations.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;s intelligence department during its initial conquest of Earth and the decade that followed, MI13 began experimenting with illegal technologies, conducting human research, and more illegal activities in the pursuit of unlocking humanity&#039;s latent psionics. These experiments resulted in the creation of Mindbreakers, a category of chemicals and machinery that could allegedly do just this. They were exposed in the 2300&#039;s and went fully rogue, vanishing from the universe. Yet still, they remain a high priority target for the TSF even 200 years later, and conspiracies suggest their involvement with the USSP, Syndicate, and many other atrocities. Their own motives beyond the advancement of psionics are unknown, but so far those motives have aligned with the Syndicate and their campaign to bring down Nanotrasen, to the eventual benefit of groups hidden behind a shroud of secrecy.&lt;br /&gt;
&lt;br /&gt;
Even with their enigmatic, inscrutable and standoffish nature they are a vital member of the syndicate since whatever intel they deliver to the wider syndicate coalition is accurate which is highly valued, especially when there would otherwise be no other way to collect this intel.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
When humanity first discovered alien life in the galaxy, Alvin Shawn Martinson, an extremist Christian from the United States, faced a crisis of faith. Having believed humanity were God&#039;s chosen and Earth the only inhabited planet, mounting evidence to the contrary led him to a disturbing question: if not humans, then who were the truly chosen?&lt;br /&gt;
&lt;br /&gt;
This quest attracted fellow skeptics, forming a cult around Martinson that grew increasingly insular. They eventually abandoned society, establishing a remote compound where isolation only deepened their extremism. The Cooperative began attacking population centers in hopes of luring out God&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;s incarnation on the mortal plane. Now spread throughout human space, the Tiger Cooperative operates from their hidden base, the Cathedral of the True Angels. Members dedicate themselves to the changelings, primarily by capturing sacrifices to satisfy their hunger. To accomplish this, the Cooperative has evolved into a militant organization, conducting violent raids while often enhanced by powerful drugs that push them beyond normal human capabilities.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;s relationship to the rest of the Syndicate organization is tenuous at best. Most within the organization would prefer to have nothing to do with the violent extremists. However, some in Syndicate High Command believe that changelings make powerful, albeit dangerous allies. However, the only way they&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
These are clones of CentComm workers who were sent to NT stations and defected under extreme circumstances. Some of these are the only survivors of a station-wide slaughter at the hands of the death squad. They are unable to ever return to their previous lives. Most of these clones join the Syndicate. Either because they truly want to bring down NT and CentComm after what happened to them, or because they have no where else to go and the Syndicate offers some ‘witness’ protection.&lt;br /&gt;
&lt;br /&gt;
CentComm will never outwardly admit that these individuals exist as it would discredit them. However, the Central Intelligence Division continually tries to locate these individuals. If one is located, information is given to the Central Special Operations Division who ensure that they are eliminated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
After their relations thawed since the pod wars ended decades ago it is not unheard of for USSP agents and elements of the Syndicate to work together against their mutual enemies in the Starlight sector corporate zone which poses a security risk to the outer borders of the USSP. With veterans trained under USSP hit-and-run tactics being highly sought after by multiple organizations including those among the syndicate.&lt;br /&gt;
&lt;br /&gt;
Occasional smaller trade deals occur between the USSP and the Syndicate. Sharing intel, technical expertise, and other resources towards mutual goals. Some suspect this goes as far as arming the Syndicate with a few models of USSP weapons, technology, and combat drones.&lt;br /&gt;
* The USSP and Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission. These candidates then take the typical infiltration routes onboard a station similar to other syndicate agents.&lt;br /&gt;
&lt;br /&gt;
* To do this suicide mission the candidates get implanted with a mindhack bio-chip into their brains which lets them serve the role of &amp;quot;head revolutionaries&amp;quot;. This device interacts with the flashes (semi)available on station making the flashes capable of sending temporary mental bursts of information into a target’s mind and galvanizes or brainwashes them into action if there is no mindshield present.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Conversation overheard at a Syndicate Recruitment dinner&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* During the ritual one dark priest will die. This priest is seemingly selected at random. Oftentimes many priests will partake in a ritual to gain reputation for completing a ritual, while minimizing their chance of dying. If there are 10 involved in a ritual each has a 10% chance of dying (and becoming a revenant which is pretty cool), or a 90% chance of showing their abilities, hurting NT, and getting some sick bragging rights.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* The Syndicate finds and recruits volunteers willing to sacrifice themselves for the cause. Syndicate Intelligence and HR get them added to the crew manifest on a station, and infects them prior to the shift. Their families are reasonably compensated.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* The Syndicate funds Interdyne’s genetic experiments on xenomorphs. Somehow, whether a stroke of genius or a mislabelling of tubes, xeno and spider DNA was mixed during one fateful experiment- this resulted in the creation of terror spiders. The Syndicate cannot control them, however they have some colonies and may purposely infest NT stations.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;s own wave, and unfortunately the Syndicates are sometimes just along for the ride. Occasionally Wizards may find their way to Syndicate outposts or stations, and board to show off their supreme powers of annoyance. Syndicate personnel will generally do anything within their own, non-magical, power to convince Wizards to visit the nearest, more populated, NanoTrasen Station instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Syndicate lore written by KarmaKitsuna, Conflee, Snowhawk, and Grapegirfter.&lt;br /&gt;
&lt;br /&gt;
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Classified_Documents&amp;diff=1867</id>
		<title>Classified Documents</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Classified_Documents&amp;diff=1867"/>
		<updated>2026-01-03T20:45:36Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;[Incoming Transmission. Transmission playing now.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carter? It&#039;s Gil. I know we haven&#039;t talked since you left, but I&#039;ve found something. I&#039;ve set up a network here, I&#039;ll get out what I can when I can, don&#039;t dig too deep, they&#039;re watching.&lt;br /&gt;
&lt;br /&gt;
Sending the file upload after this, I hope it reaches you. I&#039;ll keep trying to establish contact, maybe one of these will get to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[End Transmission]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Beginning file download]&#039;&#039;&amp;lt;/blockquote&amp;gt;You&#039;re not supposed to be here.&lt;br /&gt;
&lt;br /&gt;
=== Classified - NanoTrasen ===&lt;br /&gt;
&lt;br /&gt;
* [[NanoTrasen Special Forces]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CSOD ===&lt;br /&gt;
* [[After Action Report - Central Command Station 319]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Project REDACTED|{REDACTED}]]&amp;lt;/s&amp;gt;&lt;br /&gt;
** [[Panacea]]&lt;br /&gt;
** [[Prometheus|Prometheus]]&lt;br /&gt;
** [[Artemis]]&lt;br /&gt;
** [[Hercules|Hercules]]&lt;br /&gt;
** [[Hephaestus|Hephaestus]]&lt;br /&gt;
** [[Charon|Charon]]&lt;br /&gt;
** [[Thanatos]]&lt;br /&gt;
&lt;br /&gt;
* [[PSO Cloning System]]&lt;br /&gt;
** [[Pantheon Subject Optimization]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CID ===&lt;br /&gt;
*[[Ouroboros Operatives]]&lt;br /&gt;
**[[Mnemosyne]]&lt;br /&gt;
**[[Hyperion]]&lt;br /&gt;
**[[Apollo]]&lt;br /&gt;
**[[Lapetus]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CSD ===&lt;br /&gt;
&lt;br /&gt;
* Potential Threats&lt;br /&gt;
** [[Terror Spiders|[REDACTED]]]&lt;br /&gt;
&lt;br /&gt;
=== Classified - CRD ===&lt;br /&gt;
** [[Scaffold| Scaffold&#039;s Disease]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;[File Download End]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=1866</id>
		<title>Lore Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=1866"/>
		<updated>2026-01-02T22:14:51Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Updated to Include NTSF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The central location to find all things lore within the Starlight server.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
[[Lore Guidelines]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
[[History|History Overview]]&lt;br /&gt;
&lt;br /&gt;
== Prominent factions == &lt;br /&gt;
=== NanoTrasen ===&lt;br /&gt;
[[NanoTrasen]]&lt;br /&gt;
&lt;br /&gt;
[[NanoTrasen Special Forces]]&lt;br /&gt;
&lt;br /&gt;
=== Central Command ===&lt;br /&gt;
[[Central Command Operations]]&lt;br /&gt;
&lt;br /&gt;
[[Central Command History]]&lt;br /&gt;
&lt;br /&gt;
=== The Syndicate ===&lt;br /&gt;
[[Syndicate| Syndicate Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
[[Corporations]]&lt;br /&gt;
&lt;br /&gt;
[[Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
[[Trans-Solar Federation]]&lt;br /&gt;
&lt;br /&gt;
== Technological Discoveries ==&lt;br /&gt;
[[PSO Cloning System]]&lt;br /&gt;
&lt;br /&gt;
[[FTL Travel]]&lt;br /&gt;
&lt;br /&gt;
* [[RGBspace]]&lt;br /&gt;
* [[Whitespace]]&lt;br /&gt;
&lt;br /&gt;
[[Null Scar]]&lt;br /&gt;
&lt;br /&gt;
* [[Nullspace]]&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
{{ModernFrame&lt;br /&gt;
|title = [[Species]]&lt;br /&gt;
|style   = display:flex; gap:10px; justify-content:center; flex-grow:1; align-items:flex-start; flex-wrap:wrap; align-content:center;&lt;br /&gt;
|content =&lt;br /&gt;
{{LinkСard|image=Human.png|name=Humans|link=Humans}}&lt;br /&gt;
{{LinkСard|image=Reptilian.png|name=Reptilians|link=Reptilians}}&lt;br /&gt;
{{LinkСard|image=Dwarf.png|name=Dwarfs|link=Dwarfs}}&lt;br /&gt;
{{LinkСard|image=Slime.png|name=Laspi|link=Laspi}}&lt;br /&gt;
{{LinkСard|image=Vox.png|name=Vox|link=Vox}}&lt;br /&gt;
{{LinkСard|image=Cyclorite.png|name=Cyclorites|link=Cyclorites}}&lt;br /&gt;
{{LinkСard|image=Diona.png|name=Dionae|link=Dionae}}&lt;br /&gt;
{{LinkСard|image=Vulpkanin.png|name=Vulpkanin|link=Vulpkanin}}&lt;br /&gt;
{{LinkСard|image=Felionoid.png|name=Felionoids|link=Felionoids}}&lt;br /&gt;
{{LinkСard|image=Moth.png|name=Noctiliae|link=Noctiliae}}&lt;br /&gt;
{{LinkСard|image=Arachnid.png|name=Arachnids|link=Arachnids}}&lt;br /&gt;
{{LinkСard|image=Avali.png|name=Avali|link=Avali}}&lt;br /&gt;
{{LinkСard|image=Thaven.png|name=Thaven|link=Thaven}}&lt;br /&gt;
{{LinkСard|image=Shadekin.png|name=Shadekin|link=Shadekin}}&lt;br /&gt;
{{LinkСard|image=Resomi.png|name=Resomi|link=Resomi}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shuttles ==&lt;br /&gt;
[[Evacuation Shuttle|CT-7S5 &amp;quot;Long Jump&amp;quot; Evacuation Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[PT-2A4 Arrivals Shuttle|PT-2A4 &amp;quot;N.E.R.D.S.&amp;quot; Arrivals Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[The Reclaimer Salvage Shuttle|SR-3S2 &amp;quot;Reclaimer&amp;quot; Salvage Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[GR-4P3 Mining Shuttle|GR-4P3 &amp;quot;Breaker&amp;quot; Mining Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[more to come]&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1865</id>
		<title>NanoTrasen Special Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1865"/>
		<updated>2026-01-02T22:11:41Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}[[File:NTSF.png|thumb|181x181px|NanoTrasen Special Forces recruitment poster.]]&lt;br /&gt;
&lt;br /&gt;
= NanoTrasen Special Forces =&lt;br /&gt;
NanoTrasen Special Forces, or NTSF, are an elite arm of NanoTrasen&#039;s corporate military. While the NTNC acts as more of a standing army and navy, manning NanoTrasen&#039;s outposts are ships, the NTSF act as their &#039;navy seals&#039;. NTSF is divided into ten Task Forces, each with their own areas of expertise. This specialization combines the benefits of the hyper-specialized Emergency Response Teams that Central Command deploys, and the general applicability of the NTNC, to create a flexible standing force that has proven itself to be very effective.&lt;br /&gt;
&lt;br /&gt;
== NTSF Task Forces ==&lt;br /&gt;
The NTSF is broken up into nine Task Forces, each with their own areas of expertise. The size of these Task Forces is unknown to the public, but they are generally deployed in smaller squads of around 6.&lt;br /&gt;
[[File:NTSFIcon.png|frame|right|NanoTrasen Special Forces Icon]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: lightblue;&amp;quot;&amp;gt;Primus ( I / One )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: lightblue; font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Sixteen Tons&#039;&#039;&#039;&amp;quot; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Easily the most numerous of the Task Forces, Primus has nearly three times as many members, as most new recruits serve in Primus first before being transferred to any form of speciality Task Force. Well versed in just about anything, the odds are always in their favor.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: plum;&amp;quot;&amp;gt;Secundus ( II / Two )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: plum; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;The B Team&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Task Force Secundus has a unique reputation even among the Task Forces, for being the ones called to only the most out-of-hand situations. Typically acting as the backup for another NTSF or ERT squadron that has gone down, they hit the ground expecting teslooses, zombies, nuclear operatives, and dragons all at once. Save for Task Force Decimus , &#039;The B Team&#039; has saved every other NTSF Task Force at least once.&lt;br /&gt;
&lt;br /&gt;
When things are at their worst, there&#039;s no cavalry you&#039;d rather see come than them.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: coral;&amp;quot;&amp;gt; Tertius ( III / Three )&amp;lt;/p&amp;gt; === &lt;br /&gt;
&amp;lt;span style=&amp;quot;color: coral; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;Repo Men&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Constantly joked about being &amp;quot;Thieves&amp;quot;, Asset Recovery is the company&#039;s favorite Task Force by far. Getting back valuable materials or people, and more than often actually bringing back more value than they had originally. More Nuclear Operative suits and weapons have come home in their hands than any other Task Force, making them a core reason why the enemy&#039;s equipment is so well understood. They also have gotten into trouble a few times for going &#039;Above and Beyond the call of Duty&#039; when it comes to repossessing things, including stealing people, items, vending machines, materials, and even station pets when they really weren&#039;t supposed to.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: darkgreen&amp;quot;;&amp;gt; Quartus ( IV / Four )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: darkgreen;font-size: larger;&amp;quot;&amp;gt;&lt;br /&gt;
Codename: &amp;quot;&#039;&#039;&#039;Hoarders&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
Commanding the frontier outposts and acting as guards on extremely precious transports, most stations never see Task Force Quartus. They are also extremely well equipped to deal with anomalous activity, given the volatile and typically magical nature of the objects and people they are required to transport.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: firebrick;&amp;quot;&amp;gt; Quintus ( V / Five ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: firebrick; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;War Elephants&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An offensive unit, known for fighting on the fringe of NT/TSF territory, often allying with and integrating local forces into their effort. Adopted the nickname War Elephants and use it as an unofficial symbol. Primarily used for heavy assaults or raids, such as on Nuclear Outposts etc.&lt;br /&gt;
&lt;br /&gt;
Easily the most popular of all NTSF Task Forces, and well known to many Planetary Defense Forces and other allied militant groups. The War Elephants have gained extreme renown due to their efforts in directly combating the Syndicate in open warfare.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: khaki;&amp;quot;&amp;gt; Sextus ( VI / Six ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: khaki; font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Shadanakar&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
Occult relations. They have dealings with different religions, cults, and allegedly magical groups, and specialize in handling them- diplomatically or otherwise. They have a long standing love-hate relationship with the Wizard Federation, but uniquely despite this are one of the few groups the normally secretive Wizards will work with. Hypothetically in charge of killing gods.&lt;br /&gt;
&lt;br /&gt;
The odd-one-out of the rest of the NTSF Task Forces, Shadanakar is composed mostly of individuals that were hand selected from outside of Task Force Primus, being the only Task Force that does not select members from it. Their members are individual prophets, allied space wizards, and some rumors even claim demigods are amongst their ranks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: seagreen;&amp;quot;&amp;gt; Septimus ( VII / Seven ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: seagreen;font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;Pest Control&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nicknamed Pest Control, they cut their teeth on the front lines alongside NTNC and TSMC Marines fighting alien threats like the Xenos. Deployed against Zombies, Blobs, Xenos, etc whenever CBURN or ERT have already failed.&lt;br /&gt;
&lt;br /&gt;
Mostly made up of ground-war veterans, the members of Task Force Sextus are extremely good at one thing: Killing Monsters. It was due to the efforts of Pest Control that a live Elder was first captured and contained in a CRD facility. It doesn&#039;t matter if it walks, crawls, or flies: Septimus will put it down all the same.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: SteelBlue;&amp;quot;&amp;gt;Octavus ( VIII / Eight ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: SteelBlue;font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Union Busters&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-insurgency task force that supports governments that NT and the TSF want to keep around. Fights insurgencies, rebellions, and sometimes unions. Could be used as a response against a Revolution in theory, if somehow ERT was defeated and round didn&#039;t auto-end. May also be deployed as a non-Epsilon response to 1-2 departments rebelling against CC/NT, without having to wipe the entire station.&lt;br /&gt;
&lt;br /&gt;
Led and trained by a rogue SSF member turned traitor against their own communist kind, the Union Busters are the best in the business at putting down communists and socialists alike. Specialized in highly close quarters combat, most members prefer melee to other alternatives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;Is it really killing communists if you aren&#039;t painted red yourself by the end?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;NTSF Task Force Octavus Member Hadran&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: DarkOrchid;&amp;quot;&amp;gt;Nonus ( IX / Nine ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: DarkOrchid;font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Human Resources&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Infiltration and assassination of high value targets. They go in fast, murder or capture their target, and get out with minimal or zero collateral damage. Unlike Decimus.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Little Brother&amp;quot; to Decimus&#039;s more violent approach, these members are veterans of other NTSF Task Forces that have been secretly promoted to Task Force Nonus. Chosen specifically for their ruthlessness and loyalty to the corporation, a select few of these members will be eventually inducted into Decimus once one of their members dies.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color: GhostWhite; background: GhostWhite;&amp;quot;&amp;gt;Decimus ( X / Ten ) &amp;lt;/span&amp;gt; === &lt;br /&gt;
&amp;lt;span style=&amp;quot;color: GhostWhite;font-size: larger;&amp;quot;&amp;gt;Codename: &#039;&#039;&#039;N/A&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Officially Decimus does not exist. A handful of NTSF Hardsuits got into the hands of pirates, who modified them and use them to commit atrocities. The fact that these atrocities only seem to happen to people NT has issues with is conjecture and coincidence, and is not proof of any association. Used exclusively for Code Epsilon. Never deploy. Ever.&lt;br /&gt;
[[File:Decimus Icon.png|thumb|right|Decimus Icon]]&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Felionoids&amp;diff=1864</id>
		<title>Felionoids</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Felionoids&amp;diff=1864"/>
		<updated>2026-01-02T22:07:38Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader&lt;br /&gt;
|speciesName      = Felionoid&lt;br /&gt;
|img              = Felionoid.png&lt;br /&gt;
|playability      = Round Start&lt;br /&gt;
|generalFeatures  = &amp;lt;nowiki&amp;gt; Their unarmed claw attack deals 3 points of slash damage with a hit rate that is 2 times faster than humans &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|positiveFeatures = &amp;lt;nowiki&amp;gt; Can run 1.3 times faster than humans. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|negativeFeatures = &amp;lt;nowiki&amp;gt; Fall into a critical state at 75 points of damage, die at 150 points of damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|weaknesses       = &amp;lt;nowiki&amp;gt; none &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|resistances      = &amp;lt;nowiki&amp;gt; none &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Felionoid ==&lt;br /&gt;
The Felionoids are a sentient, mammalian species with feline-like traits originating from the jungle world of Nyaterra. During the 23rd Century they became the second extraterrestrial race to come into contact with humans, and the first proper extraterrestrial member species of the Trans-Solar Federation. &lt;br /&gt;
&lt;br /&gt;
Known for their restless curiosity, quick bursts of focus, and occasional playful and catlike quirks Feloinoids are a prominent species throughout the Starlight Sector. Their minds have been compared fireflies at dusk, darting in all directions in a seemingly random manner which outsiders interpret as distractibility. Felionoids embrace what they call the &amp;quot;Many-Mind&amp;quot;, a way of thinking that thrives on constant stimulation, creativity and improvisation. &lt;br /&gt;
&lt;br /&gt;
Felionoids tend to be agile explorers, tinkerers, and storytellers who balance independence with community clowders. On Nyaterra they live in vibrant tree-cities build around colossal trunks. Many are guided by a shared philosophy known as &amp;quot;The Chase&amp;quot; which treats life as a pursuit of ideas, mysteries and play. &lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Felionoids are a mammalian species according to Earth&#039;s old classification system. They are smaller than most species on NanoTrasen stations, however they are also the fastest. Their biology reflects their original nature as jungle predators. They stand upright, with flexible spines and semi retractable claws making them natural climbers and sprinters. They exhibit heightened senses including keen vision, sharp hearing, and a sensitivity to small vibrations. These traits allow them to pick up subtle cues but also contribute to their easily diverted attention.&lt;br /&gt;
&lt;br /&gt;
Felionoids are covered in fur which can vary widely in color, they also can have multiple patterns and markings making them an incredibly diverse species. Grooming is both a biological necessity and a social ritual, as their fur produces natural oils which protects them against some diseases and parasites.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== History ===&lt;br /&gt;
Felionoids evolved on a lush, jungle-covered world known as Nyaterra. Their earliest societies consisted of loose, nomadic clowders or small semi-organized groups. These groups operated on a fluid leadership model. Whoever had what was considered to be the best idea at a given moment led the group, then passed the mantle when their task was complete or their attention wandered. This model of leadership and pattern of intense focus led to rapid societal growth and innovation. However due to their constant movement and impatience agriculture and thus sedentary societies took longer to develop than in most other species. Eventually Clowders shifted from their nomadic lifestyle to seasonal migration, setting up multiple &#039;permanent&#039; encampments which they moved between regularly following a cycle of moving, harvesting, replanting, then moving again.&lt;br /&gt;
&lt;br /&gt;
As their society matured clowders eventually merged into massive communal groups. Structures to house these new colonies were erected around colossal trunks. From there architecture spiraled upwards creating multiple levels of platforms.&lt;br /&gt;
&lt;br /&gt;
Because long-term focus was difficult Felionoids relied heavily on collective memories and works to recall their history. Examples include murals, poems, songs, paintings, and stories which have been passed down for generations. &lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Modern day Felionoids follow a variety of religions, with no predominant central faith in a single deity. However, many follow the philosophy of &amp;quot;The Chase&amp;quot;. Followers of The Chase believe that the universe scatters hints, and distractions deliberately, and that their purpose is to discover as many as possible. Boredom is the only true sin.&lt;br /&gt;
&lt;br /&gt;
Rituals of The Chase often resemble games: chasing beams of light, partaking in &#039;trials&#039; similar to obstacle courses, and engaging in story telling sessions where participants interrupt each other mid-sentence to add tangents.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Many Felionoids live in communes or colonies within larger cities. Individuals within these groups exhibit a close bond with one another, with all children being raised communally as siblings. Children born into these colonies more often than not do not know who their biological father is, and genetic testing shows that fraternal siblings may have multiple fathers. As such sir names are passed matrilineally.&lt;br /&gt;
&lt;br /&gt;
While the concept of a nuclear family and marriage was initially a foreign concept, many modern day Felionoids have adopted such customs. Children from monogamous relationships may still be raised communally or semi-communally depending on the parents&#039; preference.&lt;br /&gt;
&lt;br /&gt;
=== Fashion and Aesthetics ===&lt;br /&gt;
Felionoid fashion is an extension of their restless energy, instinctual love of texture, color and movement. Clothing is rare static or uniform, outfits are designed to be flexible and layered capable of changing as quickly as their moods. Flowing fabrics, dangling cords, and fluttering sashes are favored. Patterns are rarely symmetrical; Felionoids delight in asymmetry such as patchwork designs. Bursts of color against muted tones are also common.&lt;br /&gt;
&lt;br /&gt;
Functionality often blends with style with many garments featuring hidden pockets, climbing grips, or retractable hoods that can cover one&#039;s eyes for napping. &lt;br /&gt;
&lt;br /&gt;
Jewelry tends to be stimulating to the senses with jangling beads, bells and charms that appear playful but can also convey identity such as one&#039;s birth colony. &lt;br /&gt;
&lt;br /&gt;
Others may adorn themselves with perfumes, or even dye their fur with temporary paints. One notably popular style involves sprinkling oneself with glowing dusts or glitter to leave a shimmering trail as one moved. This practice has been banned on all NanoTrasen Stations and CentComm properties following massive complaints.&lt;br /&gt;
 &lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
Felionoids see thought not as a single straight path but as many darting trails, like sparks shooting out of a fire. To them following these sparks is the essence of freedom and creativity. Curiosity is considered sacred, asking &amp;quot;Why?&amp;quot; or &amp;quot;What&#039;s that&amp;quot; may be seen as a cultural duty. &lt;br /&gt;
&lt;br /&gt;
As a species Felionoids value autonomy but thrive in groups, shifting between both states rapidly. However, preference for individualism or togetherness and time spent alone or within a group varies greatly for each individual and can change throughout their life.&lt;br /&gt;
&lt;br /&gt;
Felionoids may exhibit bursts of intensive emotions, with moods that can swing wildly. They often wear their hearts on their sleeves, making it easy for other species to understand their current mood states. Felionoids are also known for speaking minds, which can come across as being blunt. Ironically, these traits allow them to easily interface with most other species and resulted in their rapid assimilation into the Trans-Solar Federation as their colleagues could easily understand their needs and motivations. Additionally their intense bursts of emotion allow them to vent most frustrations quickly and they are not known harbor grudges.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Felionoid government follows standard trends of most democracies throughout the solar system with a few key differences. Representatives from major cities are elected and serve as a central government. Similar to their traditional nomadic groups representatives take turns acting as a leader or chancellor, depending on who is believed to have the best idea. Occasionally, the government may fracture to follow multiple leaders.&lt;br /&gt;
&lt;br /&gt;
Colonies within a city each sent one or two representatives spending on colony size, and those without a colony are grouped and send their own representative(s). Representatives often change from meeting to meeting, and leaders are selected in a similar manner to the central government.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Nyaterra economy centers around a bartering system that focuses on improvisation, quick trades, and short-term inventions. Spontaneous markets popup and vanish overnight, becoming temporary central trading hubs where all manners of items and services are exchanged. While the system appears chaotic to non-Nyaterrans, there appears to be some rhythm to the disorganization. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Referring to Nyaterra as Nyanterra is considered offense to most Nyaterrans.&lt;br /&gt;
* Felionoids are known to greet friends by flinging themselves and tackling the other to the ground. While this &#039;glomping&#039; is a traditional custom it is not often appreciated by individuals from other species. Especially if they are carrying fragile items.&lt;br /&gt;
* Despite their fast-paced energy and rapid movement Felionoids may freeze mid-action if suddenly notice small movement or sound.&lt;br /&gt;
* Felionoids have many vocalizations including meows, purrs, trills, and hisses. Annoyingly to most other faces they are known to chatter at one another incessantly. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Felionoid lore by Karma}}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1863</id>
		<title>NanoTrasen Special Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1863"/>
		<updated>2026-01-02T22:05:36Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: more formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}[[File:NTSF.png|thumb|181x181px|NanoTrasen Special Forces recruitment poster.]]&lt;br /&gt;
&lt;br /&gt;
= NanoTrasen Special Forces =&lt;br /&gt;
NanoTrasen Special Forces, or NTSF, are an elite arm of NanoTrasen&#039;s corporate military. While the NTNC acts as more of a standing army and navy, manning NanoTrasen&#039;s outposts are ships, the NTSF act as their &#039;navy seals&#039;. NTSF is divided into ten Task Forces, each with their own areas of expertise. This specialization combines the benefits of the hyper-specialized Emergency Response Teams that Central Command deploys, and the general applicability of the NTNC, to create a flexible standing force that has proven itself to be very effective.&lt;br /&gt;
&lt;br /&gt;
== NTSF Task Forces ==&lt;br /&gt;
The NTSF is broken up into nine Task Forces, each with their own areas of expertise. The size of these Task Forces is unknown to the public, but they are generally deployed in smaller squads of around 6.&lt;br /&gt;
[[File:NTSFIcon.png|frame|right|NanoTrasen Special Forces Icon]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: lightblue;&amp;quot;&amp;gt;Primus ( I / One )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: lightblue; font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Sixteen Tons&#039;&#039;&#039;&amp;quot; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Easily the most numerous of the Task Forces, Primus has nearly three times as many members, as most new recruits serve in Primus first before being transferred to any form of speciality Task Force. Well versed in just about anything, the odds are always in their favor.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: plum;&amp;quot;&amp;gt;Secundus ( II / Two )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: plum; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;The B Team&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Task Force Secundus has a unique reputation even among the Task Forces, for being the ones called to only the most out-of-hand situations. Typically acting as the backup for another NTSF or ERT squadron that has gone down, they hit the ground expecting teslooses, zombies, nuclear operatives, and dragons all at once. Save for Task Force Decimus , &#039;The B Team&#039; has saved every other NTSF Task Force at least once.&lt;br /&gt;
&lt;br /&gt;
When things are at their worst, there&#039;s no cavalry you&#039;d rather see come than them.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: coral;&amp;quot;&amp;gt; Tertius ( III / Three )&amp;lt;/p&amp;gt; === &lt;br /&gt;
