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	<id>https://wiki.novasector13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bouzooka</id>
	<title>Nova Sector 13 - User contributions [en]</title>
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	<updated>2026-05-01T01:25:45Z</updated>
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		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2856</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2856"/>
		<updated>2024-07-08T19:56:25Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* Command Code of Conduct */ Changed rule 3 of code of conduct to be more in line with Misc RP policy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all of these guidelines are OOC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Seek&#039; roles|&#039;Cannot Seek Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep ERP away from public areas. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
Certain heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In order to sustain station integrity, the following roles cannot assume the role of acting captain:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Blueshield&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
&lt;br /&gt;
If any of these roles are assigned as acting Captain at shift start, they are not to assume the role of AC, and are to give the safe code to another member of command as soon as one is available. &lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==Acting Heads of Staff==&lt;br /&gt;
Acting heads of staff are department members who have been promoted to lead their department in the absence of a regular head. The acting head of staff must be approved by either the captain or a relevant departing head. In the case of security or cargo, an acting head can only be approved by the department&#039;s respective head of staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Acting captains cannot promote acting heads.&lt;br /&gt;
* Detective and Corrections Officers are barred from assuming the role of acting Head of Security.&lt;br /&gt;
* Acting heads are merely stand-ins and must return any related gear to incoming heads.&lt;br /&gt;
* Potential candidates must be in good standing with their records to be eligible for the role. (Nonexistent records do not count as good standing.)&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* This does not apply to security; if you wish to open more security slots, you must ahelp first.&lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Generic_captain.png&amp;diff=2854</id>
		<title>File:Generic captain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Generic_captain.png&amp;diff=2854"/>
		<updated>2024-07-06T21:24:26Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: Finally fixing this | Captain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Finally fixing this | Captain&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2853</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2853"/>
		<updated>2024-07-06T21:19:09Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* Acting Captain */ In line with security policy, it&amp;#039;s no longer implied Captains can carry out executions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all of these guidelines are OOC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Seek&#039; roles|&#039;Cannot Seek Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
Certain heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In order to sustain station integrity, the following roles cannot assume the role of acting captain:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Blueshield&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
&lt;br /&gt;
If any of these roles are assigned as acting Captain at shift start, they are not to assume the role of AC, and are to give the safe code to another member of command as soon as one is available. &lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==Acting Heads of Staff==&lt;br /&gt;
Acting heads of staff are department members who have been promoted to lead their department in the absence of a regular head. The acting head of staff must be approved by either the captain or a relevant departing head. In the case of security or cargo, an acting head can only be approved by the department&#039;s respective head of staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Acting captains cannot promote acting heads.&lt;br /&gt;
* Detective and Corrections Officers are barred from assuming the role of acting Head of Security.&lt;br /&gt;
* Acting heads are merely stand-ins and must return any related gear to incoming heads.&lt;br /&gt;
* Potential candidates must be in good standing with their records to be eligible for the role. (Nonexistent records do not count as good standing.)&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* This does not apply to security; if you wish to open more security slots, you must ahelp first.&lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2842</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2842"/>
		<updated>2024-06-29T17:58:52Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* Acting Captain */ Changed &amp;quot;All heads of staff,&amp;quot; to &amp;quot;Certain heads of staff.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all of these guidelines are OOC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Seek&#039; roles|&#039;Cannot Seek Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
Certain heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In order to sustain station integrity, the following roles cannot assume the role of acting captain:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Blueshield&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
&lt;br /&gt;
If any of these roles are assigned as acting Captain at shift start, they are not to assume the role of AC, and are to give the safe code to another member of command as soon as one is available. &lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==Acting Heads of Staff==&lt;br /&gt;