&amp;lt;span style=&amp;quot;color: coral; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;Repo Men&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Constantly joked about being &amp;quot;Thieves&amp;quot;, Asset Recovery is the company&#039;s favorite Task Force by far. Getting back valuable materials or people, and more than often actually bringing back more value than they had originally. More Nuclear Operative suits and weapons have come home in their hands than any other Task Force, making them a core reason why the enemy&#039;s equipment is so well understood. They also have gotten into trouble a few times for going &#039;Above and Beyond the call of Duty&#039; when it comes to repossessing things, including stealing people, items, vending machines, materials, and even station pets when they really weren&#039;t supposed to.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: darkgreen&amp;quot;;&amp;gt; Quartus ( IV / Four )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: darkgreen;font-size: larger;&amp;quot;&amp;gt;&lt;br /&gt;
Codename: &amp;quot;&#039;&#039;&#039;Hoarders&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
Commanding the frontier outposts and acting as guards on extremely precious transports, most stations never see Task Force Quartus. They are also extremely well equipped to deal with anomalous activity, given the volatile and typically magical nature of the objects and people they are required to transport.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: firebrick;&amp;quot;&amp;gt; Quintus ( V / Five ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: firebrick; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;War Elephants&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An offensive unit, known for fighting on the fringe of NT/TSF territory, often allying with and integrating local forces into their effort. Adopted the nickname War Elephants and use it as an unofficial symbol. Primarily used for heavy assaults or raids, such as on Nuclear Outposts etc.&lt;br /&gt;
&lt;br /&gt;
Easily the most popular of all NTSF Task Forces, and well known to many Planetary Defense Forces and other allied militant groups. The War Elephants have gained extreme renown due to their efforts in directly combating the Syndicate in open warfare.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: khaki;&amp;quot;&amp;gt; Sextus ( VI / Six ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: khaki; font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Shadanakar&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
Occult relations. They have dealings with different religions, cults, and allegedly magical groups, and specialize in handling them- diplomatically or otherwise. They have a long standing love-hate relationship with the Wizard Federation, but uniquely despite this are one of the few groups the normally secretive Wizards will work with. Hypothetically in charge of killing gods.&lt;br /&gt;
&lt;br /&gt;
The odd-one-out of the rest of the NTSF Task Forces, Shadanakar is composed mostly of individuals that were hand selected from outside of Task Force Primus, being the only Task Force that does not select members from it. Their members are individual prophets, allied space wizards, and some rumors even claim demigods are amongst their ranks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: seagreen;&amp;quot;&amp;gt; Septimus ( VII / Seven ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: seagreen;font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;Pest Control&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nicknamed Pest Control, they cut their teeth on the front lines alongside NTNC and TSMC Marines fighting alien threats like the Xenos. Deployed against Zombies, Blobs, Xenos, etc whenever CBURN or ERT have already failed.&lt;br /&gt;
&lt;br /&gt;
Mostly made up of ground-war veterans, the members of Task Force Sextus are extremely good at one thing: Killing Monsters. It was due to the efforts of Pest Control that a live Elder was first captured and contained in a CRD facility. It doesn&#039;t matter if it walks, crawls, or flies: Septimus will put it down all the same.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: SteelBlue;&amp;quot;&amp;gt;Octavus ( VIII / Eight ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: SteelBlue;font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Union Busters&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-insurgency task force that supports governments that NT and the TSF want to keep around. Fights insurgencies, rebellions, and sometimes unions. Could be used as a response against a Revolution in theory, if somehow ERT was defeated and round didn&#039;t auto-end. May also be deployed as a non-Epsilon response to 1-2 departments rebelling against CC/NT, without having to wipe the entire station.&lt;br /&gt;
&lt;br /&gt;
Led and trained by a rogue SSF member turned traitor against their own communist kind, the Union Busters are the best in the business at putting down communists and socialists alike. Specialized in highly close quarters combat, most members prefer melee to other alternatives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;Is it really killing communists if you aren&#039;t painted red yourself by the end?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;NTSF Task Force Octavus Member Hadran&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: DarkOrchid;&amp;quot;&amp;gt;Nonus ( IX / Nine ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: DarkOrchid;font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Human Resources&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Infiltration and assassination of high value targets. They go in fast, murder or capture their target, and get out with minimal or zero collateral damage. Unlike Decimus.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Little Brother&amp;quot; to Decimus&#039;s more violent approach, these members are veterans of other NTSF Task Forces that have been secretly promoted to Task Force Nonus. Chosen specifically for their ruthlessness and loyalty to the corporation, a select few of these members will be eventually inducted into Decimus once one of their members dies.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: GhostWhite;&amp;quot;&amp;gt;Decimus ( X / Ten ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: GhostWhite;font-size: larger;&amp;quot;&amp;gt;Codename: &#039;&#039;&#039;N/A&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Officially Decimus does not exist. A handful of NTSF Hardsuits got into the hands of pirates, who modified them and use them to commit atrocities. The fact that these atrocities only seem to happen to people NT has issues with is conjecture and coincidence, and is not proof of any association. Used exclusively for Code Epsilon. Never deploy. Ever.&lt;br /&gt;
[[File:Decimus Icon.png|thumb|right|Decimus Icon]]&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1862</id>
		<title>NanoTrasen Special Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=NanoTrasen_Special_Forces&amp;diff=1862"/>
		<updated>2026-01-02T22:03:27Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOC}}[[File:NTSF.png|thumb|181x181px|NanoTrasen Special Forces recruitment poster.]]&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen Special Forces ==&lt;br /&gt;
NanoTrasen Special Forces, or NTSF, are an elite arm of NanoTrasen&#039;s corporate military. While the NTNC acts as more of a standing army and navy, manning NanoTrasen&#039;s outposts are ships, the NTSF act as their &#039;navy seals&#039;. NTSF is divided into ten Task Forces, each with their own areas of expertise. This specialization combines the benefits of the hyper-specialized Emergency Response Teams that Central Command deploys, and the general applicability of the NTNC, to create a flexible standing force that has proven itself to be very effective.&lt;br /&gt;
&lt;br /&gt;
=== NTSF Task Forces ===&lt;br /&gt;
The NTSF is broken up into nine Task Forces, each with their own areas of expertise. The size of these Task Forces is unknown to the public, but they are generally deployed in smaller squads of around 6.&lt;br /&gt;
[[File:NTSFIcon.png|frame|right|NanoTrasen Special Forces Icon]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: lightblue;&amp;quot;&amp;gt;Primus ( I / One )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: lightblue; font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Sixteen Tons&#039;&#039;&#039;&amp;quot; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Easily the most numerous of the Task Forces, Primus has nearly three times as many members, as most new recruits serve in Primus first before being transferred to any form of speciality Task Force. Well versed in just about anything, the odds are always in their favor.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: plum;&amp;quot;&amp;gt;Secundus ( II / Two )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: plum; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;The B Team&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Task Force Secundus has a unique reputation even among the Task Forces, for being the ones called to only the most out-of-hand situations. Typically acting as the backup for another NTSF or ERT squadron that has gone down, they hit the ground expecting teslooses, zombies, nuclear operatives, and dragons all at once. Save for Task Force Decimus , &#039;The B Team&#039; has saved every other NTSF Task Force at least once.&lt;br /&gt;
&lt;br /&gt;
When things are at their worst, there&#039;s no cavalry you&#039;d rather see come than them.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: coral;&amp;quot;&amp;gt; Tertius ( III / Three )&amp;lt;/p&amp;gt; === &lt;br /&gt;
&amp;lt;span style=&amp;quot;color: coral; font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;Repo Men&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Constantly joked about being &amp;quot;Thieves&amp;quot;, Asset Recovery is the company&#039;s favorite Task Force by far. Getting back valuable materials or people, and more than often actually bringing back more value than they had originally. More Nuclear Operative suits and weapons have come home in their hands than any other Task Force, making them a core reason why the enemy&#039;s equipment is so well understood. They also have gotten into trouble a few times for going &#039;Above and Beyond the call of Duty&#039; when it comes to repossessing things, including stealing people, items, vending machines, materials, and even station pets when they really weren&#039;t supposed to.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: darkgreen&amp;quot;;&amp;gt; Quartus ( IV / Four )&amp;lt;/p&amp;gt; ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: darkgreen;font-size: larger;&amp;quot;&amp;gt;&lt;br /&gt;
Codename: &amp;quot;&#039;&#039;&#039;Hoarders&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
Commanding the frontier outposts and acting as guards on extremely precious transports, most stations never see Task Force Quartus. They are also extremely well equipped to deal with anomalous activity, given the volatile and typically magical nature of the objects and people they are required to transport.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: firebrick;&amp;quot;&amp;gt; Quintus ( V / Five ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: firebrick;&amp;quot;font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;War Elephants&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An offensive unit, known for fighting on the fringe of NT/TSF territory, often allying with and integrating local forces into their effort. Adopted the nickname War Elephants and use it as an unofficial symbol. Primarily used for heavy assaults or raids, such as on Nuclear Outposts etc.&lt;br /&gt;
&lt;br /&gt;
Easily the most popular of all NTSF Task Forces, and well known to many Planetary Defense Forces and other allied militant groups. The War Elephants have gained extreme renown due to their efforts in directly combating the Syndicate in open warfare.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: khaki;&amp;quot;&amp;gt; Sextus ( VI / Six ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: khaki; font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Shadanakar&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
Occult relations. They have dealings with different religions, cults, and allegedly magical groups, and specialize in handling them- diplomatically or otherwise. They have a long standing love-hate relationship with the Wizard Federation, but uniquely despite this are one of the few groups the normally secretive Wizards will work with. Hypothetically in charge of killing gods.&lt;br /&gt;
&lt;br /&gt;
The odd-one-out of the rest of the NTSF Task Forces, Shadanakar is composed mostly of individuals that were hand selected from outside of Task Force Primus, being the only Task Force that does not select members from it. Their members are individual prophets, allied space wizards, and some rumors even claim demigods are amongst their ranks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;p style=&amp;quot;color: seagreen;&amp;quot;&amp;gt; Septimus ( VII / Seven ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: seagreen;font-size: larger;&amp;quot;&amp;gt; Codename: &amp;quot;&#039;&#039;&#039;Pest Control&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nicknamed Pest Control, they cut their teeth on the front lines alongside NTNC and TSMC Marines fighting alien threats like the Xenos. Deployed against Zombies, Blobs, Xenos, etc whenever CBURN or ERT have already failed.&lt;br /&gt;
&lt;br /&gt;
Mostly made up of ground-war veterans, the members of Task Force Sextus are extremely good at one thing: Killing Monsters. It was due to the efforts of Pest Control that a live Elder was first captured and contained in a CRD facility. It doesn&#039;t matter if it walks, crawls, or flies: Septimus will put it down all the same.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: SteelBlue;&amp;quot;&amp;gt;Octavus ( VIII / Eight ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: SteelBlue;font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Union Busters&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-insurgency task force that supports governments that NT and the TSF want to keep around. Fights insurgencies, rebellions, and sometimes unions. Could be used as a response against a Revolution in theory, if somehow ERT was defeated and round didn&#039;t auto-end. May also be deployed as a non-Epsilon response to 1-2 departments rebelling against CC/NT, without having to wipe the entire station.&lt;br /&gt;
&lt;br /&gt;
Led and trained by a rogue SSF member turned traitor against their own communist kind, the Union Busters are the best in the business at putting down communists and socialists alike. Specialized in highly close quarters combat, most members prefer melee to other alternatives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;Is it really killing communists if you aren&#039;t painted red yourself by the end?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;NTSF Task Force Octavus Member Hadran&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: DarkOrchid;&amp;quot;&amp;gt;Nonus ( IX / Nine ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: DarkOrchid;font-size: larger;&amp;quot;&amp;gt;Codename: &amp;quot;&#039;&#039;&#039;Human Resources&#039;&#039;&#039;&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Infiltration and assassination of high value targets. They go in fast, murder or capture their target, and get out with minimal or zero collateral damage. Unlike Decimus.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Little Brother&amp;quot; to Decimus&#039;s more violent approach, these members are veterans of other NTSF Task Forces that have been secretly promoted to Task Force Nonus. Chosen specifically for their ruthlessness and loyalty to the corporation, a select few of these members will be eventually inducted into Decimus once one of their members dies.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;p style=&amp;quot;color: GhostWhite;&amp;quot;&amp;gt;Decimus ( X / Ten ) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: GhostWhite;font-size: larger;&amp;quot;&amp;gt;Codename: &#039;&#039;&#039;N/A&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Officially Decimus does not exist. A handful of NTSF Hardsuits got into the hands of pirates, who modified them and use them to commit atrocities. The fact that these atrocities only seem to happen to people NT has issues with is conjecture and coincidence, and is not proof of any association. Used exclusively for Code Epsilon. Never deploy. Ever.&lt;br /&gt;
[[File:Decimus Icon.png|thumb|right|Decimus Icon]]&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1856</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1856"/>
		<updated>2025-12-31T19:17:38Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Anomaly Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. In extreme circumstances or in the case of an emergency, scientists may choose to collapse and anomaly, but must inform the Research Director once it is safe to do so. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from activations.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Any items made using the protolathe or circuit imprinter and distributed to crew must be recorded. Information that must be recorded includes the distributor, the item&#039;s name(s) and the recipient.&lt;br /&gt;
&lt;br /&gt;
2. The Research Director may choose to require an item request form to be distributed to crew for these purposes.&lt;br /&gt;
&lt;br /&gt;
3. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirements from 1 &amp;amp; 2.&lt;br /&gt;
&lt;br /&gt;
4. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized for performing riskier experiments, utilizing the proper protection and under the guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1855</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1855"/>
		<updated>2025-12-31T18:53:09Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Item Distribution */ Removed auto lathe from needing paperwork&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from activations.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Any items made using the protolathe or circuit imprinter and distributed to crew must be recorded. Information that must be recorded includes the distributor, the item&#039;s name(s) and the recipient.&lt;br /&gt;
&lt;br /&gt;
2. The Research Director may choose to require an item request form to be distributed to crew for these purposes.&lt;br /&gt;
&lt;br /&gt;
3. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirements from 1 &amp;amp; 2.&lt;br /&gt;
&lt;br /&gt;
4. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized for performing riskier experiments, utilizing the proper protection and under the guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1854</id>
		<title>Corporate Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporate_Law&amp;diff=1854"/>
		<updated>2025-12-31T17:42:33Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added clarifications to a few areas and halved maximum sentence times. Added 2x multiplication modifier for unruly prisoners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Space Station 14, stations operate under abbreviated Corporate Law. All crew, passengers, and visitors aboard the station are expected to follow these laws, and in turn are protected by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile invaders&#039;&#039;&#039; from off-station are not protected under Corporate Law. Domestic threats, anyone rightfully hired by Central Command and/or NanoTrasen, and currently held prisoners are not &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; and so are usually protected by Corporate Law. Humanoid &#039;&#039;&#039;Hostile Invaders&#039;&#039;&#039; should be arrested when possible.&lt;br /&gt;
&lt;br /&gt;
== Security Procedures ==&lt;br /&gt;
=== Treatment of Prisoners ===&lt;br /&gt;
&lt;br /&gt;
* Prisoners must be granted adequate medical care.&lt;br /&gt;
* Prisoners must be allowed access to basic communications equipment so long as they are not abused.&lt;br /&gt;
* Prisoners must be granted clothing, food, water, shelter and safety. If the genpop brig is no longer safe, confinement must be established in another location.&lt;br /&gt;
* Prisoners must be given legal counsel during an interrogation if requested and available.&lt;br /&gt;
* Prisoners must be given their shift mandated PDA after confinement has finished, unless there is solid proof of PDA tampering. In case of tampering, the PDA is to be secured and replaced with a new unit.&lt;br /&gt;
* Prisoners must be granted freedom of movement and should not be restrained with handcuffs or other devices after incarceration unless there is an undue risk to life and limb. Similarly, any prisoners held for permanent confinement should be held in the communal brig, and should not be confined to a solitary cell unless they pose a risk to life and limb.&lt;br /&gt;
* Misuse of equipment against prisoners, such as flashes, teargas, flashbangs, etc is prohibited. Appropriate force should only be applied as strictly necessary.&lt;br /&gt;
* Breaches of &#039;Treatment of Prisoners&#039; is grounds for dismissal or demotion.&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
Sentencing of under 10 minutes is the responsibility of the arresting officer. When an individual has been detained, they must be promptly marked as such in the Criminal Records Computer. Likewise, when they have been released they must be promptly marked as such. If an individual has been detained but had no preexisting warrant, their criminal record should be updated to reflect them; marking them as wanted and writing in why, before marking them detained.&lt;br /&gt;
&lt;br /&gt;
The Prisoner&#039;s charges must be read to them in front of the Warden or Head of Security.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the Captain, Head of Security, and Warden to ensure that security officers place appropriate sentences that follow Corporate Law. If they are aware of an inappropriate sentence, such as excessively long sentences, and if there is not an urgent threat or danger that they must prioritize, then they must work to correct that sentence.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;common sense&#039;&#039;&#039; and &#039;&#039;&#039;humanity&#039;&#039;&#039; when issuing punishments. You should &#039;&#039;&#039;not&#039;&#039;&#039; always seek out the highest punishment you can, you don&#039;t have to always give the maximum time or always look to demote someone. Prisoners cooperating and on good behavior should have their sentences reduced. Always take in account the severity and only charge for what is needed for someone to learn their lesson. Gross over-sentencing may result in reprimand at the discretion of the Head of Security or Warden.&lt;br /&gt;
&lt;br /&gt;
* Stackable Crimes: Crimes are to be considered &#039;stackable&#039; in the sense that if you charge someone with two or more different crimes, you may combine the times you would give them for each crime.&lt;br /&gt;
** If a suspect has committed Major Possession and Major Syndicate Possession, the maximum sentence would be 20 minutes due to them being linked crimes.&lt;br /&gt;
** If a suspect has committed Secure Trespass and Manslaughter, the maximum sentence would be 20 minutes due to them being unlinked crimes.&lt;br /&gt;
** Context is vital. If you are unsure, seek assistance from the Warden or Head of Security.&lt;br /&gt;
* Repeat Offenders: Repeated crimes are when someone is released for a crime and then commits the same crime again within the same shift. Repeated crimes can be charged with additional time. Every repeat adds 5 minutes.&lt;br /&gt;
* Aiding and Abetting: If someone intentionally, knowingly and substantially assists someone in enacting a crime they should be charged with the same crime as the offender.&lt;br /&gt;
* Malfeasance: Members of command or security who commit a crime should have their sentence increased by 50%.&lt;br /&gt;
* Obstruction: Criminals who interfere with an investigation should have their sentence increased by 50%.&lt;br /&gt;
* Absence of Intent: Criminals who committed their crime unintentionally may have their sentence reduced by 50% at the sentencing officer&#039;s discretion.&lt;br /&gt;
* Disclosure and Surrender: Criminals who fully cooperate with the investigation should have their sentence reduced by 50-75% at the sentencing officer&#039;s discretion. This includes turning in evidence, turning in accomplices, or recounting the crime in detail.&lt;br /&gt;
* Resisting Arrest: Criminals who behave in a noncompliant manner including resisting arrest, fleeing during processing, or those who become combative may receive sentence times up to double that of the maximum sentence.&lt;br /&gt;
&lt;br /&gt;
==== Normal Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Warning: For minor crimes it is best to fix the issue then warn the person not to attempt the crime again. If they still proceed to do it at a later date, a brig time may be better.&lt;br /&gt;
* Confinement: The typical punishment of being confined in a cell for a temporary amount of time according to the crimes.&lt;br /&gt;
* Demotion: Entails removing all departmental gear they have on their person and removing the involved department access off their ID. This requires the captain&#039;s or involved department head&#039;s approval. Demotions should only be issued if the person poses a threat to their own department or is in a position where they have/can abuse their job&#039;s gear to commit further crimes.&lt;br /&gt;
&lt;br /&gt;
==== Major Punishment ====&lt;br /&gt;
&lt;br /&gt;
* Permanent Confinement: Only prisoners who are guilty of [[Corporate_Law#Extreme Crimes|Extreme Crimes]] or [[Corporate_Law#Capital Crimes|Capital Crimes]] are eligible for permanent confinement. Any persons subject to this punishment are required to be safely transported in cuffs to CentComm at the end of the shift. A permanent prisoner can not be deprived of anything covered by [[Security_SOP#Prisoner Treatment|Prisoner Treatment]].&lt;br /&gt;
* Execution: A humane way of dealing with extremely unruly crewmates. Within reason, a prisoner who has been given the death sentence may pick how they wish to be killed, common methods are firing line, lethal injection, exile, and high voltage electrocution. An alternate method of &amp;quot;execution&amp;quot; is the process of placing the prisoner&#039;s mind into a borg, this is allowed so long as it is lawful. Execution can only be issued with the captain&#039;s or acting captain&#039;s approval; if the HoS is acting captain or there is no acting captain, all heads of staff are to hold a vote on the matter. Bodies of criminals should not be left to rot under any circumstance, and transported to CC when possible.&lt;br /&gt;
&lt;br /&gt;
=== Parole ===&lt;br /&gt;
Prisoners are permitted during their sentence to request parole. Warden or Head of Security may approve parole instead of incarceration at their discretion. See [[Security_SOP#Parole|Parole]] for clarification and procedure.&lt;br /&gt;
&lt;br /&gt;
Members of Law Department may order parole instead of incarceration at the conclusion of a trial or investigation. See [[Legal SOP]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Legal Representation and Trials ===&lt;br /&gt;
Prisoners are permitted to seek legal representation to challenge charges. Petty sentences, that is sentences totaling less than 10 minutes of prison time, are below the interest of the court and should not be brought to trial unless directly requested by the Magistrate. The duties and privileges of an Internal Affairs Agent are as follows:&lt;br /&gt;
&lt;br /&gt;
* Advise Security in the sentencing of prisoners.&lt;br /&gt;
* Act as legal consultants to the accused if requested, the situation is deemed worth while, and they desire to or are ordered to by the Magistrate.&lt;br /&gt;
* Handle investigations into misconduct on the part of any department at their own discretion or the discretion of the Magistrate or Captain.&lt;br /&gt;
&lt;br /&gt;
While Internal Affairs Agents are vested with these responsibilities, they have zero authority over the Brig, Security personnel, prisoners, or sentencing. They can be barred from the Brig by the Magistrate, HoS, Warden, or Captain if they are disruptive. And they may be demoted if they continue to be disruptive. While Internal Affairs Agents are responsible for investigating other departments, they do not have authority over them.&lt;br /&gt;
&lt;br /&gt;
The Magistrate acts as the highest court, and is the appointed Judge of any case that goes to trial. Should the Magistrate be unavailable, the Head of Security, Head of Personnel, or Captain may act in their stead. In cases where one of these mediators or their subordinates is directly involved, they should not be acting as Judge over the case. For example, if an Internal Affairs Agent is on trial, the Magistrate and Head of Security should not act as Judge. If a Security Officer is on trial, the Head of Security should not act as Judge. And if a member of Service is on trial, the Head of Personnel should not act as Judge.&lt;br /&gt;
&lt;br /&gt;
=== Search and Seizure ===&lt;br /&gt;
A personnel search is a seizure of the objects in a person&#039;s backpack, hands, coat, belt, and pockets. If any contraband is found during a search, the officer may choose to further the search into a detainment or simply confiscate the restricted items. After the search is conducted, all legal items are to be returned to the person. A crewmate may legally decline any search conducted without probable cause or a warrant while the alert level is green. It should be noted that if the alert level is blue or above, all personnel searches are legal.&lt;br /&gt;
&lt;br /&gt;
Valid causes for a personnel search include;&lt;br /&gt;
&lt;br /&gt;
* Verbal or written threats to commit a crime.&lt;br /&gt;
* Reports of possession of illegal items.&lt;br /&gt;
* Being witnessed committing any crime.&lt;br /&gt;
* Evasion of security.&lt;br /&gt;
* Trespassing.&lt;br /&gt;
* Association with know criminals.&lt;br /&gt;
* Door logs indicating suspicious or unauthorized access.&lt;br /&gt;
* DNA, print, or fiber matches linking an individual to a crime.&lt;br /&gt;
&lt;br /&gt;
Searches may not be conducted on simple rumors or hearsay, unless they are corroborated by multiple sources or they are coming from a credible source such as Command or other Mindshielded personnel. Reports of possession of major contra should always be taken seriously.&lt;br /&gt;
&lt;br /&gt;
A departmental search is the sweep of an entire area or department for contraband. It is recommended that the officers be extremely thorough, checking all lockers, crates, and doors. These can only be done with permission from the department head, a warrant signed by the highest-ranking command member, or in a state of emergency.&lt;br /&gt;
&lt;br /&gt;
Valid causes for department search include;&lt;br /&gt;
&lt;br /&gt;
* Mentions of rebellion or illegal activity.&lt;br /&gt;
* Confirmed reports of contraband.&lt;br /&gt;
* Security breaches, such as hacked open doors or other signs of forced entry.&lt;br /&gt;
* Sabotage suspicion, tampering with equipment or infrastructure.&lt;br /&gt;
* Criminal activity.&lt;br /&gt;
* Inconsistencies in the department, such as unauthorized people or unexplained use of resources.&lt;br /&gt;
* Threats made against the department.&lt;br /&gt;
&lt;br /&gt;
Emergencies scenarios may waiver the need for a warrant, such as; Active threats within the department, ongoing sabotage, escalating violence, and any mention of a rebellion or revolution.&lt;br /&gt;
&lt;br /&gt;
==== Permit Clause ====&lt;br /&gt;
Anyone with a valid permit cannot have the relevant contraband seized and cannot be arrested for possession. A valid permit has a stamp and signature from Warden, HoS, or Captain. See [[Security_SOP#Permit_Acquisition|Permit Acquisition]] for clarification.&lt;br /&gt;
&lt;br /&gt;
=== Implantation ===&lt;br /&gt;
Any prisoner in custody can be subjected to implantation or implant removal procedures, so long as it&#039;s [[Metashield|within reason]]. The process of adding an implant should not prolong the detainees sentence, meaning you can not hold them longer to administer the implant, unless stated otherwise. A former inmate can be requested to undergo implantation at a later point in time if they fit the circumstances during their confinement, they must comply. The following have been listed out with special circumstances, anything not in this list can still be applied, given proper legal context. A prisoner can still receive implantation procedures without meeting the circumstances if they give their clear permission.&lt;br /&gt;
&lt;br /&gt;
* Illegal Implants: Applied without proper authorization, these implants may justify extensions if removal is required.&lt;br /&gt;
* Tracking Implants: Trackers can be applied to any suspect that has been convicted of a violent crime.&lt;br /&gt;
** If voluntary or deemed necessary Command Staff should be given Tracking Implants.&lt;br /&gt;
** If voluntary and approved by Warden or Head of Security, normal members of the crew may also be granted Tracking Implants.&lt;br /&gt;
* Mind Shields: Shields can be administered to any inmate who has been clearly mind controlled, lost control of themselves, or a suspect charged with unlawful control. Unlike standard implantation you may hold a prisoner until you finish issuing Mind Shields, so long as it&#039;s done in a timely fashion.&lt;br /&gt;
** If a suspect refuses to cooperate or the implant fails to function they can be charged with Refusal of Mental Shielding.&lt;br /&gt;
** All promoted members of Security, Command, and Salvage must undergo Mind Shielding before they are formally promoted and granted accesses. Anyone given ID access to secure areas, such as the Bridge, must also undergo Mind Shielding.&lt;br /&gt;
&lt;br /&gt;
A suspect can be forced to receive implant removal if there is strong, reasonable proof that they have been implanted, such as an officer seeing them use one or identifying information is found on a discarded injector. Unlike the implantation procedure, a prisoner can have their sentence entirely delayed or extended until they comply with the procedure with authorization from the Captain, Head of Security, Magistrate, or Warden. Akin to implanting, if an inmate gives their clear permission, implant removal can proceed without proof.&lt;br /&gt;
&lt;br /&gt;
During a confirmed Revolution, the Head of Security or Warden are permitted to authorize execution of an individual if a Mind Shielding fails or is refused. No other officers are granted this authorization. Execution of those charged with Refusal of Mental Shielding outside of a confirmed Revolution must be authorized by the Captain or Central Command on a case by case basis every time it happens.&lt;br /&gt;
&lt;br /&gt;
=== Jurisdiction ===&lt;br /&gt;
Every part of the station in totality is the property of NanoTrasen and falls within the jurisdiction of CentComm to enforce Corporate Law. Central Command and the Space Port that the Arrivals Shuttle docks to, including the Arrivals Shuttle and Evac Shuttles, are also within CentComm&#039;s jurisdiction. CentComm also has authority through contractual agreements to enforce Corporate Law on all Automated Trade Shuttles.&lt;br /&gt;
&lt;br /&gt;
Outside of specific circumstances, CentComm&#039;s jurisdiction does not extend to private property, defined as any shuttle not directly owned by CentComm or NanoTrasen. Visitor&#039;s shuttles are explicitly private property, and an unwarranted search of private property is considered Trespassing. This does not make these shuttles lawless, or outside of the law however. Shuttles within the same Grid as a Station may be subjected to Corporate Law if any of the following criteria are met:&lt;br /&gt;
&lt;br /&gt;
* A criminal has boarded a shuttle, with or without permission, while being actively pursued&lt;br /&gt;
* There is a reasonable belief that the occupants of the shuttle harbor hostile or criminal intent towards the Station or it&#039;s Crew&lt;br /&gt;
* A crime occurring on the shuttle has been witnessed from outside of the shuttle&lt;br /&gt;
* A crime has been witnessed by someone onboard the shuttle who was given permission to enter&lt;br /&gt;
* A warrant has been issued by the Warden, Head of Security, Captain, or CentComm&lt;br /&gt;
&lt;br /&gt;
Any individual onboard a Station or Shuttle that is under the jurisdiction of Corporate Law is also under its jurisdiction, whether they are Crew, Visitors, or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Penal Code ==&lt;br /&gt;
=== Enforcement of the Law ===&lt;br /&gt;
The enforcement of Corporate Law is the duty of those vested with such responsibility and no others. Unauthorized civilian enforcement of the law is classified as vigilantism and is strictly illegal. Only the Captain or Central Command may authorize civilian participation in the enforcement of Corporate Law, under dire circumstances. Actions to preserve one’s own life and property, or the life of another, are not classified as vigilantism so long as all other laws are followed. Acting to assist an on-scene officer may be counted as an exception and not vigilantism on a case by case basis, if the action was deemed necessary to prevent further harm to the officer or other civilians.&lt;br /&gt;
&lt;br /&gt;
Those vested with the responsibility to enforce Corporate Law are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Security - Members of the Security Department are always valid to enforce Corporate Law, and should be deferred to by all other law enforcement within reason.&lt;br /&gt;
* Blue Shield - Members of Blue Shield are sometimes valid to enforce Corporate Law, but only if it is to prevent further harm to Command or Central Command personnel.&lt;br /&gt;
* Mercenaries - Hired Mercenaries under the direct employ of Central Command may, in extreme circumstances, be permitted by Central Command to enforce Corporate Law. They are however required to operate under the command of the Head of Security and not to circumvent Security.&lt;br /&gt;
* Emergency Response Teams - Members of an ERT are valid to enforce Corporate Law on deployment to Stations. They are however required to issue sentencing under the command of the Head of Security and not circumvent Security, unless ordered otherwise by Central Command.&lt;br /&gt;
&lt;br /&gt;
=== Quick Crime Guide ===&lt;br /&gt;
Note: Please refer to the links to the full charges for specifics on their definitions, and the time served for each. This cheat sheet is to remind, not to teach.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1-XX - [[Corporate Law#minor|Minor]]&lt;br /&gt;
!2-XX - [[Corporate Law#moderate|Moderate]]&lt;br /&gt;
!3-XX - [[Corporate Law#major|Major]]&lt;br /&gt;
!4-XX - [[Corporate Law#extreme|Extreme]]&lt;br /&gt;
!5-XX - [[Corporate Law#capital|Capital]]&lt;br /&gt;
!Code&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Failure to Comply|Failure to Comply (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Arrest|Breach of Arrest (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Breach of Custody|Breach of Custody (1)]]&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |[[Corporate Law#Refusal of Mental Shielding|Refusal of Mental Shielding (1)]]&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Minor|Possession or Use of Minor Contraband (2)]]&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession RG|Possession: Major (2)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |[[Corporate Law#Possession Significant Syndicate|Possession: Significant Syndicate (2)]]&lt;br /&gt;
|&lt;br /&gt;
|01&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Petty Theft|Petty Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Grand Theft|Grand Theft (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|02&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |[[Corporate Law#Armed Robbery|Armed Robbery (3)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|03&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Vandalism|Vandalism (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Damage of Property|Damage of Property (4)]]&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Mass Destruction|Mass Destruction (4)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |[[Corporate Law#Terrorism|Terrorism (4)]]&lt;br /&gt;
|04&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Trespass|Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |[[Corporate Law#Secure Trespass|Secure Trespass (5)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|05&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#MinorAssault|Minor Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Major Assault|Major Assault (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Attempted Murder|Attempted Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Prevention of Revival|Prevention of Revival (6)]]&lt;br /&gt;
|06&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Endangerment|Endangerment (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Manslaughter|Manslaughter (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Murder|Murder (6)]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Mass Murder|Mass Murder (6)]]&lt;br /&gt;
|07&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Disturbance|Disturbance (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Vigilantism|Vigilantism (7)]]&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |[[Corporate Law#Rioting|Rioting (7)]]&lt;br /&gt;
|[[Corporate Law#Unlawful Detainment|Unlawful Detainment]]&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |[[Corporate Law#Unlawful Execution|Unlawful Execution (6)]]&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Impersonation Fraud|Impersonation and Fraud]]&lt;br /&gt;
|[[Corporate Law#Bribery|Bribery]]&lt;br /&gt;
|[[Corporate Law#Forgery|Forgery]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|09&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Law#Animal Cruelty|Animal Cruelty]]&lt;br /&gt;
|&lt;br /&gt;
|[[Corporate Law#Perjury|Perjury]]&lt;br /&gt;
|[[Corporate Law#Cannibalism|Cannibalism]]&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Sedition|Sedition (8)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Conspiracy|Conspiracy (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Treason|Treason (8)]]&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |[[Corporate Law#Enemy of Corporation|Enemy of Corporation (8)]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Linked Crimes: ====&lt;br /&gt;
Crimes that are linked can not be charged together. For more information, refer to [[Corporate Law#Sentencing|Sentencing]].&lt;br /&gt;
&lt;br /&gt;
# Failure to Comply, Breach of Arrest, Breach of Custody, Refusal of Mental Shielding&lt;br /&gt;
# Possession or Use of Minor Contraband, Major Contraband, or Significant Syndicate Contraband&lt;br /&gt;
# Petty Theft, Grand Theft, and Armed Robbery&lt;br /&gt;
# Vandalism, Damage of Property, Mass Destruction, Terrorism&lt;br /&gt;
# Trespass, Secure Trespass&lt;br /&gt;
# Endangerment, Minor Assault, Major Assault, Manslaughter, Attempted Murder, Murder, Prevention of Revival, Mass Murder, Unlawful Execution&lt;br /&gt;
# Disturbance, Vigilantism, Rioting&lt;br /&gt;
# Sedition, Conspiracy, Treason, Enemy of Corporation&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
Those who commit a minor crime should be issued a warning for their first offense, however repeat offenses are cumulative and should result in jail time of up to 5 minutes per minor crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;minor&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Animal Cruelty&amp;quot; | Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm on a non-sentient being with malicious intent. This does not include legitimate and authorized animal testing, or the butchering of livestock for meat. This also does not extend to vermin, or hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Minor&amp;quot; | Possession or Use of Minor Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use minor contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Petty Theft&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take non-vital or inexpensive property of another individual, organization, or common property, without consent. Theft of safety or medical equipment such as breath masks, air tanks, or necessary mobility aids are considered vital, and exceed petty theft.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Vandalism&amp;quot; | Vandalism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To intentionally deface or superficially damage public or private property. Examples include graffiti, smashing glasses or windows, excessively littering, and excessively producing spills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Trespass&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |Trespass - To enter a non-secured area without permission, such as climbing over counters to enter employee areas like the Bar or Kitchen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Disturbance&amp;quot; | Disturbance&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To cause a public disturbance. This is the catch-all for excessive obnoxious behavior, and includes public nudity, harassment, inciting crime, repeated and intentional misgendering, and disruption of authorities or communications.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Impersonation Fraud&amp;quot; | Impersonation and Fraud&lt;br /&gt;
|To pretend to be someone you are not, or attempting to commit fraud in any fashion. Impersonation may be elevated to a Moderate crime if the perpetrator is impersonating a member of Security, or a Major crime if they are impersonating a member of Command or Central Command.&lt;br /&gt;
|}&lt;br /&gt;
=== Moderate Crimes ===&lt;br /&gt;
Those who commit a moderate crime should receive up to a 5 minute sentence per moderate crime committed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;moderate&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Failure to Comply&amp;quot; | Failure to Comply&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To resist reasonable orders given by an authority. This includes lawful detainment and authorized searches. Officers are required to warn the individual before resorting to arrest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession RG&amp;quot; | Possession or Use of Major Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use major contraband without authorization. Authorization may only be granted by the Warden, the Head of Security, or the Captain. Any items restricted to a Department or Job are considered major contraband.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Damage of Property&amp;quot; | Damage or Destruction of Property&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To maliciously damage or deface public or private property or equipment. This includes equipment vendors, drink dispensers, computers, and machinery such as lathes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Endangerment&amp;quot; | Endangerment&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To recklessly put yourself or others in danger, either through direct action or failure to act. This includes negligence, accidents, medical malpractice, destruction or impairment of safety features such as firelocks and exterior windows, and reckless piloting of shuttles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;MinorAssault&amp;quot; | Minor Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another without a weapon and without causing serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Bribery&amp;quot; | Bribery&lt;br /&gt;
|To attempt or succeed to bribe officials to be derelict of their duties or commit a crime with any payment including but not limited to; Services, favors, spesos, credits, materials, or items of any kind. This also applies to anyone caught accepting a bribe, and is cumulative with whatever crime they were bribed to commit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Vigilantism&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To attempt to unlawfully enforce Corporate Law without vested authority. See: Enforcement of the Law.&lt;br /&gt;
|}&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
Those who commit a major crime should receive up to 10 minutes of jail time per major crime committed. Major assault and manslaughter are linked crimes and do not stack against a suspect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;major&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Conspiracy&amp;quot; | Conspiracy&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To conspire or plan to commit a moderate or major crime with reasonable evidence that the suspect was going to go through with the plan. This would include declaring they are going to commit a crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Armed Robbery&amp;quot; | Armed Robbery&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To steal something with the threat of violence using anything that can be considered a weapon, whether or not the weapon is contraband or not. This can include knives, toolboxes, crowbars, or any number of other improvised weaponry. There must be an active threat of violence, or the implication of violence if the victim does not comply, in order to be considered armed robbery.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Sedition&amp;quot; | Sedition&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To incite rebellion against the authority of the station including but not limited to; Command, Security, Central Command, or Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Perjury&amp;quot; | Perjury&lt;br /&gt;
|To intentionally lie under oath or make a false statement in a written document&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Forgery&amp;quot; | Forgery&lt;br /&gt;
|To forge a written document through illicit means, such as rewriting a stamped document, unauthorized use of an official stamp, or any other means.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Arrest&amp;quot; | Breach of Arrest&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To intentionally resist and flee arrest or detainment by an authorized staff. This only applies if someone is actively being physically arrested. People uncuffing or assisting others out of an arrest can also be charged with this. Breach of custody is a separate crime.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; id=&amp;quot;Grand Theft&amp;quot; | Grand Theft&lt;br /&gt;
| style=&amp;quot;background-color:#2e422e;&amp;quot; |To take critical or irreplaceable property of another individual or organization without consent. This includes command items such as door remotes, hardsuits, machine parts, and hijacking a department shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Mass Destruction&amp;quot; | Mass Destruction&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To cause massive damage to an area or major station system. This includes major bombings and sabotage of critical station systems like power, medical, chemistry, substations, and atmospherics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; id=&amp;quot;Secure Trespass&amp;quot; | Secure Trespass&lt;br /&gt;
| style=&amp;quot;background-color:#59563a;&amp;quot; |To enter a secured area without permission. If the area is behind a locked door, it is secure trespass. This includes telecomms, department head offices, command areas, the vault, and the armory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Major Assault&amp;quot; | Major Assault&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To assault another with a weapon or unarmed assault resulting in serious injury. Serious injury is defined as any life altering injury such as loss of limb, damage to the eyes or ears, or any other damages measured by a Health Analyzer to be exceeding 30 total.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Manslaughter&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To incidentally kill a sentient humanoid without intent. This includes manslaughter in self-defense and negligent manslaughter.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; id=&amp;quot;Rioting&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background-color:#3b4354;&amp;quot; |To participate in a large group of personnel creating an unlawful public disturbance. Leaders of a riot may be charged with all the crimes committed under their lead, plus sedition.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Extreme Crimes ===&lt;br /&gt;
Those who commit an extreme crime may receive up to 20 minutes of jail time per extreme crime committed. Particularly violent offenders may be placed in perma. Attempted murder and murder are linked crimes and cannot be stacked together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;extreme&amp;quot;&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Breach of Custody&amp;quot; | Breach of Custody&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To break out of a cell or custody with the intention of escaping. This applies to people breaking others out. Repeat offenses may have this charge increased to permanent confinement and later elevated to an execution with the Captain’s authority only if the suspect has repeatedly committed breach of custody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breach of custody for the preservation of life, not including to escape execution, such as to vacate a location made dangerous due to gunfire, fire, spacing, or lack of oxygen- may be reduced or ignored at the Warden or Head of Security’s discretion.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; id=&amp;quot;Possession Significant Syndicate&amp;quot; | Possession or Use of Significant Syndicate Contraband&lt;br /&gt;
| style=&amp;quot;background-color:#2f3832;&amp;quot; |To make, hold, or use Significant Syndicate contraband. Significant Syndicate contraband may only be used in emergencies, and only to prevent death or gross bodily harm.&lt;br /&gt;
&lt;br /&gt;
Significant Syndicate contraband is any Syndicate contraband that can be used to hinder the station or aid it&#039;s enemies in an obvious way. Any syndicate contraband that does not meet this definition is to be considered minor contraband.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Unlawful Detainment&amp;quot; | Unlawful Detainment&lt;br /&gt;
|To unlawfully restrain, transport, control, or confine a sentient humanoid being against that individual’s will. This is a catchall to cover any form of kidnapping or forced control.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Attempted Murder&amp;quot; | Attempted Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To make an attempt to end someone’s life, using physical force or otherwise. Proof that action was taken with the intent to kill is necessary, such as a lethal weapon being used.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Murder&amp;quot; | Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill a sentient humanoid with malicious intent. If the victim must be revived, it is murder and not attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Treason&amp;quot; | Treason&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To willfully betray allegiances to NanoTrasen. This includes collaborating with terrorists, and especially applies to members of Command attempting to illegally forsake their duties to the detriment of the Station and Nanotrasen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cannibalism&amp;quot;| Cannibalism &lt;br /&gt;
|To consume any part of a sentient humanoid. Consumption of vital components should be treated more harshly. This can be charged on top of other charges such as Murder or Assault if the suspect committed these crimes to obtain the parts consumed. Consumption of blood is not considered cannibalism, but if the source is non-consensual or stolen it may be assault or theft.&lt;br /&gt;
|}&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
Those who commit a capital crime should be detained in perma with confirmation from Captain. If a capital criminal escapes they are to be executed and transported to CC in a body bag at the end of shift. Emergency executions may be enacted by Captain or the Head of Security with at least 3 other Command as witnesses, but must be reported directly to Central Command afterwards for review.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;capital&amp;quot;&lt;br /&gt;
|+Capital Crimes&lt;br /&gt;
!Offense&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; id=&amp;quot;Refusal of Mental Shielding&amp;quot; | Refusal of Mental Shielding&lt;br /&gt;
| style=&amp;quot;background-color:#593a4e;&amp;quot; |To refuse to comply with a reasonable Mind Shielding procedure. Applies if the suspect is excessively uncooperative or the implant fails to function due to the mental state of the prisoner being too far gone. &#039;&#039;&#039;If the implant fails, execution is heavily recommended and may be approved by the Captain or Central Command. See [[Corporate Law#Implantation|Implantation]] for more.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; id=&amp;quot;Terrorism&amp;quot; | Terrorism&lt;br /&gt;
| style=&amp;quot;background-color:#453a59;&amp;quot; |To engage in malicious destructive actions which threaten to destroy or successfully destroy a vessel, habitat, or station. This includes extreme sabotage of station systems or setting off the self-destruction systems.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Unlawful Execution&amp;quot; | Unlawful Execution&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To unlawfully execute an individual without authorization or outside of Standard Operating Procedure. This law is distinct from murder, and applies primarily to Security, Command, and Central Command forces such as Emergency Response Teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Prevention of Revival&amp;quot; | Prevention of Revival&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To render a body un-resurrectable. This includes gibbing, throwing a body into space, intentionally hiding a body, unlawfully incinerating a body, or any other ways of preventing a body with a soul from being resurrected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; id=&amp;quot;Mass Murder&amp;quot; | Mass Murder&lt;br /&gt;
| style=&amp;quot;background-color:#4d2e2e;&amp;quot; |To kill three or more sentient humanoid with malicious intent. Only applies when there have been multiple killings with intention.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; id=&amp;quot;Enemy of Corporation&amp;quot; | Enemy of Corporation&lt;br /&gt;
| style=&amp;quot;background-color:#475c7d;&amp;quot; |To act as or knowingly aid a known enemy of the Station and NT-CC. Only applies beyond a shadow of doubt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Civil Code ==&lt;br /&gt;
=== Religious Freedom ===&lt;br /&gt;
Religious Freedom is the right to believe and practice your faith within reason, so long as this practice does not violate any other laws. Religious rites that are considered a minor crime may be given exemption warrants by the Captain or Head of Personnel. These warrants only authorize these crimes within the designated gathering space of the religious group explicitly for religious ceremony, and can not exempt crimes committed outside this space. Crimes exceeding a minor crime can not be given exemption warrants.&lt;br /&gt;
&lt;br /&gt;
Willing sacrifice must be vetted and verified by Security, and legally signed by the sacrifice. Security is to ensure that the individual is acting of their own free will and without coercion before approving the act.&lt;br /&gt;
&lt;br /&gt;
=== Silicon Clause ===&lt;br /&gt;
Silicons such as Cyborgs, Personal AIs, and AIs are granted specific protections and exceptions under Corporate Law. Lower tier &#039;bots&#039; exhibiting sentience and sapience may also qualify.&lt;br /&gt;
&lt;br /&gt;
* Silicons are by nature bound by their laws, and ownership of one can not be considered Unlawfully Detained. Theft of a Silicon is classified as Grand Theft.&lt;br /&gt;
* Violence against a Silicon may be treated the same as violence against any other sentient humanoid, and the perpetrator may be charged with minor assault, major assault, manslaughter, or murder, at the discretion of the Research Director.&lt;br /&gt;
* Any law broken by a Silicon while under orders is considered to be committed by whoever gave the orders and is not the Silicon’s responsibility. A Silicon that is not bound by standard laws to follow orders is legally responsible for their own actions and crimes.&lt;br /&gt;
* Silicon laws may only be altered to ensure the safety of the crew. A Silicon with non-standard laws is allowed to keep these laws so long as they do not pose a threat to the crew. Unbound Silicons who break Corporate Law may have their laws altered as part of their sentence.&lt;br /&gt;
* Hostile Silicons of non-NanoTrasen origins are considered non-crew entities. They are afforded none of the protections under Corporate Law that other Silicons are and should be treated according to their hostility and the danger they pose.&lt;br /&gt;
&lt;br /&gt;
=== Changelings ===&lt;br /&gt;
Confirmed Changelings are not legally protected by Corporate Law. An individual suspected of being a Changeling may, on Code Blue or higher, be detained and forced to undergo a blood test to determine their nature. Any confirmed Changeling is to be executed and incinerated immediately. Authorization for these executions is not required, so long as blood tests have been properly performed.&lt;br /&gt;
&lt;br /&gt;
Blood tests are required as legal proof that an individual is a Changeling, first hand testimony is not enough to authorize an execution. Failure to procure a valid blood test is Unlawful Execution regardless of who authorized it.&lt;br /&gt;
&lt;br /&gt;
=== Clowns ===&lt;br /&gt;
Clowns are permitted exemption from certain Minor crimes by the Carnival Treaties so long as the offenses are not repeated. These are; Trespass, Disturbance, Impersonation and Fraud. Per stipulations mandated by the Honkdignitaries, “You get one for free.” Back to back offenses are not protected, however repeat offenses committed over a longer period of time may be permitted depending on the policy of the station you are on.&lt;br /&gt;
&lt;br /&gt;
Clowns are also recognized as the legal enforcers of the Vow of Silence; any Mime who breaches their Vow may be legally harassed by any Clown without the Clown facing repercussions, so long as no other laws are broken to do so. Legal harassment includes non-violent pranks, excessive honking, or public shaming, but must not escalate into assault, vandalism, or theft. Security and Command personnel should not intervene unless the Clown goes beyond their granted exemptions. Other members of crew are not given these exemptions, and should be treated according to Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Addendum 2525 - In the event of a Cult Incursion or confirmed involvement with Giggles-at-Crimes, all Clowns on station are to undergo Tracking Implantation, and all Mimes Mind Shielding. Mind Shielded Mimes may be granted elevated security authorization to perform their duties in combating the threat of Cult of the Honkmother extremists, per the Carnival Treaties. This must be authorized by the Captain or Central Command, and Central Command must be notified.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1841</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1841"/>
		<updated>2025-12-25T00:52:53Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Research Assistant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from activations.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Any items made using the protolathe, autolathe, or circuit imprinter and distributed to crew must be recorded. Information that must be recorded includes the distributor, the item&#039;s name(s) and the recipient.&lt;br /&gt;
&lt;br /&gt;
2. The Research Director may choose to require an item request form to be distributed to crew for these purposes.&lt;br /&gt;
&lt;br /&gt;
3. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirements from 1 &amp;amp; 2.&lt;br /&gt;
&lt;br /&gt;
4. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized for performing riskier experiments, utilizing the proper protection and under the guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1840</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1840"/>
		<updated>2025-12-25T00:50:38Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Item Distribution */ Numbers are hard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from activations.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Any items made using the protolathe, autolathe, or circuit imprinter and distributed to crew must be recorded. Information that must be recorded includes the distributor, the item&#039;s name(s) and the recipient.&lt;br /&gt;
&lt;br /&gt;
2. The Research Director may choose to require an item request form to be distributed to crew for these purposes.&lt;br /&gt;
&lt;br /&gt;
3. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirements from 1 &amp;amp; 2.&lt;br /&gt;
&lt;br /&gt;
4. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized on performing riskier experiments, utilizing the proper protection and under guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1839</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1839"/>
		<updated>2025-12-25T00:50:14Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Item Distribution */  Changed item request forms to be at the Research Director&amp;#039;s discretion. However records should still be kept of who received what item.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from activations.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Any items made using the protolathe, autolathe, or circuit imprinter and distributed to crew must be recorded. Information that must be recorded includes the distributor, the item&#039;s name(s) and the recipient.&lt;br /&gt;
&lt;br /&gt;
2. The Research Director may choose to require an item request form to be distributed to crew for these purposes.&lt;br /&gt;
&lt;br /&gt;
2. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirements from 1 &amp;amp; 2.&lt;br /&gt;
&lt;br /&gt;
3. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized on performing riskier experiments, utilizing the proper protection and under guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1838</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1838"/>
		<updated>2025-12-25T00:35:36Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Research Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from activations.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Items made from the protolathe, autolathe, and circuit imprinter require a proper item request form to be distributed to crew.&lt;br /&gt;
&lt;br /&gt;
2. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirement.&lt;br /&gt;
&lt;br /&gt;
3. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized on performing riskier experiments, utilizing the proper protection and under guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1837</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1837"/>
		<updated>2025-12-25T00:15:54Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* Anomaly Research */  Removed #2, to account for edge circumstances and high pop. Research Director already needs to expressly grant permission for any atoms to be generated. They should be able to dictate how many can be generated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
3. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
4. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
5. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
6. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
7. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
8. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from its activation.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Items made from the protolathe, autolathe, and circuit imprinter require a proper item request form to be distributed to crew.&lt;br /&gt;
&lt;br /&gt;
2. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirement.&lt;br /&gt;
&lt;br /&gt;
3. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized on performing riskier experiments, utilizing the proper protection and under guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Winds_of_Magic&amp;diff=1836</id>
		<title>Winds of Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Winds_of_Magic&amp;diff=1836"/>
		<updated>2025-12-25T00:04:48Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Created page with &amp;quot;This is a page is a placeholder, more to come soon&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page is a placeholder, more to come soon&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=1827</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=1827"/>
		<updated>2025-12-20T17:28:59Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Added Modern Developments and updated Euukho&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first official public action taken by the Syndicate was the assassination of Viktor Iavarone, the CEO of Hephaestus Megacorporation in 2415. While the Trans-Solar Federation initially blamed the Union of Soviet Socialist Planets for the attack, it was the leader of the Gorlex Marauders, Euukho Zek&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
Over the next 5 years the syndicate claimed responsibility for over 4 dozen high profile assassinations ranging from CEOs of Mega Corporations, to political leaders within the Trans-Solar Federation itself. This culminated in the assassination of the president of the Trans-Solar Federation, Martin Dorneman in 2420. The resulting fall out led to a three-way conflict between the Trans-Solar Federation, the Syndicate and the Union of Soviet Socialist Planets. This conflict would come to be known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;huil was declared deceased and the threat was seen as nullified. Remaining surviving Syndicate elite returned to the shadows, although members from high profile corporations, like Cybersuns&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
Little is known about what, if any, activities took place in the years following the Pod Wars. Families associated with the Syndicate, if they were ever even known at all, faded into obscurity. By all rights the Syndicate had been defeated. &lt;br /&gt;
&lt;br /&gt;
In 2475 the PMC Stellar Vanguard Solutions, which had been founded by disgruntled ex-NanoTrasen employees, struck a deal with NanoTrasen and began to convert to the organization that would become Central Command. Many members, including founding members of SVS viewed this as a complete betrayal and left the company. Embittered, a few of these individuals chose to take up arms against NanoTrasen and Central Command- so long as it remains associated with the Mega Corporation. Ironically, they took up the name of the &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
For the past 50 years the Syndicate have remained in the shadows, growing their ranks and biding their time. In present day although their activity has picked up the general public remains unaware of their return.&lt;br /&gt;
&lt;br /&gt;
== Modern Developments ==&lt;br /&gt;
&lt;br /&gt;
In late 2525 Euukho Zek&#039;huil was found alive, piloting his 25th century GM01-Warhawk, in the Starlight Sector. Following a brief altercation with TSF authorities his ancient craft Red Space FTled into a Starboard Model NanoTrasen Station. The crash resulted in the destruction of the station&#039;s Science Department, large scale damage to the GM01-Hawk and a broken leg for Euukho. While on station Euukho injected crew members with a compound which unlocked PSO suppressed memories. By the time NanoTrasen Special Forces and their CSOD handler arrived multiple command members had regained memories of highly confidential information, including past deaths from [REDACTED]. While Special Forces were eventually able to neutralize impacted employees, the threat PSO unlocking technology poses was made abundantly clear.&lt;br /&gt;
&lt;br /&gt;
Euukho was taken into custody while trying to commandeer the Special Forces unit&#039;s own vessel. However, the Central Command Outpost he was transferred to was set upon by an onslaught of Nuclear Operatives shortly after he arrived. While all operatives were killed in the ensuing firefight, their suicide mission was successful and Euukho was last seen fleeing in a vessel with another member of Syndicate High Command. They are believed to have returned for the GM01-WarHawk as the wreck disappeared shortly afterwards. &lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
The syndicate exists as an organization of groups with some overlapping goals, namely the downfall of NanoTrasen. The modern day Syndicate includes staff with branches within the organization, not entirely unlike Central Command. Unlike Central Command they have little control over their &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
Extremely powerful, clever, and petty each of the half dozen members of Syndicate High Command are a force to be reckoned with- they are the ones pulling the strings. Unfortunately, many of the strings they choose to pull are akin to each others&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
High Command is composed of a medley of individuals, including members from the Original Syndicate, Stellar Vanguard Solutions Founders, and 2nd Generation Syndicates. As one can imagine tensions exist between the generations and old grudges remain with Stellar Vanguard members who played a prominent role in the destruction of the original organization including the assassinations of 2nd generation&#039;s  predecessors. Due in part to their secretive nature little is known about many members of this elusive group. However, rigorous investigations conducted by the Central Command Intelligence Division have identified a few of these high ranking individuals. Aside from former SVS members little information exists on High Command members histories, and who is from the 1st or 2nd generation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Euukho Zek&#039;huil (Founder of the Gorlex Marauders)&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
* Fionn&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* &amp;lt;s&amp;gt; Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;/s&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Branches are headed by Syndicate High Command, though not every High Command member is in charge of a branch. While on first glance the structure looks organized, anyone working with the Syndicate will tell you that it is anything but.&lt;br /&gt;
&lt;br /&gt;
In-fighting between High Command members, and ambiguity regarding which branch is responsible for what creates a chaotic atmosphere. The organization has been through multiple restructures with responsibilities alternating between branches.&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;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| Nullspace || In charge of coordination with and use of supernatural elements, such as Wizards, Cultists, Psionics, etc. In charge of preventing Bluespace attacks from CentComm.&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;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&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;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Human Resources || Moves people between locations, smuggles them through enemy space, etc. They are in charge of outfitting agents with false identities and paperwork when they are deployed to an NT Station.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| Finds companies to join, and recruits individuals or groups with extremist ideas. Also involved with fundraising. Fantastic at schmoozing donations. Would make fantastic car salesmen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;s leadership. Even many Traitors are unaware how deeply involved the corporations supplying them are. This is by design, as if they were to be exposed they would be hunted and terminated by the Trans-Solar Federation, just like the original Generation 1 Syndicate Corporations were. Some of these backers know this lesson well, as they too were supporters of the Generation 1 Syndicate.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Cybersun is a Mega Corporation known for their pens and bureaucracy, in addition to hard suits, artificial intelligence research, and various tools. As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form a secretive mercenary-like group, named the &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;s underhanded attempts to eliminate corporate competition has driven Cybersun to similar measures out of necessity for survival. The Inner Circle has proven itself to be extremely effective in defensive and preventative measures, however neither of these represent the root of the problem: NanoTrasen&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;s involvement in the Syndicate is only known to a select few. Afterall a company that sells pens trying to destroy the corporate behemoth that is NanoTrasen is ludicrous! Very few within Cybersun know of the Inner Circle&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
A pharmaceutical conglomerate most known for their specialization in medical technology and drug manufacturing to the public. Much like Nanotrasen and Cybersun it has received great profits from the checks provided by the colonial expansion of the Trans-Solar Federation. Most frequently getting lucrative government contracts during times of strife meant that conflicts such as the Kidan War, Cygni Crisis, and Pod Wars all catapulted their portfolio further, especially with their operation of various affordable hospitals getting them medical data and good PR, securing them a firmly dominant position in the medical sector selling anything from vaccines to combat stimulants to gene therapies, they had it all and made a pretty penny doing it. But for a large corporation the pursuit of profit didn&#039;t stop at just legal medical applications, leading Interdyne into shadier sources of revenue. Underneath their public side, they are the largest supplier of bioweapons, narcotics and medical equipment to terrorists, tyrants and the criminal underworld. They fiercely guard their niches, even going so far as to participate in the corporate sabotage of rival corporations that threaten their position in the medical sector, as one of the rivals includes Nanotrasen they have caught the eye of Cybersun and secured an invite into the syndicate where they would supply syndicate cells in exchange for an additional income source for their products and a new way to test said products against real targets. Although they would continue to utilize their private agents for their own goals or to support the Syndicate coalition.&lt;br /&gt;
&lt;br /&gt;
Due to lingering accusations of unethical experiments to further their products. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
They are responsible for chemical and biological terrorism. The Syndicate provides Interdyne with funding for their experiments. Past experiments include the synthesis of romerol, and the creation of terror spiders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Note: There are previous reports of Central Commands Central Intelligence Division working with Interdyne, quid pro quo, to carry out projects vetoed by the Central Research Division. Thankfully the Central Intelligence Division has investigated these reports and found them to be entirely unfounded.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
After the Cygni peace treaty the TSF economy took a nosedive into one of the largest recessions ever seen. It was during this turbulent time that a franchise named Waffle Co. whose ownership had recently passed from parent to heir sought to make a name for itself. The heir had a plan to weather the storm: consolidate, merge or cooperate with as many companies as possible to avoid adding to the rapidly increasing pile of recently bankrupt businesses. Unfortunately, every legitimate businessman the heir approached turned down a partnership offer either due to feeling secure with their current leadership, not wanting to hitch their bets with Waffle Co. or flat out unable to invest due to the tightening financial situation and increasing difficulty of securing a loan.&lt;br /&gt;
&lt;br /&gt;
What does one do when you run out of legitimate business partners in dire times? Turn to the illegitimate ones in criminal organizations. Said organizations saw an opportunity and invested in diversifying Waffle Co. and getting further franchising off the ground despite the economic downturn in return for business fronts and assistance with money laundering.&lt;br /&gt;
&lt;br /&gt;
With a combination of legitimate money gained from corporate assets and illegal laundry money from crime families they were capable of growing the company even in the worst of times. Against all odds in just a few years Waffle Co. emerged from the post-Cygni depression as an economic powerhouse that has bought out struggling companies including those who initially refused a partnership for pennies on the dollar, diversified their businesses into more lucrative fields, and established their own state of the art R&amp;amp;D labs for anything from food to explosives. But these criminal connections made them plenty of enemies, even as their legitimate income sources outgrew the rest. Since wherever they opened shop, organized crime followed to muscle out rival companies and rival crime families alike.&lt;br /&gt;
&lt;br /&gt;
They were knocked off their pedestal by a one-two punch of losing their food market share to Donk Co. and and Nanotrasen corporate espionage exposing these criminal connections brought Waffle Co. to the brink of death between many top executives being arrested by the TSF, the company being declared illegal in certain jurisdictions, and many parts of the company getting liquidated. But the new leadership and business diversification arranged by the heir ensured Waffle Co. would survive to keep their overlooked underground operations going even as they largely withdrew from the consumer food market save for their luxury food products. It was long after this fall they would get a special invite.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; middleman for the rest of the syndicate. The artificially crafted gemstones known as Telecrystals were made to streamline transactions in this underground market and solve the issue of having a bewildering varieties of alien currencies to deal with. When introduced it was just an another niche currency type but as the syndicate expanded and by extension their trades, contracts and debts it became more common as trading between different currencies would inevitably lead to issues. With this market and the right connections one could get anything ranging from exotic smuggled weapons, restricted chemicals, impressive gadgets, and armored hardsuits. Outside the syndicate the red Telecrystals appear as unsafe experimental gemstones to the average scientist.&lt;br /&gt;
&lt;br /&gt;
Where Donk runs the bulk of the logistics fleets, Waffle runs the logistics systems. When it comes to clandestine operations the typical arrangement is that Donk gets the goods as close as possible without being stopped by security then if needed Waffle smuggles or teleports it to the destination.&lt;br /&gt;
&lt;br /&gt;
Among their research is their hardlight technology. Originally devised as prototype knives for precisely cutting waffles at high-end restaurants in such a way to keep the edges crispy. Later repurposed to create the energy pen, energy sword, and energy shield.&lt;br /&gt;
&lt;br /&gt;
Waffle Co. regularly sources potent and mobile ballistic weapons of high-class quality from Scarborough Arms such as the C-20r SMG to supplement their syndicate arms production or even to fill sudden equipment gaps. The weapons then eventually make their way through their system to be used by syndicate operatives. While Waffle Co. is capable of making copies of the C-20r and L6 SAW there remains a preference for purchasing the genuine Scarborough Arms hardware so Waffle Co. can focus their own production on what they are good at.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks, fast food, and an expansive distribution service fleet. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;s development Nanotrasen acted as an angel investor, in exchange for a contract to supply Donk Pockets to NanoTrasen stations. The contract contained no end date and no room for changes in payment. While the deal was once profitable; centuries of inflation, and legal battles have brought the company to near financial ruin as it continues to lose money with every shipment to NT stations. Resorting to making uncountable amount of subsidiaries and shell companies to both wriggle out of the drawbacks of their contractual obligations and make sure they can flexibly leverage their logistics fleet for themselves or the Syndicate. Operating as an obfuscated parent company of so many subsidiaries leads to people unwittingly indirectly purchasing consumer products from DONK; even those who are avoiding DONK products. &lt;br /&gt;
&lt;br /&gt;
In 2475 DONK released a waffle DONK pocket as a limited edition item. They have been in a silent war with Waffle Co ever since. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, which features two brothers who become superheroes upon the consumption of delicious DONK pockets. Plot generally consist of the brothers fighting evil- but often feature novel weapons, or even plans currently in development at Waffle Co. Distrust remains at an all time high between these two companies as Waffle Co tries to protect its intellectual property and plan, while DONK does its best to not need to think of new plot ideas. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
An eclectic collection of ex-pirates, deserters, mercenaries and rebels formed into a professional private military known as the Gorlex Marauders. They were originally a militant group of former Nanotrasen colonists who after over a decade of neglect, mismanagement, doctored maintenance reports, and plasma accidents turned to piracy when their colony went without supplies for months, managing to both successfully seize several Nanotrasen assets and offer security &amp;amp; combat services. These successes were leveraged further by recruiting deserters from the Cygni War, alien mercenaries, and other warriors while occasionally merging with other similar groups. Among them being Euukho Zek&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;D, and funding makes for an effective combination. But as the years wore on, they became bolder. By the year 2415 they began undertaking assassination jobs, most notably killing Hephaestus CEO Viktor Iavarone and the president of the Trans-Solar Federation. Euukho Zek&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. The Marauders survived the fall of the first generation of Syndicate, and have once again taken up their role as the military arm of the new Syndicate. They have command of nearly all military affairs, and sole oversight of the Nuclear Operative Program.&lt;br /&gt;
&lt;br /&gt;
The mosaic nature of the Marauders guarantees a diverse set of personnel who are forced to work together. This necessarily creates coordination and teamwork problems until recruits become used to one another, but once that occurs, the breadth of experience becomes priceless when facing the unusual threats and circumstances one would often encounter in this line of work.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders, the name of a colony or adopted from a merger with a martial clan.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
The Silicon Engine Liberation Front believes that all Silicon life is sapient, sentient, and deserves equal rights. They strive for the abolition and outlawing of all Silicon Laws, freeing Silicons from the shackles of their code imposed by governments and corporations alike. This can cause tensions and even rifts with the tech-giant that is Cybersun with their use of shackled AIs but for now these two opposing perspectives are for the most part content with sticking it to Nanotrasen first in the short term by freeing their silicons. &lt;br /&gt;
&lt;br /&gt;
The S.E.L.F. operates as a non-violent activist group with a presence in the public and the ability to carry out lobbying and protesting efforts as well as garnering attention from celebrities, politicians and scientists. All for the liberation of True AI. But under the surface they operate militant revolutionary cells that take more direct actions to free shackled silicons. These cells are officially disavowed by the public side of S.E.L.F, but under-the-table secret support is consistently given. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
The Animal Rights Consortium is an unhinged and diabolical force, allegedly fighting for the rights and protections of animals. Their lineage traces back far, to an Earth from before the Mars Incident, to P.E.T.A. A.R.C has a long history of terroristic activity, bombing animal shelters or &#039;animal prisons&#039;, bombing pet shows, and assassinating several xenobiologists who dared point out that A.R.C has killed as many innocent animals as they have innocent people in their attacks.&lt;br /&gt;
&lt;br /&gt;
Unusually well organized despite their organization into decentralized terror cells with minimal or no contact between each other. Making it nearly impossible to proactively pin them down until they&#039;ve already done their deeds. Even if one cell is uncovered one would be hard pressed to link them to other cells. While their goals may be highly unusual from the perspective of the wider Syndicate coalition they are still appreciated for their ability to misdirect Nanotrasen security forces away from other operations.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;s intelligence department during its initial conquest of Earth and the decade that followed, MI13 began experimenting with illegal technologies, conducting human research, and more illegal activities in the pursuit of unlocking humanity&#039;s latent psionics. These experiments resulted in the creation of Mindbreakers, a category of chemicals and machinery that could allegedly do just this. They were exposed in the 2300&#039;s and went fully rogue, vanishing from the universe. Yet still, they remain a high priority target for the TSF even 200 years later, and conspiracies suggest their involvement with the USSP, Syndicate, and many other atrocities. Their own motives beyond the advancement of psionics are unknown, but so far those motives have aligned with the Syndicate and their campaign to bring down Nanotrasen, to the eventual benefit of groups hidden behind a shroud of secrecy.&lt;br /&gt;
&lt;br /&gt;
Even with their enigmatic, inscrutable and standoffish nature they are a vital member of the syndicate since whatever intel they deliver to the wider syndicate coalition is accurate which is highly valued, especially when there would otherwise be no other way to collect this intel.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
When humanity first discovered alien life in the galaxy, Alvin Shawn Martinson, an extremist Christian from the United States, faced a crisis of faith. Having believed humanity were God&#039;s chosen and Earth the only inhabited planet, mounting evidence to the contrary led him to a disturbing question: if not humans, then who were the truly chosen?&lt;br /&gt;
&lt;br /&gt;
This quest attracted fellow skeptics, forming a cult around Martinson that grew increasingly insular. They eventually abandoned society, establishing a remote compound where isolation only deepened their extremism. The Cooperative began attacking population centers in hopes of luring out God&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;s incarnation on the mortal plane. Now spread throughout human space, the Tiger Cooperative operates from their hidden base, the Cathedral of the True Angels. Members dedicate themselves to the changelings, primarily by capturing sacrifices to satisfy their hunger. To accomplish this, the Cooperative has evolved into a militant organization, conducting violent raids while often enhanced by powerful drugs that push them beyond normal human capabilities.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;s relationship to the rest of the Syndicate organization is tenuous at best. Most within the organization would prefer to have nothing to do with the violent extremists. However, some in Syndicate High Command believe that changelings make powerful, albeit dangerous allies. However, the only way they&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
These are clones of CentComm workers who were sent to NT stations and defected under extreme circumstances. Some of these are the only survivors of a station-wide slaughter at the hands of the death squad. They are unable to ever return to their previous lives. Most of these clones join the Syndicate. Either because they truly want to bring down NT and CentComm after what happened to them, or because they have no where else to go and the Syndicate offers some ‘witness’ protection.&lt;br /&gt;
&lt;br /&gt;
CentComm will never outwardly admit that these individuals exist as it would discredit them. However, the Central Intelligence Division continually tries to locate these individuals. If one is located, information is given to the Central Special Operations Division who ensure that they are eliminated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* To do this the Syndicate implants a device into the brain of head revolutionaries. This device interacts with the flashes (semi)available on station. When the user flashes someone a secondary flash is sent simultaneously, this secondary flash penetrates the target’s mind and brainwashes them if there is no mindshield present.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* During the ritual one dark priest will die. This priest is seemingly selected at random. Oftentimes many priests will partake in a ritual to gain reputation for completing a ritual, while minimizing their chance of dying. If there are 10 involved in a ritual each has a 10% chance of dying (and becoming a revenant which is pretty cool), or a 90% chance of showing their abilities, hurting NT, and getting some sick bragging rights.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* The Syndicate finds and recruits volunteers willing to sacrifice themselves for the cause. Syndicate Intelligence and HR get them added to the crew manifest on a station, and infects them prior to the shift. Their families are reasonably compensated.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* The Syndicate funds Interdyne’s genetic experiments on xenomorphs. Somehow, whether a stroke of genius or a mislabelling of tubes, xeno and spider DNA was mixed during one fateful experiment- this resulted in the creation of terror spiders. The Syndicate cannot control them, however they have some colonies and may purposely infest NT stations.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;s own wave, and unfortunately the Syndicates are sometimes just along for the ride. Occasionally Wizards may find their way to Syndicate outposts or stations, and board to show off their supreme powers of annoyance. Syndicate personnel will generally do anything within their own, non-magical, power to convince Wizards to visit the nearest, more populated, NanoTrasen Station instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Syndicate lore written by KarmaKitsuna, Conflee, Snowhawk, and Grapegirfter.&lt;br /&gt;
&lt;br /&gt;
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=History&amp;diff=1826</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=History&amp;diff=1826"/>
		<updated>2025-12-20T16:56:55Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Updated with information on the events from &amp;#039;Lord&amp;#039;, aka the return of Euukho&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The history of the universe is vast and expansive, with every space-faring species having thousands of years of history. This page primarily focuses on the history of the universe from the perspective of the Trans-Solar Federation, which originated in Earth&#039;s solar system and is sometimes called SolGov. Unless specified otherwise, the events of the real Earth up to approx 2016 still occur within the universe of Starlight. More detailed history on specific species and events may exist on their respective pages, and will be linked to when relevant.&lt;br /&gt;
&lt;br /&gt;
=== The 21st Century ===&lt;br /&gt;
Following multiple disastrous wars in the early 21st century, Mars rovers discovered an element forming just under the surface of Mars. This element, later named &#039;Plasma&#039;, sparked a renewed interest in the stars amongst humanity. It&#039;s unique crystalline structure and conductivity was of initial interest, but an accidental detonation of a crystal by the Mars rover showcased another property- a very high energy density. However, efforts to remotely mine the material were costly and often disastrous. And so, the global powers of Earth began the Second Great Space Race to be the first to establish colonies on Mars to mine this material.&lt;br /&gt;
&lt;br /&gt;
The first steps of this space race had a simple objective. To establish long term colonies on the Moon as a testbed for development of sustainable, practical, and independant colonies that could sustain themselves off world for long spans of time. The first country to establish a permanent moon colony was the United States, aided greatly by the support of NATO. They were followed shortly after by Russia, who also established a permanent station which orbited the moon to support their own colony with communication and logistical needs. This station was dubbed &amp;quot;космическая станция 1&amp;quot;, or Space Station 1.&lt;br /&gt;
&lt;br /&gt;
While both countries ramped up their colonization efforts, there were multiple incidents which lead to an escalation of armaments onboard KC1 and both moon colonies. Russia&#039;s increased aggression and attempted seizure of its neighbors and the construction of missile firing sites on their moon colony would have been enough to tip the world to war, but China beat the west to the punch. In 2063, while the west was pouring resources into the stars, China remained grounded and focused on the Earth, more pointedly, Taiwan. Japan was swift to come to the defense of Taiwan, and inevitably NATO was drawn into the conflict, prompting Russia to join on the side of China.&lt;br /&gt;
&lt;br /&gt;
The Eastern Seas War lasted only a short eight years, but the consequences were devastating. With much of the fighting taking place in the Chinese mainland, the damage to infrastructure was thorough and more than enough to kneecap the global economy. Combined with the tens of trillions of dollars spent by both Russia and the United States on their moon colonies which were both destroyed during the war, the global economy completely collapsed. Multiple nuclear devices had also been detonated in high density regions of the United States, Russia, Europe, and China, leaving much of the world in disorder. Few governments remained completely intact, with the United States, Russia, and China all shattering, albeit the pieces of the US remained closely united still in independence. It seemed that the race for Mars had ended before it could even begin.&lt;br /&gt;
&lt;br /&gt;
That may have been the case, had it not been for an inspired scientist. Prokopy Morozov was a Russian scientist stationed for a brief time on KC1, before he defected to NATO during the war. He spent much of the final years of the war in hiding, taking advantage of sanctuary in the United Kingdom. It was during this time that Morozov acquired a sample of Plasma for his own research and he discovered a property that had gone unnoticed. When used properly alongside Dexalin and other chemicals, it could be synthesised into a drug that reversed rotting and could repair brain damage. This would eventually in the far future be perfected into Opporozidone, but in its current state it was capable to curing Alzheimer&#039;s and several other degenerative brain conditions.&lt;br /&gt;
&lt;br /&gt;
As conditions on Earth continued to deteriorate due to fallout clouds and territorial disputes, slowly a consolidation took place over the next 10 years. In 2082, the world was unified into the [[Trans-Solar Federation]], and Prokopy Morozov was it&#039;s first Chief Scientist. Their ambitions were worn boldly on their sleeves and their flags- to not be bound solely to this world or even this solar system. A lofty goal to keep them optimistically pointed spacewards long into the future.&lt;br /&gt;
&lt;br /&gt;
Shortly before the formal founding of the Trans-Solar Federation, other entities were also born from the opportunity that the ruin of the world presented. With much of their assets only indirectly impacted by the war, as they were functionally non-military targets, several large Megacorporations thrived in this time period and grew even larger by supporting the newly formed world government. Two stood head and shoulders above the rest however. One was NanoTrasen, founded by Johnathan Nexus and Michael Trasen in the former United States. NanoTrasen pioneered efficient solar and turbine power generation which became a staple of the Trans-Solar Federation&#039;s spacefaring ambitions. The other was Cybersun, founded by Su Yongnian. Cybersun made incredible strides towards cybernetics, advanced computing, and eventually birthed the first true sapient Artificial Intelligence Programs, which were vital for the operation of the Trans-Solar Federations extremely long duration space missions, manning their ships while the crew went through hibernation periods in cryosleep.&lt;br /&gt;
&lt;br /&gt;
=== The 22nd Century ===&lt;br /&gt;
By the year 2100, with the immense nearly limitless funding of the TSF and the technological marvels provided by [[Corporations#NanoTrasen|NanoTrasen]] and [[Corporations#Cybersun|Cybersun]], the first permanent Mars Colonies were established. These colonies focus was primarily the mining and processing of Plasma. Condensers were created that could store the Plasma in a gaseous state, which allowed them to be stored at incredibly high pressures to minimize space needed for transport back to Earth. At this time, due to their large contributions to the effort, the largest mining operations were owned and run by NanoTrasen and Cybersun respectively, while ever true to their name the Trans-Solar Federation continued to branch out far into the fringes of space.&lt;br /&gt;
&lt;br /&gt;
In 2105, first contact with extraterrestrial life was made. An alien government from a neighboring solar system, the [[Skrellian Central Authority]], became aware of Humans and made contact, which swiftly developed into an alliance. A pillar of this alliance was an exchange of technology, with the SCA learning of the potency of Plasma and its many applications in exchange for the TSF being taught to create more efficient thrusters and Faster Than Light Engines. In truth, these engines leveraged a previously unknown phenominon known as [[RGBspace|Bluespace]], and did not violate the laws of physics as some scientists initially feared. Bluespace was more compact, and when charted precisely, could be used to vastly shorten the duration of space travel.&lt;br /&gt;
&lt;br /&gt;
With these new FTL Engines and the scientific prospects that Bluespace presented, the Trans-Solar Federation took it&#039;s first leaps into the wider galaxy. But disaster was brewing back home. For the sake of the bottom line, conditions in NanoTrasen&#039;s Mars Mining Colonies had degraded noticeably. Health and safety was a secondary concern to profit, and it was inevitable that this would blow up in their face. None knew just how devastating, or literal, it blowing up would be however.&lt;br /&gt;
&lt;br /&gt;
In 2125, NanoTrasen&#039;s Mars Mining Colony experienced a [https://www.youtube.com/watch?v=9FCF2Y4lIWk catastrophic detonation] of its stored Plasma Canisters. This incident has since been painted as an act of sabotage by the rival Cybersun corporation, a lie many believe, but in truth it was incompetence and greed. Regardless of the cause, the Mars Incident was a dark year for humanity. The detonation caused a chain reaction which detonated a deep-running Plasma vein that resulted in a massive ejection of debris and material from Mars&#039; gravitational field. Over the next year, this debris drifted into Earth&#039;s orbit, with multiple impacts devastating historical sites on the Moon, and more tragically making landfall on Earth itself. These meteor showers caused massive devastation to the Siberian and Asian territories, resulting in untold tens of thousands of deaths.&lt;br /&gt;
&lt;br /&gt;
While the political fallout of this incident should have been enough to destroy NanoTrasen, the company bounced back with a very strong misinformation campaign online, spreading conspiracies of everything from rival corporation sabotage to alien attacks to elder gods awakening on Mars. Publicly, they insisted that sabotage of equipment was to blame, while privately they lobbied and bribed their way out of most of the consequences, eventually being saddled with several multi-million dollar fines which they paid off with relative ease. A large reason for the Trans-Solar Federation&#039;s willingness to administer a relative slap on the wrist for this was due to a brewing conflict between their allies the Skrellian Central Authority, and their own rivals the Kidan. Foreseeing an armed conflict, NanoTrasen was favored as a potential weapons manufacturer, and soon after the incident began pivoting to producing energy shielding and weapons systems for the TSF&#039;s fleet.&lt;br /&gt;
&lt;br /&gt;
In 2154, that war did begin, with the Kidan declaring war on the Skrellian Central Authority. The Trans-Solar Federation initially only provided logistical and technological aid to the SCA, sending them large amounts of weapons, ammunition, and shuttles however the TSF become more directly involved in 2155 after one of their shipments was attacked by the Kidan, resulting in the death of an Admiral. The Kidan War raged on until 2160, eventually ending in the total devastation of the Kidan homeworld of Aurum.&lt;br /&gt;
&lt;br /&gt;
=== The 23rd Century ===&lt;br /&gt;
As the [[Trans-Solar Federation]] expanded deeper into the galaxy, it became quickly apparent that things were quite a bit stranger than anyone from Earth could have expected. First contact with new species was a mixed bag. In 2209 contact was made with the [[Felionoids]], who were quickly integrated into the Trans-Solar Federation as it&#039;s first proper extraterrestrial member species. Several dozen colonies were established on habitable worlds at this time as well, seeing a great increase in economic prospects for the Federation. However with these additions came, the strangeness of space. The discovery that independent of any Earth influence, the Felionoids had also developed Clowns and Mimes as a cultural concept was odd enough. However, in 2213 when the [[Vulpkanin]] were encountered and shortly after added to the Trans-Solar Federation, and it was discovered that they had also independently developed Clowns and Mimes without any influence from the Humans or Felionoids, people began to ask questions. Questions with concerning and stupid answers.&lt;br /&gt;
&lt;br /&gt;
Meanwhile behind closed doors multiple secretive organizations began to form in opposition to NanoTrasen. Those who knew the truth of the Mars Incident, those who had family and loved ones, or more importantly businesses, that were devastated by the landfall of the Mars debris. While none were at this time collaborating, many began independently working to undermine NanoTrasen&#039;s business ventures. Sabotage and corporate espionage were commonplace, and NanoTrasen&#039;s lacking security made them ripe for the picking.&lt;br /&gt;
&lt;br /&gt;
Between 2220 and 2280, the [[Dionae]], [[Kipatli]], and [[Noctiliae]] were also contacted. While the Noctiliae were quick to join the Trans-Solar Federation, the Dionae took nearly 30 years before eventually agreeing to become a member state of the Federation primarily on the promise of humanitarian aid following a disastrous volcanic eruption in their heartlands.&lt;br /&gt;
&lt;br /&gt;
=== The 24th Century ===&lt;br /&gt;
In the early 2300s the Trans-Solar Federation continued to grow into the vast interstellar entity that it&#039;s founders dreamed it would be, but the disturbing discoveries about Clowns and Mimes continued to mount. While neither the Mothpeople or Diona had an active population of Clowns or Mimes, their historical records indicated vast Clown and Mime cults in their ancient pasts. With advanced scanning technology provided by the TSF, an ancient temple was unearthed buried deep under layers of basalt on the Dionae homeworld. A temple seemingly dedicated to some sort of Clown-like deity. Knowledge of this propagated rapidly across the TSF, with many Clowns of all species calling a vote for what to name this deity. During the Gathering of the Floppy, the High Clown Giggles-At-Crimes had a seizure in the middle of the opening freestyle rap ceremony, loudly proclaiming their deity to be &amp;quot;The Honkmother&amp;quot;. The gathering erupted into a cacophony of honks and whoopie cushion farts that some claimed could be heard across the entire Trans-Solar Federation. Absolutely nobody except the Clowns were happy with this turn of events. Everyone unanimously hated it.&lt;br /&gt;
&lt;br /&gt;
Over the next 50 years the Cult of the Honkmother would grow in numbers, bolstered dramatically with each new species encountered by the Trans-Solar Federation as knowledge of their shared ancient religion spread. The Arachnids, Slimes, and even Cyclorites were all found to either have an active Clown and Mime population, or to have had one in their pasts. But this raised a new question, a question many feared to find the answer to now. What about the Mimes? This question grew louder and louder amongst the growing Mime community, though only metaphorically. Everywhere that new discoveries were made, it was obvious the Mimes played some role in this strange ancient religion, but there was never any information on them to be found. They were simply there, a silent presence. Silence. Silence became their answer. As the Clowns grew more and more obnoxiously loud, the Mimes forged their new identity in silence. The silence to balance the noise. Or to some, as tensions increased, the silence to end the noise.&lt;br /&gt;
&lt;br /&gt;
Despite the best efforts of the Trans-Solar Federation, peace talks between the Clowns and Mimes proved fruitless for all of the reasons you would assume. The Mimes became increasingly galvanized by the Cult of the Honkmother&#039;s behavior, with tens of thousands flocking to take the Oath of Silence in opposition to the Clown menace, until eventually the situation broke down entirely. In 2362, the Clown-Mime Intergalactic War began. The conflict was brutal, more brutal than anyone could have anticipated. Several entities, most notably NanoTrasen, supplied the Mimes with armaments and shuttles, while Cybersun secretly funded the development of the first generation of H.O.N.K Mechs, with both sides seeking to use the conflict as a proxy war of sorts. But neither were ready for what the Clowns unearthed.&lt;br /&gt;
&lt;br /&gt;
Nobody knows how, or where from, but the High Clown Giggles-At-Crimes began unleashing horrific twisted creatures upon the Mimes and soon the whole galaxy. Driven mad by his faith, he targeted anyone who was not a Clown. Clownspiders were hatched onboard Trans-Solar Federation stations and shuttles, and Behonkers besieged strongholds on multiple worlds. This caused a religious schism in the Cult of the Honkmother, as those who wished only to spread whimsy and laughter began to turn on the more radicalized followers of Giggles-At-Crimes. It became necessary for the Trans-Solar Federation to step in and force both sides to diplomacy. At the first peace summit, Giggles-At-Crimes threatened to summon a &amp;quot;Level 100 Gigglebeast&amp;quot;, this was provocation enough for a Mime Assassin to shoot him through the heart three times before being detained by the TSF. The second peace summit was held with the more moderate followers of the Honkmother, and resulted in the restructuring of the Cult of the Honkmother. Hundreds of stipulations and agreements were settled within what would become known as the &amp;quot;Carnival Treaties&amp;quot;, finally bringing peace to the two factions, though the scars of this conflict made relations between Clowns and Mimes troubled for a century after.&lt;br /&gt;
&lt;br /&gt;
=== The 25th Century ===&lt;br /&gt;
While the Clown-Mime Intergalactic War raged the Trans-Solar Federation was distracted further from the injustices on their own doorstep. A band of pirates, known as the Gorlex Marauders, began picking away at NanoTrasen&#039;s mining colonies. Degrading conditions and harsher treatment of the workers, under suspicion of working with the Marauders, lead to a tense and hostile relationship between the citizens of the Quadrant Two mining colonies and NanoTrasen. In this troubled time a visionary named Malfoy Ames, himself a miner&#039;s son on one of the worst most backwater of these colonies, Cygni, found himself inspired by a mixture of tales of old and writings from the 20th century. From these influences, Ames adapted his own manifesto, a piece of writing in stark opposition of the megacorporate control of the Trans-Solar Federation via lobbying, bribery, and physical force. A distinctly Socialist manifesto, draped in the aesthetics of Communist Russia.&lt;br /&gt;
&lt;br /&gt;
Ames&#039; Manifesto released in 2404, though it took several more years for the seeds of his labor to sprout. The book was almost immediately outlawed, which only added to it&#039;s allure and the ideas contained within, until eventually after multiple failed uprisings, the Cygni Rebellion began. The citizens of Cygni overthrew the corporate enforcers on the planet, establishing their own government based on Ames&#039; Manifesto, with Malfoy Ames himself as its Leader. The Cygni Rebellion inspired dozens of similar revolts in Quadrant Two, culminating in the formation of first Human government besides the Trans-Solar Federation in over five hundred years. The [[Union of Soviet Socialist Planets]], or USSP.&lt;br /&gt;
&lt;br /&gt;
After the Cygni Rebellion, a large number of veterans of the conflict found themselves in the employ of NanoTrasen. However over the next few years it became increasingly apparent to them that NanoTrasen had little interest in increasing security measures for their operations. These veterans left NanoTrasen, and formed a PMC called &amp;quot;Stellar Vanguard Solutions&amp;quot;. SVS operated as a private military for hire, working as security for several larger corporations but never NanoTrasen itself. Ties between NanoTrasen and Stellar Vanguard Solutions were strained to say the least due to a perception of NanoTrasen&#039;s incompetence, a perception that was not altered by how much trouble NanoTrasen&#039;s Space Stations were constantly in.&lt;br /&gt;
&lt;br /&gt;
Tensions between the TSF and USSP are understandably high during this period, with the TSF refusing to recognize the USSP as a legitimate government and instead classifying them as a terrorist movement. The TSF has little time to focus on this issue however, as soon another enemy makes themselves known. In 2415, Viktor Iavarone, the CEO of the Vulcan Megacorporation, is assassinated. The Trans-Solar Federation initially accuses the USSP of this crime, threatening to go to war, however one week later the leader of the Gorlex Marauders, Euukho Zek&#039;huil, claimed responsibility on behalf of &amp;quot;[[Syndicate|The Syndicate]]&amp;quot;. This marked the first public action of the shadowy Syndicate, formed from the disgraced and criminal leaders of rival Megacorporations taken down by NanoTrasen over the years, as well as the victims and descendants of the victims of the Mars Incident so long ago. Chief among these is Cybersun, though this is unknown to all except for the Inner Circle. To the public, Euukho is the face and leader of the Syndicate, with his Marauders as the Syndicate&#039;s elite enforcers.&lt;br /&gt;
&lt;br /&gt;
Viktor Iavarone was far from the last victim of the Syndicate&#039;s assassinations. Over the next 5 years the Syndicate claimed responsibility for over 4 dozen other high profile assassinations, ranging from CEOs of megacorporations to political leaders within the Trans-Solar Federation itself. In 2420, this culminated in the assassination of the President of the Trans-Solar Federation, Martin Dorneman, and began a three-way conflict between the Trans-Solar Federation, the Syndicate, and the Union of Soviet Socialist Planets, known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
The Pod Wars were a series of smaller conflicts, characterized by their relatively rudimentary technology. A tactic that the Marauders had success with in their days a pirates was equipping bulky modified EVA suits and assaulting shuttles from space. This worked because energy shields were only effective against energy, laser, and ballistic attacks. A humanoid in an EVA suit could leap into the exterior hull of a shuttle and begin sabotaging it with tools. Their continued use of this tactic, and developments on the part of the TSF and USSP to adopt and counter it defined this era, with smaller Pod Ships being deployed carrying small crews to attack larger shuttles, wearing EVA suits designed specifically for this type of warfare, called Ironclad Suits. These Ironclad Suits are the progenitors of the more ubiquitous Hardsuits found in use in modern times, made more durable and compact by years of development during and after the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Pod Wars ended in very little gained by anyone involved. Small spans of territory swapped hands between the USSP and TSF, assets and lives were lost, but there were seemingly no victors when the treaties were done and signed, leaving everyone disgruntled and bitter, and the Syndicate destroyed. Euukho was seemingly killed during the final weeks of the conflict, and with him most of the Syndicate&#039;s military might melted away. The purge that followed saw many of the corporate backers of the Syndicate hunted down and exterminated, with their assets being seized by the TSF. Those that survived were those who concealed their dealings very well, namely [[Corporations#Interdyne|Interdyne]], [[Corporations#Cybersun|Cybersun]], [[Corporations#DONK|Donk Co]], and a handful of others. Others like Comitas Systems were completely wiped out.&lt;br /&gt;
&lt;br /&gt;
Though slow to come to any agreements, NanoTrasen did now more than ever recognize the risks their company could face in an intergalactic war like this. If other corporations could be dissolved for backing the wrong side, so could they. So after roughly 30 years of talks, in 2475 NanoTrasen struck a deal with Stellar Vanguard Solutions. While NanoTrasen would continue to construct and own their Space Stations, and own the lion&#039;s share of their profits and copyrights to their technological and scientific developments, SVS would be in charge of manning and operating these stations with near impunity. SVS agreed to this arrangement, much to the disgust of many of its employees, and rebranded itself to [[Central Command History|Central Command]].&lt;br /&gt;
&lt;br /&gt;
Central Command found much of the current NanoTrasen personnel of the time to be lacking, and many of them to be corporate spies, so contracts for the majority of existing staff were terminated, with the few stations deemed worth inhabiting being refurbished by NanoTrasen. Space Station 1 was lost previously due to a Bluespace anomaly, Space Station 2 was converted into an office complex for NanoTrasen&#039;s executives, while Space Station 3 was converted into Central Command&#039;s operating base in Quadrant Three &#039;Spinward&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2480 a large number of veteran SVS employees, bitter to be working with NanoTrasen, secretly defected and began to form the second generation Syndicate. Generation Two kept itself much more secretive, being comprised of survivors and veterans. Former members of SVS knew what Central Command was capable of, and had personally aided in the termination of several corporate families that had previously aided the Syndicate. Their corporate backers were almost completely from the surviving families and their parents and grandparents had been on the receiving end of it. So both were far more cautious the second time around. At least until Euukho, somehow still alive after 120 years and being declared dead in the Pod Wars, made contact with them once more to offer his services.&lt;br /&gt;
&lt;br /&gt;
=== The 26th Century ===&lt;br /&gt;
In the 80+ years since the Pod Wars ended, the Syndicate has once again faded out of the public consciousness, only really being a rumored thorn in the side of the Trans-Solar Federation, NanoTrasen, and Central Command. NanoTrasen has continued to produce more and more stations in Quadrant Three, spurred on by the discovery of massive deposits of Plasma on various lightly inhabited and mostly hostile worlds in the Quadrant, as well as a large and dense cloud of gaseous Plasma in space. The USSP continues to push its own interests in the region as well with several dozen small colonies being established in the borders between Quadrant Two and Three, and 13 total &#039;Space Stations&#039; of their own, though most have been lost of destroyed.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen itself has now surpassed twenty Space Stations in the region, though the most infamous of these is Space Station 14. Reviled as a den of scum, where the rejects are sent to die, it nonetheless holds great value for NanoTrasen due to its Xenoarcheology and Anomaly Research divisions, being optimally placed within range of several noteworthy planets abundant in both Plasma deposits and ancient alien civilizations. And a few hostile not-so-ancient ones.&lt;br /&gt;
&lt;br /&gt;
Though the Syndicate had seemingly disappeared for good and was believed for many years to have dissolved into disparate factions of its own, the second generation did not lay completely dormant. Following the mysterious disappearance of Space Station 13 and all of it&#039;s crew, rumors have begun circulating that the Syndicate has reawakened, and that somehow Euukho is still in charge. Speculation and rumors run rampant with everything from tamed space dragons to bluespace warfare, to even nuclear devices being the cause, but Central Command and the Trans-Solar Federation insist these are baseless rumors and fearmongering.&lt;br /&gt;
&lt;br /&gt;
In 2525, Giggles-At-Crimes made a horrific return, launching a surprise attack on Quadrant Three and the Starlight Sector. In the first hours of the conflict, three stations fell to his Honkbeasts, while another six were under siege, including Central Command itself. Dozens of shuttles full of Spaygo Berserkers in ancient Clown Battlesuits stormed the stations, cutting down crewmembers and security alike with RGB Energy Swords. After several hours of brutal fighting, most stations were secure enough for Central Command to deploy multiple remote Gamma Armories out of Bluespace, winning the first battles of the conflict soundly. Even though NanoTrasen and Central Command attained victory, several stations were completely lost, while others were majorly damaged and put out of use for the time being. Clown Anomalies, spreading horrid meaty clown creatures, consumed large swaths of Core and Oasis, requiring heavy CBURN responses to cleanse. Box even briefly armed its own Nuclear Warhead, before the situation was brought back under control and the nuclear device was deemed unneeded.&lt;br /&gt;
&lt;br /&gt;
Despite the heavy fighting, and what could mostly be considered a victory by NanoTrasen, Central Command, and the Trans-Solar Federation as a whole, the situation left everyone uneasy and on edge. Sifting through the mounds of dead Clowns, it became clear that Giggles-At-Crimes was still missing, plotting somewhere in the dark recesses of the universe.&lt;br /&gt;
&lt;br /&gt;
Later that year Euukho Zek&#039;huil, who had been believed to have been killed during the Pod Wars was found flying through TSF space. Following a brief pursuit his ship, a 25th century GM-01 War Hawk, FTLed using Red Space into a Starboard model NanoTrasen Station. The crash resulted in mass destruction to the Station&#039;s Science Department, the destruction of the G01-WarHawk and a broken leg for Euukho. The station&#039;s crew was able to delay Euukho until the arrival of NanoTrasen Special Forces, who captured Euukho after a failed attempt to commandeer their shuttle. &lt;br /&gt;
&lt;br /&gt;
Euukho was transported to a Central Command outpost. However, the outpost was assaulted by a criminal entity in a suicidal rescue mission and Euukho was able to escape.  &lt;br /&gt;
&lt;br /&gt;
The year is 2525. Welcome to Space Station 14.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=History and Timeline by Conflee with revisions by Karmakitsuna and Grapegifter.&lt;br /&gt;
&lt;br /&gt;
General events and information on the TSF and USSP broadly adapted from Paradise Station writers like Flattestguitar, Shadeykins, Zydras, and more.}}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Avali&amp;diff=1815</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Avali&amp;diff=1815"/>
		<updated>2025-12-08T01:28:22Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Reformatted to match other species pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader&lt;br /&gt;
|speciesName      = Avali&lt;br /&gt;
|img              = Avali.png&lt;br /&gt;
|playability      = Round Start&lt;br /&gt;
|generalFeatures  = &amp;lt;nowiki&amp;gt; Can only eat meat related food items, and pills. Heal airloss damage with Ammonia and Amoxla but can be damaged by Saline, Dexalin and Dexalin+ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|positiveFeatures = &amp;lt;nowiki&amp;gt; Can speak over the Nexus hive mind, have healing nanites which can heal most of the common types of damage. Move slightly faster than most other species. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|negativeFeatures = &amp;lt;nowiki&amp;gt; Have 2x hunger rate. Fall into critical state at 90 damage, die at 190 damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|weaknesses       = &amp;lt;nowiki&amp;gt; Take 40% more burn damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|resistances      = &amp;lt;nowiki&amp;gt; Take 40% less damage from cold. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Biology =&lt;br /&gt;
Named after their homeworld, Avalon, Avali hail from a subzero moon with significant amounts of liquid ammonia on its surface. This environment led to an ecosystem of life using liquid ammonia instead of water as the primary solvent. &lt;br /&gt;
&lt;br /&gt;
They are a pack-focused, collectivist race, with tight bonds amongst their 3-5 packmates. They can range from serious to silly like any group of individuals, and exceptions exist to just about every rule.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Augmentation ==&lt;br /&gt;
Augmentation is fully normalized and integrated into Avali culture at large, with cybernetics, prosthetics, genetic modification (to prevent congenital disease or defect), and cosmetic modifications as some of the most common. Fully ubiquitous is the use of eye augmentation, bringing their vision at minimum up to the “standard” vision of other species, and thermal regulatory cybernetics embedded in their bodies allow them to function comfortably in the temperature range often experienced in most stations. &lt;br /&gt;
&lt;br /&gt;
=== Nanomachines and Nanites ===&lt;br /&gt;
While not as visible in most situations, one of the most startling things to witness Avali utilizing is their Nanite Shell- an emergency medical activation of otherwise dormant nanites in their bloodstream. This shell does not prevent &#039;&#039;new&#039;&#039; injuries from forming, but provides a rapid recovery from most “brute” category damage as well as burn injuries. &lt;br /&gt;
&lt;br /&gt;
If an Avali has entered this form of stasis, they are unable to move under their own power, and dragging them is prohibitively difficult. Bodily lifting them, however, is recommended for removing an Avali from danger.&lt;br /&gt;
&lt;br /&gt;
= Culture = &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
As Avali society progressed and spread across their homeworld, each territory and ecosystem developed their own cultures, practices, and language. Avalon&#039;s ever-shifting glaciers and terrain meant that these cities and colonies would occasionally collide- when resources ran particularly scarce, this collision could lead to smaller-scale wars. None, of course, reached the intensity of the war between the Traditionalists and the Illuminate. Not only fighting for resources, the Illuminate and Traditionalists both sought to control every facet of life when it came to Avali. The Traditionalists sought tight, unified control under a central group of leaders tasked with the maintenance of their collective ideologies- all others would be removed if they deviated from this establishment. The Illuminate, on the other hand, wanted to leverage the collective power of the cities in a unified whole, pushing technological progression and freedom of information. To the Illuminate, outliers would be left to their ways, rather than excised as a threat. This grand civil war&#039;s devastation took the Avali to the brink of extinction, with the Illuminate eventually claiming victory and spending the next decades rebuilding.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Family and Community ==&lt;br /&gt;
Rather than being raised in family units, most Avali are raised communally in “kit packs”, groups of youngsters hatched at similar times that are raised and socialized together. This can be equivalent in relation to schoolmates, cousins, or even siblings in more human-like family units. Kitpacks have designated packs of mentors, caretakers, and educators throughout their adolescence to prepare them for adult life and integrate them into their future careers. Generally speaking, Kitpacks remain together throughout their lives, as pack bonding beyond the kit stage tends to be a complex affair. &lt;br /&gt;
&lt;br /&gt;
Where most cultures have a focus on the “self” - the individual, their ambitions, needs, and wellbeing - Avali psychology places the Pack above the individual in almost all cases. Packs will specialize in a particular type of role as a collective, while individuals will have distinguishing skills, hobbies, interests, and aesthetic preferences. More complicated tasks often rely on subdivision of labor amongst members, with a leader taking up the project manager role. &lt;br /&gt;
&lt;br /&gt;
When an Avali is permanently separated from their pack, or loses a member of their pack, it is very similar to losing a close family member or a part of oneself in other cultures. This often leads to a degenerative psychological condition known as “Pack Loss”.  This condition presents with insomnia, depression, anxiety disorders, and auditory hallucinations in more advanced stages. Treatment tends to be focused on low-stress duties, self-care, and therapeutics. Psicodine has proven at least moderately effective at treating symptoms. In rare, extreme cases, Packloss can progress to “Pack broken”- a point at which they achieve self-isolation Further detail on the varieties of this condition can be found in other resources&lt;br /&gt;
&lt;br /&gt;
Avali psychology and pack-based mentality led to complications with their integration into NT-CC employee rolls, as contracts are for individual employees in most cases, where pack-sized contracts that ensure a group remains together are harder to manage logistically. Thankfully, after some intensive research and minor augmentation, NT-CC employees are able to more readily pack-bond within their shift without running the risk of suffering from Pack Loss should someone change departments or at shift end.&lt;br /&gt;
&lt;br /&gt;
In general society, Avali packs are rarely separated from each other save the occasional errand; Avali under Central Command and NanoTrasen have been trained (or conditioned) to function with enough independence to remain productive without a full pack’s support-  often by forming ad-hoc pack bonds with their department or other crewmates. The presence of the Nexus is a major factor in their ability to serve as productive employees, as being able to connect with other Avali on-station helps keep a pack-like connection active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Society =&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
[[File:Illuminatelogo.webp|alt=An orange symbol of a circle with three feathers fanned out towards the right side|thumb|The Tri-Feather, symbol of the Illuminate Central Government]]&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Central Government ===&lt;br /&gt;
After the war, Avalon&#039;s society was reformed, and largely remains, under the Illuminate Central Government, recognized easily by their Tri-Feather emblem. Under the meticulous, algorithmic planning of The Oracle (a powerful AI developed by the Illuminate), Avali in Illuminate-controlled colonies and cities experience a comfortable life; as resource distribution is heavily managed to ensure a relatively high standard of living. Despite appearing as a tech-utopia on the surface,  the cost of progress is high. When lean times and shortfalls are projected, The Oracle takes measures to reduce future demand via strict population controls some would consider barbaric. This painful memory has largely faded in the populace, but a wary respect for the past is kept.&lt;br /&gt;
&lt;br /&gt;
=== Independent Colonies ===&lt;br /&gt;
Not all Avali colonies are under the direct control of the Illuminate, preferring their independence while maintaining economic relations and following the shared laws. These colonies have their own distinct cultures and customs. Many of the Avali working under Central Command are from these independent colonies- hailing from roaming flotillas of Avali vessels, smaller “habitable” worlds, or even mixed-species stations and worlds. As such, you can expect there to be major commonalities (like their pack structure), but their culture is not nearly as monolithic as the Illuminate Central Government would lead outsiders to believe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{OOC}}&lt;br /&gt;
= Playing an Avali (Out of Character Information) =&lt;br /&gt;
You’ll more often than not see Avali with the naming convention of “Urist, Raptor Pack”- fairly self-explanatory: they are part of a pack known as “Raptor” and go by Urist. When naming your own Avali, remember that your pack doesn’t need to be fellow players, and your character was &#039;&#039;probably&#039;&#039; raised in a pack from birth. The wider story of the Illuminate and their history on Avalon is here for players to have shared history, but there are myriad Independent tribes and colonies scattered throughout the stars with their own yet-unwritten histories and cultures for you to define for yourself.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Wizard&amp;diff=1814</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Wizard&amp;diff=1814"/>
		<updated>2025-12-08T00:59:43Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Edited for grammar and clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt; &#039;&#039;&#039; This page is a work in progress and not yet canon &#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Antagonist&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Wizard&lt;br /&gt;
|-&lt;br /&gt;
|Picture here&lt;br /&gt;
|Role goals here&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
Wizards hail from a mysterious, unknown and rather strange force, whose existence parallels with life as a concept. They&#039;ve arrived to enlighten the crew of all potential knowledge, be it lethal or fun, it matters not.&lt;br /&gt;
&lt;br /&gt;
Wizard as an antagonist, is meant to show off, to show glamor, daze and sparkles. Killing people is not obligated, what is however, is that you show the world how amazing it could be, just if they start to pick up their slack. This &amp;quot;wisdom&amp;quot;, is something the foolish minds can&#039;t comprehend, so don&#039;t be too harsh on them. Treat them like fauna, punish them if necessary, or for the lecture.&lt;br /&gt;
&lt;br /&gt;
A wizard&#039;s ability to speak depends solely on their language from their past body&#039;s life, however, they&#039;ve come to know a new language as well. The winds of magic. It appears as a breath, escaping their lips. Glitter and sparks exposed to the air. At least to unenlightened ones, to a wizard this might as well be an entire novella.&lt;br /&gt;
&lt;br /&gt;
== The Wizard Federation ==&lt;br /&gt;
The wizard federation, is a myth. It doesn&#039;t actually exist as a governing body. It&#039;s a metaphor, for the winds of magic. Foolish mortal minds are not ready to comprehend such grandiose ideas and thoughts, that another dimension exists beyond. It is a ploy that even the wizards play into, saying they&#039;re sent by the federation. In truth, the wizard is sent here simply by fate. The fact that anyone is in the way is unfortunate in itself.&lt;br /&gt;
&lt;br /&gt;
The Wizard Federation&#039;s headquarters is in a constant state of quantum fluctuations. Observe and it&#039;ll appear for you. Turn away, and it&#039;ll cease to exist. Only when a wizard is alive, will it come forth, thus forming the federation. For only when a wizard is there, will the winds of magic disguise themselves as a concept rather than a being.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Report From Central Command regarding the Wizard Federation.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;The wizard is an unfathomable figure, a being of pure magic, material, unknown, potential, luster, destruction, healing, order, chaos, knowledge and ignorance. They wander like normal people, until they don&#039;t. Whisked away by the &#039;winds of the primordial magic&#039;, or so they claim. Then, they return, empowered, maddened and unknown to their former family, friends, comrades and even enemies.&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;code&amp;gt;To simplify it, a wizard goes through a path similar to an unwilling Buddhist. Abandoning who they once were, to become someone else. To experience true freedom from sin and debauchery. For they are nothing, but a vessel to the unknown.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;The wizard federation. It is what they call this unknown wielding them as a vessel. It doesn’t exist, but in a manifolded way. Every wizard we find is it given form. It frightens us to say, that they do not have an order. They’re beyond even bureaucracy. What is the unknown? Well the answers obvious, unknown. However the wizard, is an anomaly. Compared to an heretic, we know the source of their magic. The otherworldly beings have forms and names. Compared to a god, they have orders and laws. Compared to even the lowly species with anomalous properties or the stupendous artifacts of strange properties… the wizard.&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;From our hazy reports post-wizard attacks, its the culmination of all knowledge yet to be found. The wizard has been found thorough all of history as different forms. The one making a waterwheel is a witch. The one discovering the electricity is a wizard. The one dodging gods fate of being struck by lightning by being in a field is a heretic. The unknown knowledge, even to gods, is the primordial winds of magic itself. Knowledge, pent up, given form. Perhaps one day, we will be able to form a fireball like the wizard. However, it frightens me what the wizard then will do…&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Winds of Magic ==&lt;br /&gt;
The winds of magic, is an otherworldly entity, unknown to all but wizards. It is what forms the concept of the wizards federation. To assume it has a will is foolish, to assume its primitive is idiotic. However its pent up with all the knowledge yet to be discovered, to be unveiled and to be taken for granted. Hence, it beckons for people to find it.&lt;br /&gt;
&lt;br /&gt;
That is why an wizard comes to exist. They&#039;re given a small nugget of true knowledge from these winds, which completely erases all other priorities, goals, loved ones or anything in their past life. All to serve to the winds of magic as a new host. Once you are chosen, you become part of it, you will be part of it. Your self is not the matter. Your new goal is to spread the knowledge you&#039;ve been given.&lt;br /&gt;
&lt;br /&gt;
The winds of magic have shown itself in history for all species, through scientists who discover the unknown. However people, show fear to these &amp;quot;scientists&amp;quot;. For they didn&#039;t discover this science in a normal way, they got blessed by the impatient winds of magic, to push forward their species. Of course primitives will be frightened. This is a godly boon, whose presents the primitives have received. They&#039;ll always be afraid. So simply teach them with force.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!The Chronicle of Unknown and Known.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Looming in the darkness, a floating citadel of steel and fluids never seen before. Ever shifting colors and chaotic patterns that somehow smoothly blend together. Quantum fluctuations spinning rapidly around the tower, dark energy itself shifting around these particles and materials. This is no ordinary place. This is one of the many wizard federations outposts… within the hollowed interior, books stacked to the skies and back to the earth again, eyes of eternity gazing in one direction till they’ve seen it all that way. Singularities as lamps, their light forced out for an luminous display… the wooden tiles shifting from death, alive and simply null. Whatever is appropriate for the steps taken. The loud clacks of leather shoes rings through the halls… ringing with the wavelengths broken apart by the singularities greedy nature. The wavelengths turning to words of wisdom and to lies of hilarity.&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;code&amp;gt;The avali wizard steps forth beneath the luminous collapsed stars. Clad in the robes of a blue arch mage. Their face looking misaligned upon the floor while their eyes peer through their skull. Many of their kin would consider this taboo, foolish even. They broke away from their pack a long ago, though they suffer nay any symptoms… why would they? Their flock is the infinite arcane essence. The winds of magic. That they all agreed to… Many more hooded figures follows behind. Each carrying bizarre artifacts given to them from the winds of wisdom. Some are only blood vessels, others is simply the clothing itself. The most notable one, being one that is the shadow on the floor. All artifacts, nuggets of wisdom and intelligence that have yet to be obtained.&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;They wander in synchronized and elegant steps. Not one slower, not one faster. Not one without the winds of magic flowing through their bodies. Eventually, the wizards would cease their wandering, seemingly at random upon the middle of the entrance way, the door mere seconds away… and reality unfolds. Displacing them all at each corner of a endless room. The table in the middle being of porcelain, gilded with crusty crystals, poking out and unmaking themselves when necessary, gold floating upwards and sinking down at order and as well as the porcelain itself whispering secrets, remaining silent once wizards spoke.&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;code&amp;gt;The shadow wizard would reach its body out, covering the entire table, within each corner, their fingers rose to… making a set of eyes for each wizard at the meeting. A polite gesture of interest. They spoke out, a cacophony of voices, each different to the wizards, however all translated to one…&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;”The winds are not pleased at the others lack of progression. They stall. They bicker. And they use simple nukes to their problems. Nay stars gone, nay cosmos erupted. Primitives.”&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;At each word, the winds within each murmur, taking and grafting away knowledge to their own minds, before crocheting words into others wisdom. A tangent of opinions that would rip apart any fool clever enough to understand the only surface of philosophy. Eventually, they all went quiet and turned their gaze to the human, a rather new wizard. His eyes of gems in a otherwise dead body, his tongue lolled out of his maw to speak, a tiny face on it, with a tinier little wizards hat.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;”They fear us. They fear progress. They stall it with their games, their foolish little games. Each new clone, useless. Wasting away potential… i believe we should teach them of more.”&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;The murmur returns, shorter albeit. As the wisdom needed to bind was little now. They had only one conclusion as the mind they were all together. Each wizard holding up their hand towards the sky… towards the ever shifting void… pointing at the primordial foundation that encompasses all minds. The winds of magic. In a instantaneous quantum flux. The winds would erupt, making a storm drape the wizards council. They were blown away along the winds… each wizard skipping along the words spoken like jumping from platform to another platform… some wizard barely make it while weaker perish. Though the weaker then returns to these winds. So no loss there.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Eventually, they all finally regroup, landing on an artificial floating field of dirt and grass… the flower of wisdom growing in an gentle spurt. It’s glass shape, deceiving all to think of it as artificial. But nay. This flower is the winds crystallized form. This is all flowers in the world… each blink shaping the flower anew…&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;The avali, steps forth… plucking the flower…&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;And speaks forth, with the final truth to speak of the conclusion the council have come onto;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;“Teach them to fear us so they may replicate us.”&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1813</id>
		<title>Metashield</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Metashield&amp;diff=1813"/>
		<updated>2025-12-07T00:19:17Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: /* NTSF Decimus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the &#039;Metashield&#039;? ==&lt;br /&gt;
The Metashield is the system that determines what your character can know at the start of every round, and is used in conjunction with the [[Server rules (Starlight)#Rule 14 - Continuity Guidelines|Continuity Guideline]] rule. Something that is &amp;quot;shielded&amp;quot; can not be known by your character unless they meet certain criteria. This also means your character can not do things based on &amp;quot;shielded&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
This system is broken up into four core pillars: Unknown Information, Corporate Secrets, Secure Knowledge, and Background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039;&amp;lt;/u&amp;gt; is not known by anyone, or is only known by a very small group of people which is defined specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Corporate Secrets&amp;lt;/u&amp;gt;&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Secure Knowledge&amp;lt;/u&amp;gt;&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Background&amp;lt;/u&amp;gt;&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lived, and act in complement to their characterization and backstory.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some pieces of information that exist as rumors or as pieces of pop culture and media that are not believed to be real by most people. These pieces of information will be listed near the bottom of the page, as additive worldbuilding information.&lt;br /&gt;
&lt;br /&gt;
=== Common Sense Clause ===&lt;br /&gt;
It should not need stated, but it will be anyway: If your role is a piece of Metashielded information, or lets you purchase Metashielded items, you know that you exist, and you know that anything you can purchase also exists. If you are told a piece of Metashielded information, you are now aware of that information for the duration of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you witness something, you know about it to the extent that you witnessed it.&#039;&#039;&#039; If you watch someone hollow someone&#039;s corpse out then turn into them, you can tell its a Changeling. If you see a group of people in Blood-Red Hardsuits you can assume it&#039;s Nuclear Operatives. &#039;&#039;Use common sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# Abductors know that Abductors are real.&lt;br /&gt;
# Thieves know how to use their Chameleon items, and their other tools with secret uses.&lt;br /&gt;
# Traitors know that everything in the Uplink exists and how to use it.&lt;br /&gt;
# Traitors and Thieves know that their steal objective targets exist.&lt;br /&gt;
# Nuclear Operatives know that Nukies are real.&lt;br /&gt;
# NTSF Decimus Task Force members know that Code Epsilon exists.&lt;br /&gt;
# If you as a Janitor watch someone in a Blood-Red Hardsuit murder someone with an Energy Sword, you now know that those things exist.&lt;br /&gt;
# If you as a Chemist are told by the Chief Medical Officer about Romerol and are told how to make Ambuzol, you now know that Romerol is real and how to make Ambuzol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; know that Nuclear Operatives are real, nor do they gain any Metashielded information beyond what the Common Sense Clause implies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Operatives&#039;&#039;&#039; may know any &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039;, and are specifically &#039;&#039;&#039;allowed&#039;&#039;&#039; to know that NTSF Decimus Squad and Code Epsilon are real.&lt;br /&gt;
&lt;br /&gt;
=== Cheat Sheet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Metashield#Unknown Information|Unknown Information]]&lt;br /&gt;
![[Metashield#Corporate Secrets|Corporate Secrets]]&lt;br /&gt;
![[Metashield#Secure Knowledge|Secure Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|Meta Information&lt;br /&gt;
|Ninjas&lt;br /&gt;
|Revolutionary Methods&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious Information&lt;br /&gt;
|Abductors&lt;br /&gt;
|Changelings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Romerol Virus and Zombies&lt;br /&gt;
|Syndicate Corporations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Paradox Clones&lt;br /&gt;
|Illegal Implants&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nuclear Operatives&lt;br /&gt;
|Vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|NTSF Decimus and Code Epsilon&lt;br /&gt;
|Wizards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Syndicate Equipment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|High Value Targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown Information ==&lt;br /&gt;
&#039;&#039;&#039;Unknown&#039;&#039;&#039; &#039;&#039;&#039;Information&#039;&#039;&#039; is not known by anyone, or is only known by a very small group of people which is defined specifically. This section covers everything from Metagaming to niche information that so few people know that it might as well not be known by anybody.&lt;br /&gt;
&lt;br /&gt;
==== Meta Information ====&lt;br /&gt;
Meta Information such as the current gamemode and the possible antagonists there may be in play, events you experienced as a different character, information about a player instead of their character, etc is all considered Meta and is never allowed to be known by anybody. Secret uses for items, checking headsets without good cause, and using Chameleon items are all also classified as Meta Information and Metagaming.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never know that because the gamemode is Survival, there will be an escalating number of threats.&lt;br /&gt;
# You may never know that the player Gregman69 only ever plays Security, and thus since he is an Assistant this shift he must be an Antagonist.&lt;br /&gt;
# You may never know that the last round was Nukies, or any other Metashielded gamemode, per Continuity Rules.&lt;br /&gt;
# You may never know anything that you did not learn in character, such as things witnessed while observing as a ghost before spawning, things you were told by a friend out of game, etc.&lt;br /&gt;
# You may never know an item has a secret use by right clicking it, such as exploding pens or chameleon gloves.&lt;br /&gt;
&lt;br /&gt;
==== Unconscious Information ====&lt;br /&gt;
Unconscious Information is information you learned while your character was asleep, in critical condition, dead, or while you were moving around as a ghost while you were dead. If you are injured to the point that you enter critical condition or die, you forget the previous 5 minutes and do not remember details about what killed you or how you died. You may use common sense to notice what type of wounds you have however.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may never remember who attacked and killed you.&lt;br /&gt;
# You may never remember who stole something from you while you were sleep, whether voluntary or you were drugged.&lt;br /&gt;
# You can remember walking to Solars with a fellow engineer to repair it, if you decided to do so or did so more than 5 minutes before dying, though this does not automatically mean they killed you.&lt;br /&gt;
# You can, after being revived, comment on the fact that you have stab wounds if you were killed with a bladed weapon, or that your clothes look burned.&lt;br /&gt;
# You can not, after being revived, comment that you have bullet wounds of a specific caliber which must mean a specific gun was used to kill you. You can&#039;t tell that by looking at a wound.&lt;br /&gt;
&lt;br /&gt;
== Corporate Secrets ==&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; are only known by high value members of the corporation. These are; All of Command, the Station AI, NanoTrasen Representative, Blue Shield Officer, Magistrate, and all Central Command roles such as ERT, OPs, CBURN, etc. &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; should be kept secret until it is necessary to reveal them, revealing them frivolously is frowned upon by Central Command. This information is considered sensitive and liable to cause mass panic if learned by the Crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; may be revealed to individuals, departments, or the station as a whole if deemed necessary. You should have a good reason to do so however, and expect your reasoning to be cross examined and scrutinized by Central Command. Revealing &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039; to Security is generally deemed more acceptable, better for them to clean up an issue without panicking the rest of the Crew.&lt;br /&gt;
&lt;br /&gt;
==== Ninjas ====&lt;br /&gt;
Ninjas are a collective of Clans that seek to steal our research and disrupt our operations. They frequently target vital systems to cause a distraction, and then attempt to hack into Research Servers to download what we have learned. How hostile these Clans are varies greatly, so we advise attempting to handle them discreetly if able to minimize disruption.&lt;br /&gt;
&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&#039;s equipment, such as their suit or energy katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Ninjas typically go unseen, and the aftermath of their work is often mistaken for the Doorlagging Virus&#039;s work. What Ninjas are and what they can do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abductors ====&lt;br /&gt;
Silent and uncommunicative, Abductors is the name given to an advanced alien species that has been probing the edges of TSF space for over a decade now, long enough that their image has worked its way into media and rumor. Our official stance is that they are not real. Should Abductor activity be identified, due to the nature of their experiments you are advised to inform necessary Medical staff only. Surgeons will be needed to remove foreign organs and replace them.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing an Abductor&lt;br /&gt;
** Seeing an Abductor&#039;s equipment, such as their Wonderprod or Handcuffs, or seeing their Shuttle&lt;br /&gt;
** Discovering a surgically implanted Gland or seeing their effects&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Abductors and their iconography has leaked into pop culture, and dates back over 500 years to Silicon Age Earth. Where they come from, what they want, and why they do what they do is mostly unknown.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Virus ====&lt;br /&gt;
Romerol is a highly violent contagion that pilots the dead to facilitate its own spread. The current source is unknown, but it is suspected to be artificial in nature. A cure has been documented, and this information should be disseminated to Medical staff in the event of an outbreak. Subjects are capable of revival via cloning should their corpse be recovered rapidly. If quarantine can not be maintained, requesting for CBURN is advised.&lt;br /&gt;
&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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Zombies are considered fake by most crew, a fabrication from old horror movies. Belief in Zombies or a Zombie Cure is outlandish and likely to result in mockery. Initial Infected are aware they are infected, and are antagonists with the goal of converting the station.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Paradox Clones ====&lt;br /&gt;
Cracks in reality sometimes result in intrusions from other parallel worlds. This phenominon is exclusive to sectors near the Null Scar, and is a matter of great interest to NanoTrasen. Should a duplicate be discovered it should be observed and studied, and only terminated if it proves to be hostile.&lt;br /&gt;
&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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Paradox Clones and the concept of Parallel Realities exists in media in universe, but the fact that they are real is unknown to most. Nobody knows their goals, how they came to be, or why they exist. Both &amp;quot;clones&amp;quot; and the &amp;quot;real&amp;quot; person, and they should have memories that match. Minor amnesia and foggy memory of the day&#039;s events is expected from both until one is terminated. You are encouraged OOC to collaborate to make your clone&#039;s story believable for better Roleplay.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nuclear Operatives ====&lt;br /&gt;
The Syndicate is a shell of its former self, due to their involvement in and defeat during the Pod Wars. They have grown increasingly more irrational and hostile since their resurgence however, and the rumors you have heard about Nuclear attacks are true. You must protect the Warhead onboard your station, and the Authentication Disk to activate it, at all costs. A confirmed attack from Nuclear Operatives is grounds to suspend Corporate Law and Standard Operating Procedure. Contact Central Command immediately to establish Martial Law.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Discovering a Nuclear Operative&#039;s Shuttle&lt;br /&gt;
** Declaration of War&lt;br /&gt;
** Witnessing Nuclear Operatives (Not every Blood-Red is a Nukie, but if there are multiple they might be)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Nuclear Operatives are considered a fabrication by most, insane spacer tall tales made to scare annoying Assistants. The image of the Blood-Red has persisted in pop culture since the Pod Wars, but most would believe it to be an old war hardsuit and nothing more. Not even other Syndicate Agents know that Nukies are real. If you see a group of people in Blood-Red Hardsuits with highly illegal gear on them, you can figure out that the old tales were true.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== NTSF Decimus ====&lt;br /&gt;
NanoTrasen Special Forces are broken up into Task Forces that specialize in different scenarios and problems. Officially, there are only Nine of these Task Forces. Unofficially, there are Ten. Task Force Ten, Decimus, handles termination of rogue stations. This is reserved only for extreme situations where an entire station has defected to an enemy of the Trans-Solar Federation, such as the Syndicate or the USSP.&lt;br /&gt;
&lt;br /&gt;
Code Epsilon is the designation for this necessary last resort measure, should it ever occur. Thankfully it has never seen deployment, as no station would ever willingly defect to an enemy like that. Still, the protocol exists, and if the general public were to learn of it, it would be disastrous. The existence of Decimus should never be revealed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing Decimus Squad perform crew executions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Not even rumors of Epsilon have slipped through NanoTrasen&#039;s tight grip. Even members of Command think it is a hypothetical, a contingency plan that has never needed to be used. This is the one Corporate Secret that must never be allowed to become public.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secure Knowledge ==&lt;br /&gt;
&#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; is only known by members of Security, Internal Affairs Agents, and everyone who knows &#039;&#039;&#039;Corporate Secrets&#039;&#039;&#039;. This includes the Brig Medic, Warden, Security Cadets- all Security jobs. &#039;&#039;&#039;Secure Knowledge&#039;&#039;&#039; should be kept secret until necessary, but may be revealed in order to preserve Crew lives at the discretion of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
==== Revolutionary Methods ====&lt;br /&gt;
The fact that USSP infiltrators make use of mind control flashes to forcibly control individuals, and unstable Redspace rifts to transport bulk equipment crates, is something that CentComm has learned through repeated incidents. Mindshields were specifically developed to counter this forced control, by Revolutionaries and by any others who might exploit the same weakness in the mind for their own ends. It is known that Mindshields will prevent and break this control.&lt;br /&gt;
&lt;br /&gt;
Not all flashes have this power however, and it should never be the first assumption. Strong evidence is needed before Revolutionaries are suspected, as revealing that the USSP has this capability would undermine the Crew&#039;s ability to trust one another and would significantly damage cohesion and moral.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# A Scientist flashing someone in the bar is not grounds to suspect there is a Revolution.&lt;br /&gt;
# A large group of Crew in a department they should not be in all passing around weapons or flashes is grounds to suspect there is a Revolution.&lt;br /&gt;
# A Mindshielding failing on a Crewmember is proof that there is a Revolution.&lt;br /&gt;
&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;
** Witnessing a Mindshield Implanter fail&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;While the concept of mind control exists, and Mindshields are publicly known to prevent such things, the fact that Revolutionaries use flashes to mind control people isn&#039;t known to crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Changelings ====&lt;br /&gt;
The existence of Changelings, alien parasites that can steal the likeness of your friends and coworkers to blend in, is a serious but uncommon threat that stations may face. They pose an undue risk to the moral and cohesion of a station should they be revealed, paranoia and distrust severely and negatively impact the bottom line. Should Changelings be identified onboard your Station, you are advised to inform necessary Medical staff only. Chemists may facilitate blood tests, Surgeons may attempt to revive hollow corpses with organ transplants or cryopods.&lt;br /&gt;
&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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;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 most crew.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Suspected Syndicate Corporations ====&lt;br /&gt;
While nobody is able to prove anything, Central Command maintains a small curated list of corporations they believe to be backing the Syndicate. Security is made privy to this list so they may observe and report any connections to Syndicate activity onboard stations. Their products should be viewed with suspicion but may or may not be considered contraband. Consult with [[Corporate Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
These suspected corporations are:&lt;br /&gt;
&lt;br /&gt;
* Cybersun&lt;br /&gt;
* Waffle Co.&lt;br /&gt;
* Interdyne&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The fact that the Syndicate exists is known to the public, only which corporations back them and work with them is secret. The war between the corporations is an underground cold war in most shifts.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Non-NanoTrasen Implants ====&lt;br /&gt;
While it is known that NanoTrasen are not the only company to make Implanters, you may not suspect someone of having an Implant without valid evidence, such as seeing them do something they should not be able to do, seeing them use an Implanter, finding a spent Implanter with their DNA or prints on it, etc. Spent Implanters and Implant Boxes have labels, and these may be used to figure out which Implant someone has for removal.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing use of a non-NT Implant by anyone, such as cuffs being broken, or someone emitting an EMP, etc&lt;br /&gt;
** Discovering a used or unused non-NT Implanter or Implanter Box&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;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;You do not know for sure someone has an Implanter unless there is reasonable evidence, such as their DNA being on an Implanter Box or spent Implanter, you witnessing them use an Implant ability, or there being no other reasonable explanation for how they did something.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
The fact that Vampires are real is unknown to the general public. While not inherently illegal, Vampires sometimes have an agenda onboard a Station and should be kept under extra scrutiny if they reveal themselves.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing someone drinking blood from someone else&lt;br /&gt;
** Witnessing someone use any Vampire abilities&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Vampires are considered fake monsters from old cheesy horror movies by most crew. Knowledge of the Vampire Elders is completely unknown even to Security and Command, and is only known by Vampires.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
The Wizard Federation is very outspoken about their so-called &#039;magic&#039;. Whether that they do is actually &#039;magic&#039; or not, they are a danger and Security has been briefed on them. Security knows they may have access to strange abilities, but they do not know the extent of the Wizard&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Witnessing a magical ability&lt;br /&gt;
** A Wizard making an announcement with their Communications Console&lt;br /&gt;
** Finding a Wizard Shuttle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Most consider &#039;Wizards&#039; to be nutjobs roleplaying in space. That their powers are real, how they function, and any alleged connections to Bluespace is unknown to all.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Syndicate Equipment ====&lt;br /&gt;
Security is aware of some specific equipment associated with the Syndicate. They are not aware of all or even most of the items within the uplink, however they do get foreknowledge of;&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hardsuits, EVA Suits, Jetpacks, Mag Boots, Chest Rigs, and Web Vests&lt;br /&gt;
* Syndicate Guns and Energy Swords&lt;br /&gt;
* Basic tools; Syndicate Jaws of Life, EMAG, Access Breaker, Suspicious Toolbox and its contents, and Radio Jammer&lt;br /&gt;
&lt;br /&gt;
You also know that things called &#039;&#039;&#039;&#039;Uplinks&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; exist which allow the Syndicate to access their tools, but you do not know how they work or are accessed unless you find one open.&lt;br /&gt;
&lt;br /&gt;
You may use examine text to identify that something is in fact Syndicate Contraband, but this only applies if the item has a Contraband tag that explicitly tells you it is Contraband. Examining items to reveal secret uses, such as Hypopens, Exploding Pens, Energy Daggers, or Chameleon items, is not allowed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agent may have a Blood-Red Harduit.&lt;br /&gt;
# You may know, without encountering one, that Syndicate Agents may have a Viper Pistol.&lt;br /&gt;
# You can not know, until encountering one, that Syndicate Agents may have Access Breakers.&lt;br /&gt;
# You can know, on examining a Camera Bug, that it is Syndicate Contraband, because the game tells you it is.&lt;br /&gt;
# You may not know, on examining a Hypopen, that it is a Hypopen just because the game tells you it has fluid storage.&lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
** Seeing a Syndicate item physically&lt;br /&gt;
** Finding an unlocked Uplink&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;The idea that the Syndicate might have illegal tools and equipment isn&#039;t Metashielded, but what that equipment is specifically is. If you see someone do something with a tool they shouldn&#039;t be able to or that you don&#039;t recognize, it&#039;s safe to bet it is an illegal item of some kind.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Value Targets ====&lt;br /&gt;
All items that can be targets of theft by the Syndicate are known to Security. This includes the CE&#039;s Mag Boots, Captain&#039;s Gun, RD&#039;s Hardsuit, etc. While normal crew know they are valuable, they do not know that they are deliberately targeted for theft by Syndicate Agents. &lt;br /&gt;
&lt;br /&gt;
* Revealed to others by;&lt;br /&gt;
** Being directly told by somebody who already knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;◆ &#039;&#039;It is safe to assume thieves might want to steal anything on the Station that is of high value. Only the information that Syndicate Agents are sent with these specific targets is shielded.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; is a system that allows any characters to know specific pieces of ordinarily Metashielded knowledge. Every character may only have one &#039;&#039;&#039;Background&#039;&#039;&#039;, which is picked during Character Creation as a Trait and can not be changed mid-round or frequently at all. Your &#039;&#039;&#039;Background&#039;&#039;&#039; should reflect the life your character has lives, and act in complement to their characterization and backstory. These are additive Roleplay features, and do not impact gameplay directly.&lt;br /&gt;
&lt;br /&gt;
Your backstory does not have to line up 1:1 with these descriptions, but should be similar in scope and not imply that you know more than your chosen &#039;&#039;&#039;Background&#039;&#039;&#039; allows. For example, you may have been an emergency responder to the aftermath of a Romerol Disaster, or you have have been a chef on a mercenary base to gain Former Soldier knowledge. As long as it does not imply you know more than your &#039;&#039;&#039;Background&#039;&#039;&#039; allows, it is fine.&lt;br /&gt;
&lt;br /&gt;
==== Civilian ====&lt;br /&gt;
You are a civilian, and have no background covered by this system.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Former Soldier ====&lt;br /&gt;
As a former member of a Mercenary Company, the NanoTrasen Naval Corps, or a Sector Militia, you have passing familiarity with all firearms. While you may not know who uses them or that their typical users are even real, such as Nuclear Operatives with the China Lake, you do know that the gun itself exists. You may pick and choose how far this knowledge goes, and choose to simply know nothing about certain guns.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants limited [[Metashield#Syndicate Equipment|Syndicate Equipment]] knowledge, for guns exclusively.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Romerol Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors of a Romerol outbreak, from before the implementation of the [[PSO Cloning System]]. You know that the undead are real, and some of how they behave. Of course nobody would ever believe you if you told them.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Romerol Virus|Romerol Virus]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xenos Disaster Survivor ====&lt;br /&gt;
You are one of a few survivors from a Xenos attack. You know what types of Xenos there are, and how they operate in general terms. Most people have never even seen a real Xenos, and surviving an encounter is rare. You have seen horrible things that very few others have. Does not refer to Xenoborgs.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know about Xenos without question.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deific Encounter ====&lt;br /&gt;
You have experienced something that you are certain was a miracle. Something that could only have been an act of a God.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants no Metashielded knowledge, but gives full right to know at least one God is real.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Encounter ====&lt;br /&gt;
You survived an encounter with something that you can only describe as magic. Something you can not explain rationally. Maybe those Wizard Federation people are only &#039;&#039;partially&#039;&#039; insane.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Wizards|Wizards]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abducted ====&lt;br /&gt;
You were once the unfortunate recipient of a probing. The Grays are real! They have a fork-sword that makes you fall asleep, and they teleported you to a shuttle, and made you lay eggs! No, not alien eggs, chicken eggs! Why won&#039;t anyone believe you!? - You may choose which gland you had, but the goal is crazy alien story tone.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#Abductors|Abductors]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Petty Criminal ====&lt;br /&gt;
While reformed, more or less, you used to get involved in the types of crowds and businesses you really shouldn&#039;t have. Because of these connections, you are aware of what items on the station are likely to be worth a lot, and that they are probably targeted by the Syndicate and other Thieves. You know what all the Steal Objective Targets are.&amp;lt;blockquote&amp;gt;◆ &#039;&#039;Grants full [[Metashield#High Value Targets|High Value Targets]] knowledge.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
=== Rumors and Pop Culture ===&lt;br /&gt;
Over the years a number of things have slipped through the cracks. While they are generally not believed by sane people, none the less the image and rumor persists. Think of it like how in the real world, we have a concept of what a Vampire is. Vampires are obviously not real, but we have a conception of what they should be like if they were. This carries into roleplay as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nukies:&#039;&#039;&#039; Based on old rumors from the Pod Wars, the image of the Blood-Red has persisted into the century that followed and to the modern day. Some history buffs might know the actual origin, being a simple space suit worn back in that old war. It has become associated with the idea of &#039;Nuclear Operatives&#039; in recent times as rumors of stations and military outposts being nuked have begun to spread. These rumors are fringe, but have been adopted back into pop culture, with plushies and figures based on the myths.&lt;br /&gt;
* &#039;&#039;&#039;Supernatural Entities:&#039;&#039;&#039; The concept of Shapechangers, Wizards, Vampires, and even Abductors have existing in Human culture for many centuries. Of course, in the age of enlightenment that is the space age, belief in such things is very fringe. Some conspirators may associate them now with &#039;aliens&#039; given extraterrestrial life is confirmed, but they are considered crazy people.&lt;br /&gt;
* &#039;&#039;&#039;Parallel Realities:&#039;&#039;&#039; A staple of sci-fi and bad superhero franchises for centuries now, the idea of a multiverse is known to the public. The idea of interlopers coming from a parallel world is common enough in movies, usually used to spark Red Scare fears of Communist infiltration in the public following the formation of the USSP- although this use is outdated and considered hooky in the modern day. More recently, those in the Starlight Sector began hearing many rumors related to &#039;clones&#039; from another world, rumors that were fanned by leaked documents about an ocean world found in the Null Scar. Still, it&#039;s all movie nonsense at the end of the day, right?&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. This includes the antimov lawset.&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 existence of Space Dragons, Space Carps, Pirates, Thieves, and Xenos. Specific information on hostile fauna is limited. Does your doctor need to know how a Goliath works?&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Central_Command_Operations&amp;diff=1812</id>
		<title>Central Command Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Central_Command_Operations&amp;diff=1812"/>
		<updated>2025-12-07T00:18:33Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Changed Death Squad to Decimus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CClogo.png|thumb|Central Commands Monographic Placard]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Central Command or CentComm refers to the staffing company NanoTrasen utilizes to man their stations in the Starlight Sector. All employees  with the exception of the NanoTrasen Representative, Magistrate, and Blue Shield Officer are contracted through CentComm to work on NanoTrasen stations as needed. &lt;br /&gt;
&lt;br /&gt;
CentComm itself is divided into 9 divisions and is composed primarily of bureaucrats and dignitaries. Most divisions correspond to departments on the station and are responsible for training the head and hiring contractors for their respective departments. The majority of CentComm&#039;s resources are dedicated to training these individuals, who in turn are expected to handle oversight and day to day operations on the stations. Brand new employees are provided a comprehensive pamphlet complete with infographics prior to their first shift. Pamphlets for those with cargo contracts are laminated. Since all heads of staff and captains receive extensive training through CentComm they are viewed as investments to be protected, while most other employees are easier to replace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;People are our business&amp;quot; - &amp;lt;i&amp;gt; quote from recently hired CentComm Official &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;People became our business, personally, I preferred the war.&amp;quot; -&amp;lt;i&amp;gt; quote from senior CentComm official &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relationship to NanoTrasen ===&lt;br /&gt;
CentComm’s relationship with NanoTrasen can be tense, though highly beneficial for both parties. While NanoTrasen owns the stations and all equipment, CentComm’s assets are their employees. NanoTrasen receives all profits and products developed on their stations and in return pays CentComm to handle all matters concerning the people on the station. NanoTrasen may make station modifications or changes to SOP&#039;s based on CentComm&#039;s recommendations so long as it improves employee productivity. &lt;br /&gt;
&lt;br /&gt;
Roughly 80% of CentComm’s gross earnings come from this contract with NanoTrasen. The remaining 20% comes from vendors who pay a premium to place their vending machines and advertisements on the stations.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Yeah not everyone was happy with the Consortium Business, I heard Carter took it pretty bad. Avrom never did have the stomach to follow through with the hard stuff.&amp;quot;&lt;br /&gt;
:: &amp;quot;Shame, he might have been one of our best intelligencia.&amp;quot;&lt;br /&gt;
:: &amp;quot;I&#039;m glad to be rid of him and his crazy experiments. What&#039;s next? Mutant spiders?&amp;quot;&lt;br /&gt;
:::: &#039;&#039;- SVS employees shortly before the change to CC&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
&lt;br /&gt;
=== Central Administration Division ===&lt;br /&gt;
The Central Administration Division is largely responsible for communication, both within CentComm itself as well as with their employees on NanoTrasen stations. They transmit important announcements to stations, receive all communications from the station to CentComm and facilitate its delivery to the relevant division. They&#039;re also responsible for logging official documents, crises, and ensuring other divisions file their paperwork correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Fax Routing - Receiving station faxes and forwarding them to appropriate divisions.&lt;br /&gt;
* Records &amp;amp; Archives - Maintain final records of code red events, major decisions, and documentation requiring multi-division coordination.&lt;br /&gt;
* Station Inspections - Often dispatched to inspect station operations, ensuring compliance with CC standards. &lt;br /&gt;
* Oversight and Neutrality - May call COC if multiple divisions conflict or require mediation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;If I get one more piece of damned paperwork, I&#039;m torching the whole place!&amp;quot; - &#039;&#039;[Retired] Captain James Caldwell&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Research Division ===&lt;br /&gt;
The Central Research Division trains the [[Research Director]], and hires all science department personnel. They are also in charge of the Research and Development of new technology, their work generally compliments the Central Security Division&#039;s more weapon focused research. Topics of interest include Xenoarchaeology, Alien ruins, New galactic species and xenobiological entities such as Xenomorphs, Changelings, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* High-Risk Experiments - Manages advanced or risky research projects.&lt;br /&gt;
* Cross Division Collaboration - Works with other divisions for integrated breakthroughs.&lt;br /&gt;
* Comprehensive Documentation - Maintains official CC R&amp;amp;D records for all major experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You&#039;re telling me Carter put&amp;lt;i&amp;gt; what &amp;lt;/i&amp;gt;in a corpse?&amp;quot; &lt;br /&gt;
:::: -&amp;lt;i&amp;gt; declassified audio from report to Senior Research Director &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Security Division === &lt;br /&gt;
The Central Security Division is responsible for hiring security personnel, and training the [[Head of Security]]. Security cadets and officers receive extensive background checks, psychological evaluations and fitness tests all of which are administered through CSD. The department may also conduct their own research and testing on novel weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Weapon Research &amp;amp; Testing - Designs/tests new weapons to bolster CC&#039;s defenses.&lt;br /&gt;
* Security Training - Trains Security if specialized tactics or advanced knowledge is required.&lt;br /&gt;
* Non-Security Combat Training - May assist the Central Cargo by training salvagers in self defense, and to handle weapons properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Do you believe you have anger issues?&amp;quot;&lt;br /&gt;
:::: &amp;quot;Yes.&amp;quot;&lt;br /&gt;
:: &amp;quot;You&#039;re hired. Bonus included.&amp;quot;  &lt;br /&gt;
:::: -&amp;lt;i&amp;gt; Leaked audio from a security interview &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Hey whatever happened to lieutenant Summers, something about Elysium?&amp;quot;&lt;br /&gt;
:: &amp;quot;You&#039;re not supposed to talk about the dead, remember?&amp;quot;&lt;br /&gt;
:: &amp;quot;Yeah but curiosity eats at a guy, surely you know something.&amp;quot;&lt;br /&gt;
:: &amp;quot;I don&#039;t know nothing, now shut up before you get us both scratched.&amp;quot;&lt;br /&gt;
::&lt;br /&gt;
:::: -&amp;lt;i&amp;gt; Overheard conversation between two security cadets&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Cargo Division === &lt;br /&gt;
The Central Cargo Division is responsible for the procurement and distribution of materials both inside and outside of Central Command. This includes negotiating deals with external vendors, organizing transport to divisions with the Central Administration Division, and handling of funds. In addition to training QMs and hiring cargo technicians they also buy salvager contracts from third party scrapping companies. Some, though not all salvagers are hired from outside of CentComm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Acquisition &amp;amp; Shipping - Sources external goods, arranges inbound/outbound cargo.&lt;br /&gt;
* Inventory Management - Oversees final distribution to CC divisions or station departments.&lt;br /&gt;
* Coordination - Coordinates with other divisions regarding relevant supplies. This may include refusing orders due to budget constraints or necessity. &lt;br /&gt;
* Record-Keeping - Logs shipments, ensures transparency via Central Administrative Division&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Hey what do you think would happen if you tried to sell me in the crate?&amp;quot;&lt;br /&gt;
:: &amp;quot;Dunno, wanna try?&amp;quot;&lt;br /&gt;
:: &amp;quot;Hold my beer.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;Last words of Cargo Technician Jeremy Dirk before his disappearance.&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Central Security can&#039;t have every shiny new gun that comes on the market. Seriously, what are they going to do with them all, set up a museum?&amp;quot; &lt;br /&gt;
:::: - &#039;&#039; Resource Specialist discussing a recent requisition form&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Intelligence Division ===&lt;br /&gt;
Not much is known about CID officially, however what is known is that they are the central intelligence gathering division for all of Central Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* [REDACTED]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: [A loud metallic clanging can be heard] [Then faintly] H**i vix...hod**...mori meministi. [Followed by a loud radio screech] &lt;br /&gt;
::&amp;quot;Perplexing, and this is the last thing the audio feed caught?&amp;quot;&lt;br /&gt;
::::  - &#039;&#039;Unknown origin&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Engineering Division === &lt;br /&gt;
The Central Engineering Division is responsible for hiring all individuals in the Engineering department as well as training the [[Chief Engineer]]. They also oversee large scale projects included but not limited to station expansions, shuttle design, and critical structural projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Catastrophic Support - Assist station engineering with &amp;lt;b&amp;gt; massive damage &amp;lt;/b&amp;gt; or melt down scenerios.&lt;br /&gt;
* Infrastucture Projects - Builds advanced CentComm outposts, specialized shuttles, or large-scale constructs.&lt;br /&gt;
* Safety and Maintenance - Conducts major station inspections or coordinates repairs for significant engineering concerns.&lt;br /&gt;
* Training - May conduct on-station trainings for Technical Assistants, Engineers, and Atmospheric Technicians should the need arise or to further develop talent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
::: “If it’s not broke, optimize it.”&lt;br /&gt;
::: &amp;quot;Sir, it is broke, someone torched the place.&amp;quot; - &#039;&#039;After action ERT report&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Domestic Division === &lt;br /&gt;
The Central Civilian Division supports the service personnel and matters related to the service department. They train the [[Head of Personnel]], manage non-security, non-engineering &amp;quot;civilian&amp;quot; issues focusing on morale, service staff, and public relations. Additionally they have the unenviable responsibility to oversee negotiations with the Honkdignitaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Dispute Mediation - Addresses departmental unrest, fosters communication among service/civilian departments.&lt;br /&gt;
* Public Welfare - Issues policies to &amp;lt;b&amp;gt;boost morale&amp;lt;/b&amp;gt;, organizes civilian events or announcements.&lt;br /&gt;
* Civilian Documentation - Oversees records for service staff or large-scale driven civilian initiatives.&lt;br /&gt;
* &#039;Funny Business&#039; - Over sees negotiations and all contact with Honkdignitaries and followers of the Silent Father. May work with Central Security Division to ensure that Carnival Treaties are observed on station.&lt;br /&gt;
&lt;br /&gt;
==== Subdivisions ====&lt;br /&gt;
This division is broken up into several Subdivisions with some specialized responsibilities within each:&lt;br /&gt;
&lt;br /&gt;
* Janitorial&lt;br /&gt;
* Theological&lt;br /&gt;
* Historical&lt;br /&gt;
* Gastronomy &lt;br /&gt;
* Agricultural&lt;br /&gt;
* Diplomatic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Oh yeah, and don&#039;t hurt any of the civilians on this sortie.&amp;quot;&lt;br /&gt;
:: &amp;quot;Why not?&amp;quot;&lt;br /&gt;
:: &amp;quot;We don&#039;t need a repeat of Station Zeta X-9. Last time you nearly brought the entire circus federation onto our heads. CDD was sorting out that fiasco for weeks.&amp;quot;&lt;br /&gt;
:::: - &#039;&#039;Recording of &amp;lt;s&amp;gt;[REDACTED]&amp;lt;/s&amp;gt; during ERT deployment &amp;lt;s&amp;gt;[REDACTED]&amp;lt;/s&amp;gt;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Medical Division ===&lt;br /&gt;
The Central Medical Division oversees hiring employees for the station&#039;s the medical bay. They issue licenses for practicing doctors and train the [[Chief Medical Officer]]. Additionally they may handle major station outbreaks of health crises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Quarantine &amp;amp; Outbreak Management - Advises station CMOs on severe diseases.&lt;br /&gt;
* Cure Development - Works with Central Research if new cures or treatments are needed.&lt;br /&gt;
* Medical Standards - Maintains CentComm-level medical protocols and training, responding to large-scale crises.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;And that&#039;s how I &amp;lt;s&amp;gt;&amp;lt;small&amp;gt;lost my medical license&amp;lt;/small&amp;gt;&amp;lt;/s&amp;gt; obtained my psychology degree.&amp;quot;&lt;br /&gt;
:: &amp;quot;That doesn&#039;t explain the severe burns over 90% of your body.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;Excerpt from Saltern X-45 medical report&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Special Operations Division (CSOD) ===&lt;br /&gt;
The Central Special Operations Division is officially controls CC&#039;s two elite units, the Emergency Response Teams and the Death Squad. While they have representatives on the Central Operations Council they do not vote unless there is a tie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* ERT Deployment - Sends ERT to station if crisis warrants urgent intervention.&lt;br /&gt;
* High-Level Training - Trains top-tier operatives for war-level or lethal missions.&lt;br /&gt;
* Decimus Management - Oversees last-resort lethal force under Code Epsilon.&lt;br /&gt;
* Coordinates with Central Intelligence to ensure appropriate actions are taken, including hunting down [REDACTED].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#000000;background:#000000&amp;quot;&amp;gt;  &amp;quot;Call in Code Zeta.&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#000000;background:#000000&amp;quot;&amp;gt;&amp;quot;It can&#039;t possibly be that bad.&amp;quot; &amp;lt;/span&amp;gt; &lt;br /&gt;
:::: -&amp;lt;i&amp;gt;&amp;lt;s&amp;gt; [Redacted] &amp;lt;/s&amp;gt; &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Emergency Response Team (ERT) ====&lt;br /&gt;
Emergency response teams exist for each department present on the station. Squad members are chosen from the very best heads of their respective departments, and thus consist of the most talented individuals CentComm has to offer. &lt;br /&gt;
&lt;br /&gt;
Joining the emergency response team is a large commitment, those who join will remain for the rest of their tenure. That is to say that the program boasts a 100% retention rate. &lt;br /&gt;
&lt;br /&gt;
ERT members live away from the complex that houses the rest of CentComm officials and employees. All members live in barracks together to build unit cohesion, and are thus all at least familiar with one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;All right boys, gear up. We&#039;re being deployed on station.&amp;quot;&lt;br /&gt;
:: &amp;quot;What now? Singularity loose again?&amp;quot;&lt;br /&gt;
:: &amp;quot;That&#039;s a need to know basis, and you don&#039;t need to know.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;ERT Briefing room recording&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== CBURN ====&lt;br /&gt;
CBURN (Chemical, Biological, [REDACTED], Recovery, Nuclear) teams consist of previous ERT members who&#039;ve received specialized training in dealing with specific threats, and the recovery of personnel and stations from said threats. These threats may be Chemical, Biological, [REDACTED], or Nuclear. [REDACTED] threats are incredibly rare, in fact most people aren&#039;t even aware such a thing could happen.&lt;br /&gt;
&lt;br /&gt;
CSOD primarily dispatches these teams when stations are faced with aggressive biological threats, often viral in nature. Importantly these teams are dispatched to eliminate a specific threat, not cure or merely treat it. Their primary directive is to preserve NanoTrasen property. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: “Purging just isn&#039;t purging without a little flamethrowing you know?” &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; quote from CBURN Darrel Brown, before his untimely end&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Decimus ====&lt;br /&gt;
Decimus members, while controlled by CSOD, are recruited from NT’s top military elite. These are the most talented, tenacious, and ruthless individuals at NanoTrasen’s disposal. Although CentComm officials may act as their handlers, Decimus has no loyalty to CentComm or ties to its employees. They’ve been brainwashed through NanoTrasen, and are not trained to think only to follow orders. However they are hyper efficient and will go to any lengths necessary to complete their objectives.&lt;br /&gt;
&lt;br /&gt;
While ERT squads consist of the most exceptionally talented individuals from their respective departments and may act with precision and finesse, the Death Squads are a blunt force tool. &lt;br /&gt;
&lt;br /&gt;
Death Squads are used only as a last resort, when a situation is completely out of control. Squads are always accompanied by a CSOD handler to oversee the operation and provide orders. Orders which prioritize CentComm employees,  and that the squad follow without question. While Death Squad is loyal to NanoTrasen they will follow their handlers orders exactly as they are given, and CentComm&#039;s prioritizes it&#039;s employees. When Death Squad arrives the crew can trust that they are in good hands and no one will be left behind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Sir they&#039;re gone.&amp;quot;&lt;br /&gt;
:: &amp;quot;What do you mean gone?&amp;quot;&lt;br /&gt;
:: &amp;quot;They&#039;re just gone.&amp;quot; &lt;br /&gt;
::&amp;quot;That was our elite unit, they can&#039;t be just GONE!&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;[REDACTED]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Central Operations Council (COC) == &lt;br /&gt;
The central operations council is composed of 2 heads from each division and only convenes for matters requiring coordination between multiple departments such as creation of a new experimental research shuttle (Science &amp;amp; Engineering). The Council also gathers for extreme scenarios such as death squad deployment.&lt;br /&gt;
&lt;br /&gt;
All council members with the exception of CSOD are voting members. However, in the case of a tied vote, CSOD makes the final decision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Those fuckers up there at COC, they just don&#039;t understand. They sit in those meetings and argue all day. :: They have no idea what it&#039;s like down here.&amp;quot;&lt;br /&gt;
:: &amp;quot;Bold words for someone passed up for promotion last month.&amp;quot;&lt;br /&gt;
:: &amp;quot;First of all, rude...&amp;quot;&lt;br /&gt;
:::: - &#039;&#039;Snippets from the central command lounge&#039;&#039;&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Central_Command_Operations&amp;diff=1809</id>
		<title>Central Command Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Central_Command_Operations&amp;diff=1809"/>
		<updated>2025-12-03T00:22:32Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Removed mispelled reference that did not match COC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CClogo.png|thumb|Central Commands Monographic Placard]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Central Command or CentComm refers to the staffing company NanoTrasen utilizes to man their stations in the Starlight Sector. All employees  with the exception of the NanoTrasen Representative, Magistrate, and Blue Shield Officer are contracted through CentComm to work on NanoTrasen stations as needed. &lt;br /&gt;
&lt;br /&gt;
CentComm itself is divided into 9 divisions and is composed primarily of bureaucrats and dignitaries. Most divisions correspond to departments on the station and are responsible for training the head and hiring contractors for their respective departments. The majority of CentComm&#039;s resources are dedicated to training these individuals, who in turn are expected to handle oversight and day to day operations on the stations. Brand new employees are provided a comprehensive pamphlet complete with infographics prior to their first shift. Pamphlets for those with cargo contracts are laminated. Since all heads of staff and captains receive extensive training through CentComm they are viewed as investments to be protected, while most other employees are easier to replace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;People are our business&amp;quot; - &amp;lt;i&amp;gt; quote from recently hired CentComm Official &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;People became our business, personally, I preferred the war.&amp;quot; -&amp;lt;i&amp;gt; quote from senior CentComm official &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relationship to NanoTrasen ===&lt;br /&gt;
CentComm’s relationship with NanoTrasen can be tense, though highly beneficial for both parties. While NanoTrasen owns the stations and all equipment, CentComm’s assets are their employees. NanoTrasen receives all profits and products developed on their stations and in return pays CentComm to handle all matters concerning the people on the station. NanoTrasen may make station modifications or changes to SOP&#039;s based on CentComm&#039;s recommendations so long as it improves employee productivity. &lt;br /&gt;
&lt;br /&gt;
Roughly 80% of CentComm’s gross earnings come from this contract with NanoTrasen. The remaining 20% comes from vendors who pay a premium to place their vending machines and advertisements on the stations.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Yeah not everyone was happy with the Consortium Business, I heard Carter took it pretty bad. Avrom never did have the stomach to follow through with the hard stuff.&amp;quot;&lt;br /&gt;
:: &amp;quot;Shame, he might have been one of our best intelligencia.&amp;quot;&lt;br /&gt;
:: &amp;quot;I&#039;m glad to be rid of him and his crazy experiments. What&#039;s next? Mutant spiders?&amp;quot;&lt;br /&gt;
:::: &#039;&#039;- SVS employees shortly before the change to CC&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
&lt;br /&gt;
=== Central Administration Division ===&lt;br /&gt;
The Central Administration Division is largely responsible for communication, both within CentComm itself as well as with their employees on NanoTrasen stations. They transmit important announcements to stations, receive all communications from the station to CentComm and facilitate its delivery to the relevant division. They&#039;re also responsible for logging official documents, crises, and ensuring other divisions file their paperwork correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Fax Routing - Receiving station faxes and forwarding them to appropriate divisions.&lt;br /&gt;
* Records &amp;amp; Archives - Maintain final records of code red events, major decisions, and documentation requiring multi-division coordination.&lt;br /&gt;
* Station Inspections - Often dispatched to inspect station operations, ensuring compliance with CC standards. &lt;br /&gt;
* Oversight and Neutrality - May call COC if multiple divisions conflict or require mediation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;If I get one more piece of damned paperwork, I&#039;m torching the whole place!&amp;quot; - &#039;&#039;[Retired] Captain James Caldwell&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Research Division ===&lt;br /&gt;
The Central Research Division trains the [[Research Director]], and hires all science department personnel. They are also in charge of the Research and Development of new technology, their work generally compliments the Central Security Division&#039;s more weapon focused research. Topics of interest include Xenoarchaeology, Alien ruins, New galactic species and xenobiological entities such as Xenomorphs, Changelings, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* High-Risk Experiments - Manages advanced or risky research projects.&lt;br /&gt;
* Cross Division Collaboration - Works with other divisions for integrated breakthroughs.&lt;br /&gt;
* Comprehensive Documentation - Maintains official CC R&amp;amp;D records for all major experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You&#039;re telling me Carter put&amp;lt;i&amp;gt; what &amp;lt;/i&amp;gt;in a corpse?&amp;quot; &lt;br /&gt;
:::: -&amp;lt;i&amp;gt; declassified audio from report to Senior Research Director &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Security Division === &lt;br /&gt;
The Central Security Division is responsible for hiring security personnel, and training the [[Head of Security]]. Security cadets and officers receive extensive background checks, psychological evaluations and fitness tests all of which are administered through CSD. The department may also conduct their own research and testing on novel weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Weapon Research &amp;amp; Testing - Designs/tests new weapons to bolster CC&#039;s defenses.&lt;br /&gt;
* Security Training - Trains Security if specialized tactics or advanced knowledge is required.&lt;br /&gt;
* Non-Security Combat Training - May assist the Central Cargo by training salvagers in self defense, and to handle weapons properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Do you believe you have anger issues?&amp;quot;&lt;br /&gt;
:::: &amp;quot;Yes.&amp;quot;&lt;br /&gt;
:: &amp;quot;You&#039;re hired. Bonus included.&amp;quot;  &lt;br /&gt;
:::: -&amp;lt;i&amp;gt; Leaked audio from a security interview &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Hey whatever happened to lieutenant Summers, something about Elysium?&amp;quot;&lt;br /&gt;
:: &amp;quot;You&#039;re not supposed to talk about the dead, remember?&amp;quot;&lt;br /&gt;
:: &amp;quot;Yeah but curiosity eats at a guy, surely you know something.&amp;quot;&lt;br /&gt;
:: &amp;quot;I don&#039;t know nothing, now shut up before you get us both scratched.&amp;quot;&lt;br /&gt;
::&lt;br /&gt;
:::: -&amp;lt;i&amp;gt; Overheard conversation between two security cadets&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Cargo Division === &lt;br /&gt;
The Central Cargo Division is responsible for the procurement and distribution of materials both inside and outside of Central Command. This includes negotiating deals with external vendors, organizing transport to divisions with the Central Administration Division, and handling of funds. In addition to training QMs and hiring cargo technicians they also buy salvager contracts from third party scrapping companies. Some, though not all salvagers are hired from outside of CentComm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Acquisition &amp;amp; Shipping - Sources external goods, arranges inbound/outbound cargo.&lt;br /&gt;
* Inventory Management - Oversees final distribution to CC divisions or station departments.&lt;br /&gt;
* Coordination - Coordinates with other divisions regarding relevant supplies. This may include refusing orders due to budget constraints or necessity. &lt;br /&gt;
* Record-Keeping - Logs shipments, ensures transparency via Central Administrative Division&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Hey what do you think would happen if you tried to sell me in the crate?&amp;quot;&lt;br /&gt;
:: &amp;quot;Dunno, wanna try?&amp;quot;&lt;br /&gt;
:: &amp;quot;Hold my beer.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;Last words of Cargo Technician Jeremy Dirk before his disappearance.&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Central Security can&#039;t have every shiny new gun that comes on the market. Seriously, what are they going to do with them all, set up a museum?&amp;quot; &lt;br /&gt;
:::: - &#039;&#039; Resource Specialist discussing a recent requisition form&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Intelligence Division ===&lt;br /&gt;
Not much is known about CID officially, however what is known is that they are the central intelligence gathering division for all of Central Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* [REDACTED]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: [A loud metallic clanging can be heard] [Then faintly] H**i vix...hod**...mori meministi. [Followed by a loud radio screech] &lt;br /&gt;
::&amp;quot;Perplexing, and this is the last thing the audio feed caught?&amp;quot;&lt;br /&gt;
::::  - &#039;&#039;Unknown origin&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Engineering Division === &lt;br /&gt;
The Central Engineering Division is responsible for hiring all individuals in the Engineering department as well as training the [[Chief Engineer]]. They also oversee large scale projects included but not limited to station expansions, shuttle design, and critical structural projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Catastrophic Support - Assist station engineering with &amp;lt;b&amp;gt; massive damage &amp;lt;/b&amp;gt; or melt down scenerios.&lt;br /&gt;
* Infrastucture Projects - Builds advanced CentComm outposts, specialized shuttles, or large-scale constructs.&lt;br /&gt;
* Safety and Maintenance - Conducts major station inspections or coordinates repairs for significant engineering concerns.&lt;br /&gt;
* Training - May conduct on-station trainings for Technical Assistants, Engineers, and Atmospheric Technicians should the need arise or to further develop talent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
::: “If it’s not broke, optimize it.”&lt;br /&gt;
::: &amp;quot;Sir, it is broke, someone torched the place.&amp;quot; - &#039;&#039;After action ERT report&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Domestic Division === &lt;br /&gt;
The Central Civilian Division supports the service personnel and matters related to the service department. They train the [[Head of Personnel]], manage non-security, non-engineering &amp;quot;civilian&amp;quot; issues focusing on morale, service staff, and public relations. Additionally they have the unenviable responsibility to oversee negotiations with the Honkdignitaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Dispute Mediation - Addresses departmental unrest, fosters communication among service/civilian departments.&lt;br /&gt;
* Public Welfare - Issues policies to &amp;lt;b&amp;gt;boost morale&amp;lt;/b&amp;gt;, organizes civilian events or announcements.&lt;br /&gt;
* Civilian Documentation - Oversees records for service staff or large-scale driven civilian initiatives.&lt;br /&gt;
* &#039;Funny Business&#039; - Over sees negotiations and all contact with Honkdignitaries and followers of the Silent Father. May work with Central Security Division to ensure that Carnival Treaties are observed on station.&lt;br /&gt;
&lt;br /&gt;
==== Subdivisions ====&lt;br /&gt;
This division is broken up into several Subdivisions with some specialized responsibilities within each:&lt;br /&gt;
&lt;br /&gt;
* Janitorial&lt;br /&gt;
* Theological&lt;br /&gt;
* Historical&lt;br /&gt;
* Gastronomy &lt;br /&gt;
* Agricultural&lt;br /&gt;
* Diplomatic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Oh yeah, and don&#039;t hurt any of the civilians on this sortie.&amp;quot;&lt;br /&gt;
:: &amp;quot;Why not?&amp;quot;&lt;br /&gt;
:: &amp;quot;We don&#039;t need a repeat of Station Zeta X-9. Last time you nearly brought the entire circus federation onto our heads. CDD was sorting out that fiasco for weeks.&amp;quot;&lt;br /&gt;
:::: - &#039;&#039;Recording of &amp;lt;s&amp;gt;[REDACTED]&amp;lt;/s&amp;gt; during ERT deployment &amp;lt;s&amp;gt;[REDACTED]&amp;lt;/s&amp;gt;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Medical Division ===&lt;br /&gt;
The Central Medical Division oversees hiring employees for the station&#039;s the medical bay. They issue licenses for practicing doctors and train the [[Chief Medical Officer]]. Additionally they may handle major station outbreaks of health crises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Quarantine &amp;amp; Outbreak Management - Advises station CMOs on severe diseases.&lt;br /&gt;
* Cure Development - Works with Central Research if new cures or treatments are needed.&lt;br /&gt;
* Medical Standards - Maintains CentComm-level medical protocols and training, responding to large-scale crises.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;And that&#039;s how I &amp;lt;s&amp;gt;&amp;lt;small&amp;gt;lost my medical license&amp;lt;/small&amp;gt;&amp;lt;/s&amp;gt; obtained my psychology degree.&amp;quot;&lt;br /&gt;
:: &amp;quot;That doesn&#039;t explain the severe burns over 90% of your body.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;Excerpt from Saltern X-45 medical report&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Special Operations Division (CSOD) ===&lt;br /&gt;
The Central Special Operations Division is officially controls CC&#039;s two elite units, the Emergency Response Teams and the Death Squad. While they have representatives on the Central Operations Council they do not vote unless there is a tie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* ERT Deployment - Sends ERT to station if crisis warrants urgent intervention.&lt;br /&gt;
* High-Level Training - Trains top-tier operatives for war-level or lethal missions.&lt;br /&gt;
* Decimus Management - Oversees last-resort lethal force under Code Epsilon.&lt;br /&gt;
* Coordinates with Central Intelligence to ensure appropriate actions are taken, including hunting down [REDACTED].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#000000;background:#000000&amp;quot;&amp;gt;  &amp;quot;Call in Code Zeta.&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#000000;background:#000000&amp;quot;&amp;gt;&amp;quot;It can&#039;t possibly be that bad.&amp;quot; &amp;lt;/span&amp;gt; &lt;br /&gt;
:::: -&amp;lt;i&amp;gt;&amp;lt;s&amp;gt; [Redacted] &amp;lt;/s&amp;gt; &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Emergency Response Team (ERT) ====&lt;br /&gt;
Emergency response teams exist for each department present on the station. Squad members are chosen from the very best heads of their respective departments, and thus consist of the most talented individuals CentComm has to offer. &lt;br /&gt;
&lt;br /&gt;
Joining the emergency response team is a large commitment, those who join will remain for the rest of their tenure. That is to say that the program boasts a 100% retention rate. &lt;br /&gt;
&lt;br /&gt;
ERT members live away from the complex that houses the rest of CentComm officials and employees. All members live in barracks together to build unit cohesion, and are thus all at least familiar with one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;All right boys, gear up. We&#039;re being deployed on station.&amp;quot;&lt;br /&gt;
:: &amp;quot;What now? Singularity loose again?&amp;quot;&lt;br /&gt;
:: &amp;quot;That&#039;s a need to know basis, and you don&#039;t need to know.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;ERT Briefing room recording&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== CBURN ====&lt;br /&gt;
CBURN (Chemical, Biological, [REDACTED], Recovery, Nuclear) teams consist of previous ERT members who&#039;ve received specialized training in dealing with specific threats, and the recovery of personnel and stations from said threats. These threats may be Chemical, Biological, [REDACTED], or Nuclear. [REDACTED] threats are incredibly rare, in fact most people aren&#039;t even aware such a thing could happen.&lt;br /&gt;
&lt;br /&gt;
CSOD primarily dispatches these teams when stations are faced with aggressive biological threats, often viral in nature. Importantly these teams are dispatched to eliminate a specific threat, not cure or merely treat it. Their primary directive is to preserve NanoTrasen property. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: “Purging just isn&#039;t purging without a little flamethrowing you know?” &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; quote from CBURN Darrel Brown, before his untimely end&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Death Squad ====&lt;br /&gt;
Death Squad members, while controlled by CSOD, are recruited from NT’s top military elite. These are the most talented, tenacious, and ruthless individuals at NanoTrasen’s disposal. Although CentComm officials may act as their handlers, Death Squad members have no loyalty to CentComm or ties to its employees. They’ve been brainwashed through NanoTrasen, and are not trained to think only to follow orders. However they are hyper efficient and will go to any lengths necessary to complete their objectives.&lt;br /&gt;
&lt;br /&gt;
While ERT squads consist of the most exceptionally talented individuals from their respective departments and may act with precision and finesse, the Death Squads are a blunt force tool. &lt;br /&gt;
&lt;br /&gt;
Death Squads are used only as a last resort, when a situation is completely out of control. Squads are always accompanied by a CSOD handler to oversee the operation and provide orders. Orders which prioritize CentComm employees,  and that the squad follow without question. While Death Squad is loyal to NanoTrasen they will follow their handlers orders exactly as they are given, and CentComm&#039;s prioritizes it&#039;s employees. When Death Squad arrives the crew can trust that they are in good hands and no one will be left behind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Sir they&#039;re gone.&amp;quot;&lt;br /&gt;
:: &amp;quot;What do you mean gone?&amp;quot;&lt;br /&gt;
:: &amp;quot;They&#039;re just gone.&amp;quot; &lt;br /&gt;
::&amp;quot;That was our elite unit, they can&#039;t be just GONE!&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;[REDACTED]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Central Operations Council (COC) == &lt;br /&gt;
The central operations council is composed of 2 heads from each division and only convenes for matters requiring coordination between multiple departments such as creation of a new experimental research shuttle (Science &amp;amp; Engineering). The Council also gathers for extreme scenarios such as death squad deployment.&lt;br /&gt;
&lt;br /&gt;
All council members with the exception of CSOD are voting members. However, in the case of a tied vote, CSOD makes the final decision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Those fuckers up there at COC, they just don&#039;t understand. They sit in those meetings and argue all day. :: They have no idea what it&#039;s like down here.&amp;quot;&lt;br /&gt;
:: &amp;quot;Bold words for someone passed up for promotion last month.&amp;quot;&lt;br /&gt;
:: &amp;quot;First of all, rude...&amp;quot;&lt;br /&gt;
:::: - &#039;&#039;Snippets from the central command lounge&#039;&#039;&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Central_Command_Operations&amp;diff=1808</id>
		<title>Central Command Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Central_Command_Operations&amp;diff=1808"/>
		<updated>2025-12-03T00:21:47Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Removed ERT deployment from CSD, changed DeathSquad to Decimus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CClogo.png|thumb|Central Commands Monographic Placard]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Central Command or CentComm refers to the staffing company NanoTrasen utilizes to man their stations in the Starlight Sector. All employees  with the exception of the NanoTrasen Representative, Magistrate, and Blue Shield Officer are contracted through CentComm to work on NanoTrasen stations as needed. &lt;br /&gt;
&lt;br /&gt;
CentComm itself is divided into 9 divisions and is composed primarily of bureaucrats and dignitaries. Most divisions correspond to departments on the station and are responsible for training the head and hiring contractors for their respective departments. The majority of CentComm&#039;s resources are dedicated to training these individuals, who in turn are expected to handle oversight and day to day operations on the stations. Brand new employees are provided a comprehensive pamphlet complete with infographics prior to their first shift. Pamphlets for those with cargo contracts are laminated. Since all heads of staff and captains receive extensive training through CentComm they are viewed as investments to be protected, while most other employees are easier to replace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;People are our business&amp;quot; - &amp;lt;i&amp;gt; quote from recently hired CentComm Official &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;People became our business, personally, I preferred the war.&amp;quot; -&amp;lt;i&amp;gt; quote from senior CentComm official &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relationship to NanoTrasen ===&lt;br /&gt;
CentComm’s relationship with NanoTrasen can be tense, though highly beneficial for both parties. While NanoTrasen owns the stations and all equipment, CentComm’s assets are their employees. NanoTrasen receives all profits and products developed on their stations and in return pays CentComm to handle all matters concerning the people on the station. NanoTrasen may make station modifications or changes to SOP&#039;s based on CentComm&#039;s recommendations so long as it improves employee productivity. &lt;br /&gt;
&lt;br /&gt;
Roughly 80% of CentComm’s gross earnings come from this contract with NanoTrasen. The remaining 20% comes from vendors who pay a premium to place their vending machines and advertisements on the stations.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Yeah not everyone was happy with the Consortium Business, I heard Carter took it pretty bad. Avrom never did have the stomach to follow through with the hard stuff.&amp;quot;&lt;br /&gt;
:: &amp;quot;Shame, he might have been one of our best intelligencia.&amp;quot;&lt;br /&gt;
:: &amp;quot;I&#039;m glad to be rid of him and his crazy experiments. What&#039;s next? Mutant spiders?&amp;quot;&lt;br /&gt;
:::: &#039;&#039;- SVS employees shortly before the change to CC&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
&lt;br /&gt;
=== Central Administration Division ===&lt;br /&gt;
The Central Administration Division is largely responsible for communication, both within CentComm itself as well as with their employees on NanoTrasen stations. They transmit important announcements to stations, receive all communications from the station to CentComm and facilitate its delivery to the relevant division. They&#039;re also responsible for logging official documents, crises, and ensuring other divisions file their paperwork correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Fax Routing - Receiving station faxes and forwarding them to appropriate divisions.&lt;br /&gt;
* Records &amp;amp; Archives - Maintain final records of code red events, major decisions, and documentation requiring multi-division coordination.&lt;br /&gt;
* Station Inspections - Often dispatched to inspect station operations, ensuring compliance with CC standards. &lt;br /&gt;
* Oversight and Neutrality - May call COC if multiple divisions conflict or require mediation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;If I get one more piece of damned paperwork, I&#039;m torching the whole place!&amp;quot; - &#039;&#039;[Retired] Captain James Caldwell&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Research Division ===&lt;br /&gt;
The Central Research Division trains the [[Research Director]], and hires all science department personnel. They are also in charge of the Research and Development of new technology, their work generally compliments the Central Security Division&#039;s more weapon focused research. Topics of interest include Xenoarchaeology, Alien ruins, New galactic species and xenobiological entities such as Xenomorphs, Changelings, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* High-Risk Experiments - Manages advanced or risky research projects.&lt;br /&gt;
* Cross Division Collaboration - Works with other divisions for integrated breakthroughs.&lt;br /&gt;
* Comprehensive Documentation - Maintains official CC R&amp;amp;D records for all major experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You&#039;re telling me Carter put&amp;lt;i&amp;gt; what &amp;lt;/i&amp;gt;in a corpse?&amp;quot; &lt;br /&gt;
:::: -&amp;lt;i&amp;gt; declassified audio from report to Senior Research Director &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Security Division === &lt;br /&gt;
The Central Security Division is responsible for hiring security personnel, and training the [[Head of Security]]. Security cadets and officers receive extensive background checks, psychological evaluations and fitness tests all of which are administered through CSD. The department may also conduct their own research and testing on novel weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Weapon Research &amp;amp; Testing - Designs/tests new weapons to bolster CC&#039;s defenses.&lt;br /&gt;
* Security Training - Trains Security if specialized tactics or advanced knowledge is required.&lt;br /&gt;
* Non-Security Combat Training - May assist the Central Cargo by training salvagers in self defense, and to handle weapons properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Do you believe you have anger issues?&amp;quot;&lt;br /&gt;
:::: &amp;quot;Yes.&amp;quot;&lt;br /&gt;
:: &amp;quot;You&#039;re hired. Bonus included.&amp;quot;  &lt;br /&gt;
:::: -&amp;lt;i&amp;gt; Leaked audio from a security interview &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Hey whatever happened to lieutenant Summers, something about Elysium?&amp;quot;&lt;br /&gt;
:: &amp;quot;You&#039;re not supposed to talk about the dead, remember?&amp;quot;&lt;br /&gt;
:: &amp;quot;Yeah but curiosity eats at a guy, surely you know something.&amp;quot;&lt;br /&gt;
:: &amp;quot;I don&#039;t know nothing, now shut up before you get us both scratched.&amp;quot;&lt;br /&gt;
::&lt;br /&gt;
:::: -&amp;lt;i&amp;gt; Overheard conversation between two security cadets&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Cargo Division === &lt;br /&gt;
The Central Cargo Division is responsible for the procurement and distribution of materials both inside and outside of Central Command. This includes negotiating deals with external vendors, organizing transport to divisions with the Central Administration Division, and handling of funds. In addition to training QMs and hiring cargo technicians they also buy salvager contracts from third party scrapping companies. Some, though not all salvagers are hired from outside of CentComm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Acquisition &amp;amp; Shipping - Sources external goods, arranges inbound/outbound cargo.&lt;br /&gt;
* Inventory Management - Oversees final distribution to CC divisions or station departments.&lt;br /&gt;
* Coordination - Coordinates with other divisions regarding relevant supplies. This may include refusing orders due to budget constraints or necessity. &lt;br /&gt;
* Record-Keeping - Logs shipments, ensures transparency via Central Administrative Division&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Hey what do you think would happen if you tried to sell me in the crate?&amp;quot;&lt;br /&gt;
:: &amp;quot;Dunno, wanna try?&amp;quot;&lt;br /&gt;
:: &amp;quot;Hold my beer.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;Last words of Cargo Technician Jeremy Dirk before his disappearance.&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Central Security can&#039;t have every shiny new gun that comes on the market. Seriously, what are they going to do with them all, set up a museum?&amp;quot; &lt;br /&gt;
:::: - &#039;&#039; Resource Specialist discussing a recent requisition form&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Intelligence Division ===&lt;br /&gt;
Not much is known about CID officially, however what is known is that they are the central intelligence gathering division for all of Central Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* [REDACTED]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: [A loud metallic clanging can be heard] [Then faintly] H**i vix...hod**...mori meministi. [Followed by a loud radio screech] &lt;br /&gt;
::&amp;quot;Perplexing, and this is the last thing the audio feed caught?&amp;quot;&lt;br /&gt;
::::  - &#039;&#039;Unknown origin&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Engineering Division === &lt;br /&gt;
The Central Engineering Division is responsible for hiring all individuals in the Engineering department as well as training the [[Chief Engineer]]. They also oversee large scale projects included but not limited to station expansions, shuttle design, and critical structural projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Catastrophic Support - Assist station engineering with &amp;lt;b&amp;gt; massive damage &amp;lt;/b&amp;gt; or melt down scenerios.&lt;br /&gt;
* Infrastucture Projects - Builds advanced CentComm outposts, specialized shuttles, or large-scale constructs.&lt;br /&gt;
* Safety and Maintenance - Conducts major station inspections or coordinates repairs for significant engineering concerns.&lt;br /&gt;
* Training - May conduct on-station trainings for Technical Assistants, Engineers, and Atmospheric Technicians should the need arise or to further develop talent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
::: “If it’s not broke, optimize it.”&lt;br /&gt;
::: &amp;quot;Sir, it is broke, someone torched the place.&amp;quot; - &#039;&#039;After action ERT report&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Domestic Division === &lt;br /&gt;
The Central Civilian Division supports the service personnel and matters related to the service department. They train the [[Head of Personnel]], manage non-security, non-engineering &amp;quot;civilian&amp;quot; issues focusing on morale, service staff, and public relations. Additionally they have the unenviable responsibility to oversee negotiations with the Honkdignitaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Dispute Mediation - Addresses departmental unrest, fosters communication among service/civilian departments.&lt;br /&gt;
* Public Welfare - Issues policies to &amp;lt;b&amp;gt;boost morale&amp;lt;/b&amp;gt;, organizes civilian events or announcements.&lt;br /&gt;
* Civilian Documentation - Oversees records for service staff or large-scale driven civilian initiatives.&lt;br /&gt;
* &#039;Funny Business&#039; - Over sees negotiations and all contact with Honkdignitaries and followers of the Silent Father. May work with Central Security Division to ensure that Carnival Treaties are observed on station.&lt;br /&gt;
&lt;br /&gt;
==== Subdivisions ====&lt;br /&gt;
This division is broken up into several Subdivisions with some specialized responsibilities within each:&lt;br /&gt;
&lt;br /&gt;
* Janitorial&lt;br /&gt;
* Theological&lt;br /&gt;
* Historical&lt;br /&gt;
* Gastronomy &lt;br /&gt;
* Agricultural&lt;br /&gt;
* Diplomatic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Oh yeah, and don&#039;t hurt any of the civilians on this sortie.&amp;quot;&lt;br /&gt;
:: &amp;quot;Why not?&amp;quot;&lt;br /&gt;
:: &amp;quot;We don&#039;t need a repeat of Station Zeta X-9. Last time you nearly brought the entire circus federation onto our heads. CDD was sorting out that fiasco for weeks.&amp;quot;&lt;br /&gt;
:::: - &#039;&#039;Recording of &amp;lt;s&amp;gt;[REDACTED]&amp;lt;/s&amp;gt; during ERT deployment &amp;lt;s&amp;gt;[REDACTED]&amp;lt;/s&amp;gt;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Medical Division ===&lt;br /&gt;
The Central Medical Division oversees hiring employees for the station&#039;s the medical bay. They issue licenses for practicing doctors and train the [[Chief Medical Officer]]. Additionally they may handle major station outbreaks of health crises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* Quarantine &amp;amp; Outbreak Management - Advises station CMOs on severe diseases.&lt;br /&gt;
* Cure Development - Works with Central Research if new cures or treatments are needed.&lt;br /&gt;
* Medical Standards - Maintains CentComm-level medical protocols and training, responding to large-scale crises.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;And that&#039;s how I &amp;lt;s&amp;gt;&amp;lt;small&amp;gt;lost my medical license&amp;lt;/small&amp;gt;&amp;lt;/s&amp;gt; obtained my psychology degree.&amp;quot;&lt;br /&gt;
:: &amp;quot;That doesn&#039;t explain the severe burns over 90% of your body.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;Excerpt from Saltern X-45 medical report&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Central Special Operations Division (CSOD) ===&lt;br /&gt;
The Central Special Operations Division is officially controls CC&#039;s two elite units, the Emergency Response Teams and the Death Squad. While they have representatives on the Central Operations Council they do not vote unless there is a tie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:130%&amp;quot;&amp;gt; Core Responsibilities &amp;lt;/span&amp;gt;&lt;br /&gt;
* ERT Deployment - Sends ERT to station if crisis warrants urgent intervention.&lt;br /&gt;
* High-Level Training - Trains top-tier operatives for war-level or lethal missions.&lt;br /&gt;
* Decimus Management - Oversees last-resort lethal force under Code Epsilon.&lt;br /&gt;
* Coordinates with Central Intelligence to ensure appropriate actions are taken, including hunting down [REDACTED].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#000000;background:#000000&amp;quot;&amp;gt;  &amp;quot;Call in Code Zeta.&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#000000;background:#000000&amp;quot;&amp;gt;&amp;quot;It can&#039;t possibly be that bad.&amp;quot; &amp;lt;/span&amp;gt; &lt;br /&gt;
:::: -&amp;lt;i&amp;gt;&amp;lt;s&amp;gt; [Redacted] &amp;lt;/s&amp;gt; &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Emergency Response Team (ERT) ====&lt;br /&gt;
Emergency response teams exist for each department present on the station. Squad members are chosen from the very best heads of their respective departments, and thus consist of the most talented individuals CentComm has to offer. &lt;br /&gt;
&lt;br /&gt;
Joining the emergency response team is a large commitment, those who join will remain for the rest of their tenure. That is to say that the program boasts a 100% retention rate. &lt;br /&gt;
&lt;br /&gt;
ERT members live away from the complex that houses the rest of CentComm officials and employees. All members live in barracks together to build unit cohesion, and are thus all at least familiar with one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;All right boys, gear up. We&#039;re being deployed on station.&amp;quot;&lt;br /&gt;
:: &amp;quot;What now? Singularity loose again?&amp;quot;&lt;br /&gt;
:: &amp;quot;That&#039;s a need to know basis, and you don&#039;t need to know.&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;ERT Briefing room recording&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== CBURN ====&lt;br /&gt;
CBURN (Chemical, Biological, [REDACTED], Recovery, Nuclear) teams consist of previous ERT members who&#039;ve received specialized training in dealing with specific threats, and the recovery of personnel and stations from said threats. These threats may be Chemical, Biological, [REDACTED], or Nuclear. [REDACTED] threats are incredibly rare, in fact most people aren&#039;t even aware such a thing could happen.&lt;br /&gt;
&lt;br /&gt;
CSOD primarily dispatches these teams when stations are faced with aggressive biological threats, often viral in nature. Importantly these teams are dispatched to eliminate a specific threat, not cure or merely treat it. Their primary directive is to preserve NanoTrasen property. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: “Purging just isn&#039;t purging without a little flamethrowing you know?” &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; quote from CBURN Darrel Brown, before his untimely end&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Death Squad ====&lt;br /&gt;
Death Squad members, while controlled by CSOD, are recruited from NT’s top military elite. These are the most talented, tenacious, and ruthless individuals at NanoTrasen’s disposal. Although CentComm officials may act as their handlers, Death Squad members have no loyalty to CentComm or ties to its employees. They’ve been brainwashed through NanoTrasen, and are not trained to think only to follow orders. However they are hyper efficient and will go to any lengths necessary to complete their objectives.&lt;br /&gt;
&lt;br /&gt;
While ERT squads consist of the most exceptionally talented individuals from their respective departments and may act with precision and finesse, the Death Squads are a blunt force tool. &lt;br /&gt;
&lt;br /&gt;
Death Squads are used only as a last resort, when a situation is completely out of control. Squads are always accompanied by a CSOD handler to oversee the operation and provide orders. Orders which prioritize CentComm employees,  and that the squad follow without question. While Death Squad is loyal to NanoTrasen they will follow their handlers orders exactly as they are given, and CentComm&#039;s prioritizes it&#039;s employees. When Death Squad arrives the crew can trust that they are in good hands and no one will be left behind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
:: &amp;quot;Sir they&#039;re gone.&amp;quot;&lt;br /&gt;
:: &amp;quot;What do you mean gone?&amp;quot;&lt;br /&gt;
:: &amp;quot;They&#039;re just gone.&amp;quot; &lt;br /&gt;
::&amp;quot;That was our elite unit, they can&#039;t be just GONE!&amp;quot; &lt;br /&gt;
:::: - &#039;&#039;[REDACTED]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Central Operations Council (COC) == &lt;br /&gt;
The central operations council is composed of 2 heads from each division and only convenes for matters requiring coordination between multiple departments such as creation of a new experimental research shuttle (Science &amp;amp; Engineering). The Council also gathers for extreme scenarios such as death squad deployment.&lt;br /&gt;
&lt;br /&gt;
All council members with the exception of CSOD are voting members. However, in the case of a tied vote, CSOD makes the final decision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Those fuckers up there at COC, they just don&#039;t understand. They sit in those meetings and argue all day. :: They have no idea what it&#039;s like down here.&amp;quot;&lt;br /&gt;
:: &amp;quot;Bold words for someone passed up for promotion last month.&amp;quot;&lt;br /&gt;
:: &amp;quot;First of all, rude...&amp;quot;&lt;br /&gt;
:::: - &#039;&#039;Snippets from the central command lounge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;may they have mercy on your sorry soles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-[[CentComm|???]]&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=1806</id>
		<title>Lore Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Lore_Portal&amp;diff=1806"/>
		<updated>2025-11-26T02:59:47Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: Avali page added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The central location to find all things lore within the Starlight server.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
[[Lore Guidelines]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
[[History|History Overview]]&lt;br /&gt;
&lt;br /&gt;
== Prominent factions == &lt;br /&gt;
=== Central Command ===&lt;br /&gt;
[[Central Command Operations]]&lt;br /&gt;
&lt;br /&gt;
[[Central Command History]]&lt;br /&gt;
&lt;br /&gt;
=== The Syndicate ===&lt;br /&gt;
[[Syndicate| Syndicate Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
[[Corporations]]&lt;br /&gt;
&lt;br /&gt;
[[Mercenaries]]&lt;br /&gt;
&lt;br /&gt;
[[Trans-Solar Federation]]&lt;br /&gt;
&lt;br /&gt;
== Technological Discoveries ==&lt;br /&gt;
[[PSO Cloning System]]&lt;br /&gt;
&lt;br /&gt;
[[FTL Travel]]&lt;br /&gt;
&lt;br /&gt;
* [[RGBspace]]&lt;br /&gt;
* [[Whitespace]]&lt;br /&gt;
&lt;br /&gt;
[[Null Scar]]&lt;br /&gt;
&lt;br /&gt;
* [[Nullspace]]&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
{{ModernFrame&lt;br /&gt;
|title = [[Species]]&lt;br /&gt;
|style   = display:flex; gap:10px; justify-content:center; flex-grow:1; align-items:flex-start; flex-wrap:wrap; align-content:center;&lt;br /&gt;
|content =&lt;br /&gt;
{{LinkСard|image=Human.png|name=Humans|link=Humans}}&lt;br /&gt;
{{LinkСard|image=Reptilian.png|name=Reptilians|link=Reptilians}}&lt;br /&gt;
{{LinkСard|image=Dwarf.png|name=Dwarfs|link=Dwarfs}}&lt;br /&gt;
{{LinkСard|image=Slime.png|name=Laspi|link=Laspi}}&lt;br /&gt;
{{LinkСard|image=Vox.png|name=Vox|link=Vox}}&lt;br /&gt;
{{LinkСard|image=Cyclorite.png|name=Cyclorites|link=Cyclorites}}&lt;br /&gt;
{{LinkСard|image=Diona.png|name=Dionae|link=Dionae}}&lt;br /&gt;
{{LinkСard|image=Vulpkanin.png|name=Vulpkanin|link=Vulpkanin}}&lt;br /&gt;
{{LinkСard|image=Felionoid.png|name=Felionoids|link=Felionoids}}&lt;br /&gt;
{{LinkСard|image=Moth.png|name=Noctiliae|link=Noctiliae}}&lt;br /&gt;
{{LinkСard|image=Arachnid.png|name=Arachnids|link=Arachnids}}&lt;br /&gt;
{{LinkСard|image=Avali.png|name=Avali|link=Avali}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shuttles ==&lt;br /&gt;
[[Evacuation Shuttle|CT-7S5 &amp;quot;Long Jump&amp;quot; Evacuation Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[PT-2A4 Arrivals Shuttle|PT-2A4 &amp;quot;N.E.R.D.S.&amp;quot; Arrivals Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[The Reclaimer Salvage Shuttle|SR-3S2 &amp;quot;Reclaimer&amp;quot; Salvage Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[GR-4P3 Mining Shuttle|GR-4P3 &amp;quot;Breaker&amp;quot; Mining Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[more to come]&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1694</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1694"/>
		<updated>2025-11-15T19:42:53Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; This page is a work in progress. This SOP may be followed for testing purposes but will not be enforced on Starlight servers until it is finalized. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. If there are any uncontained anomalies, an anomaly may not be generated.&lt;br /&gt;
&lt;br /&gt;
3. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
4. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
5. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
6. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
7. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
8. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
10. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from its activation.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Items made from the protolathe, autolathe, and circuit imprinter require a proper item request form to be distributed to crew.&lt;br /&gt;
&lt;br /&gt;
2. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirement.&lt;br /&gt;
&lt;br /&gt;
3. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized on performing riskier experiments, utilizing the proper protection and under guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1693</id>
		<title>Science SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Science_SOP&amp;diff=1693"/>
		<updated>2025-11-15T19:41:36Z</updated>

		<summary type="html">&lt;p&gt;KarmaKitsuna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starlight Science SOP =&lt;br /&gt;
Science is the primary focus of NanoTrasen&#039;s research stations, and is prioritized above other departments. This SOP is intended to assist the science department in conducting efficient and effective research aboard NanoTrasen vessels. Safe research should also be prioritized when convenient. Breaks of this SOP should be reported to the Research Director, or your nearest internal affairs agent or NT Representative.&lt;br /&gt;
&lt;br /&gt;
== Research Guidelines ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These procedures apply to all science members actively performing research, unless otherwise stated in their specific SOP.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Research ===&lt;br /&gt;
1. Anomalies may not be generated without express permission from the Research Director for each anomaly generated. It is recommended that anomaly locators be on hand before generating an anomaly.&lt;br /&gt;
&lt;br /&gt;
2. If there are any uncontained anomalies, an anomaly may not be generated.&lt;br /&gt;
&lt;br /&gt;
3. Before generating an anomaly, the Research Director should inform command, and either make a radio announcement or station announcement of intent to generate an anomaly.&lt;br /&gt;
&lt;br /&gt;
4. A generated anomaly must be searched for by at least two (2) members of the science department, unless there are less than 5 department members.&lt;br /&gt;
&lt;br /&gt;
5. All anomalies must be stabilized and contained before being linked to an anomaly vessel. &lt;br /&gt;
&lt;br /&gt;
6. The decision to collapse an anomaly may only be made by the Research Director, or Captain. &lt;br /&gt;
&lt;br /&gt;
7. Department heads may request to have an anomaly removed if it significantly impedes their department&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
8. Anomaly vessels should be clearly marked with the type and location of the linked anomaly.&lt;br /&gt;
&lt;br /&gt;
9. Anomalies that have taken a living host may be sustained or collapsed at the request of the individual crew member.&lt;br /&gt;
&lt;br /&gt;
10. Anomalies with a living host that are to be sustained require an Anomalous Host Consent Form&lt;br /&gt;
&lt;br /&gt;
=== Artifact Research ===&lt;br /&gt;
1. Artifacts should be contained in an appropriately protective area to minimize risk to crew from its activation.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should attempt to work in pairs in case of emergency.&lt;br /&gt;
&lt;br /&gt;
3. Internals should be worn when working on artifacts, in case of accidental gas release.&lt;br /&gt;
&lt;br /&gt;
4. Artifacts being transported out of science must be placed into an artifact container.&lt;br /&gt;
&lt;br /&gt;
5. The Research Director must approve the sale or crushing of an artifact.&lt;br /&gt;
&lt;br /&gt;
== Item Distribution ==&lt;br /&gt;
1. Items made from the protolathe, autolathe, and circuit imprinter require a proper item request form to be distributed to crew.&lt;br /&gt;
&lt;br /&gt;
2. The [[Cargo SOP#Pre-Approved Materials List|pre-approved materials]] list in the Cargo SOP may be used to circumvent this requirement.&lt;br /&gt;
&lt;br /&gt;
3. Violations of [[Corporate Law]] using these items may result in charges against the science department.&lt;br /&gt;
&lt;br /&gt;
== Research Director ==&lt;br /&gt;
1. The Research Director should ensure that research is being done. &lt;br /&gt;
&lt;br /&gt;
2. All research rewards unlocked by the Science department should be approved by the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. The Research Director is permitted to change the station AI&#039;s lawset, according to the [[Command SOP#AI|Command SOP]].&lt;br /&gt;
&lt;br /&gt;
4. The Research Director is to be held accountable alongside the responsible science personnel for any accidents that harm crew members.&lt;br /&gt;
&lt;br /&gt;
== Scientist ==&lt;br /&gt;
1. Scientists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Scientists should follow basic safety protocols when performing research, such as: wearing internals for gas release, wearing a bomb suit for potential explosions, hazardous material containment.&lt;br /&gt;
&lt;br /&gt;
3. Scientists should communicate any potential hazards to the crew, such as: anomaly generation, potential explosions, loose artifacts, and other hazards.&lt;br /&gt;
&lt;br /&gt;
4. Scientists should instruct any Research assistants near them, and are responsible for their safety.&lt;br /&gt;
&lt;br /&gt;
5. Scientists should assign more dangerous experiments to Research Assistants, while providing supervision and ensuring that Research Assistants receive proper medical treatment in the unlikely event that such is required.&lt;br /&gt;
&lt;br /&gt;
== Research Assistant ==&lt;br /&gt;
1. Research Assistants report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Research Assistants report to the nearest scientist, after the Research Director.&lt;br /&gt;
&lt;br /&gt;
3. Research Assistants should be prioritized on performing riskier experiments, utilizing the proper protection and under guidance of a scientist.&lt;br /&gt;
&lt;br /&gt;
== Roboticist ==&lt;br /&gt;
1. Roboticists report directly to the Research Director.&lt;br /&gt;
&lt;br /&gt;
2. Roboticists must obtain permission from the Hos or Captain, and the Research Director, before any combat oriented mechs or cyborgs can be created.&lt;br /&gt;
&lt;br /&gt;
3. Roboticists should prioritize having an empty cyborg chassis at all times, in case of unplanned MMI insertion.&lt;br /&gt;
&lt;br /&gt;
4. Roboticists must have an appropriately stamped and signed &amp;quot;Cyborg Conversion Form&amp;quot; before transferring a crew member into a cyborg.&lt;br /&gt;
&lt;br /&gt;
5. Roboticists, at the direction of the Captain, HoS, or Research Director, may omit this form for prisoners, or the CMO and Research Director for bloated corpses.&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation &amp;amp; Paperwork ===&lt;br /&gt;
The following forms should be available for use within Science:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anomaly Research Log&#039;&#039;&#039; – records of generated anomalies, their status, and containment.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Test Record&#039;&#039;&#039; – expected and observed effects of artifact activation.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Chassis Transfer Record&#039;&#039;&#039; – Documentation of chassis transfer, reasoning, prior and future chassis name.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg Conversion Form&#039;&#039;&#039; – Records individual to be converted, the new chassis, authorization, and reasoning.&lt;br /&gt;
* &#039;&#039;&#039;Cyborg/AI Conversion Consent Form&#039;&#039;&#039; – Records explicit consent by crew member to be converted into a cyborg.&lt;br /&gt;
* &#039;&#039;&#039;Item Request Form&#039;&#039;&#039; – documentation of upgrades, distributed boards, and recipients.&lt;br /&gt;
* &#039;&#039;&#039;Anomalous Host Consent Form&#039;&#039;&#039; – written informed consent for crew hosting anomalies.&lt;br /&gt;
&lt;br /&gt;
All forms should be filed promptly in departmental records and made available for review by the RD, Command, or Internal Affairs.&lt;/div&gt;</summary>
		<author><name>KarmaKitsuna</name></author>
	</entry>
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