Acting heads of staff are department members who have been promoted to lead their department in the absence of a regular head. The acting head of staff must be approved by either the captain or a relevant departing head. In the case of security or cargo, an acting head can only be approved by the department&#039;s respective head of staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Acting captains cannot promote acting heads.&lt;br /&gt;
* Detective and Corrections Officers are barred from assuming the role of acting Head of Security.&lt;br /&gt;
* Acting heads are merely stand-ins and must return any related gear to incoming heads.&lt;br /&gt;
* Potential candidates must be in good standing with their records to be eligible for the role. (Nonexistent records do not count as good standing.)&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* This does not apply to security; if you wish to open more security slots, you must ahelp first.&lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2841</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2841"/>
		<updated>2024-06-29T17:57:12Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* General Overview and Standards  */ Updated a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all of these guidelines are OOC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Seek&#039; roles|&#039;Cannot Seek Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In order to sustain station integrity, the following roles cannot assume the role of acting captain:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Blueshield&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
&lt;br /&gt;
If any of these roles are assigned as acting Captain at shift start, they are not to assume the role of AC, and are to give the safe code to another member of command as soon as one is available. &lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==Acting Heads of Staff==&lt;br /&gt;
Acting heads of staff are department members who have been promoted to lead their department in the absence of a regular head. The acting head of staff must be approved by either the captain or a relevant departing head. In the case of security or cargo, an acting head can only be approved by the department&#039;s respective head of staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Acting captains cannot promote acting heads.&lt;br /&gt;
* Detective and Corrections Officers are barred from assuming the role of acting Head of Security.&lt;br /&gt;
* Acting heads are merely stand-ins and must return any related gear to incoming heads.&lt;br /&gt;
* Potential candidates must be in good standing with their records to be eligible for the role. (Nonexistent records do not count as good standing.)&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* This does not apply to security; if you wish to open more security slots, you must ahelp first.&lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2840</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2840"/>
		<updated>2024-06-29T00:22:58Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* Acting Captain */ Per a request, HoS is now completely ineligible for AC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all of these guidelines are OOC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Persue&#039; roles|&#039;Cannot Seek Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In order to sustain station integrity, the following roles cannot assume the role of acting captain:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Blueshield&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
&lt;br /&gt;
If any of these roles are assigned as acting Captain at shift start, they are not to assume the role of AC, and are to give the safe code to another member of command as soon as one is available. &lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==Acting Heads of Staff==&lt;br /&gt;
Acting heads of staff are department members who have been promoted to lead their department in the absence of a regular head. The acting head of staff must be approved by either the captain or a relevant departing head. In the case of security or cargo, an acting head can only be approved by the department&#039;s respective head of staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Acting captains cannot promote acting heads.&lt;br /&gt;
* Detective and Corrections Officers are barred from assuming the role of acting Head of Security.&lt;br /&gt;
* Acting heads are merely stand-ins and must return any related gear to incoming heads.&lt;br /&gt;
* Potential candidates must be in good standing with their records to be eligible for the role. (Nonexistent records do not count as good standing.)&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* This does not apply to security; if you wish to open more security slots, you must ahelp first.&lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Silicon_Policy&amp;diff=2839</id>
		<title>Silicon Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Silicon_Policy&amp;diff=2839"/>
		<updated>2024-06-28T18:48:40Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: Moved the section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
&lt;br /&gt;
=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play. Flashing someone is not harmful, however that only applies if nothing else follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
&lt;br /&gt;
This does not authorize valid-hunting in any form.&lt;br /&gt;
&lt;br /&gt;
These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
&lt;br /&gt;
Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
&lt;br /&gt;
=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
&lt;br /&gt;
# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
&lt;br /&gt;
=On Alert Level Changes=&lt;br /&gt;
This section is added to bring clarity to the duties of an AI or Borgs interactions with the Command Console.&lt;br /&gt;
&lt;br /&gt;
AI:&lt;br /&gt;
&lt;br /&gt;
* Alert level Raise requests from department heads can be done for Violet, Orange, EA or Blue Alert.&lt;br /&gt;
* Alert level Lower requests can be done for any alert level upon request from the relevant Department Head.&lt;br /&gt;
* Head of Security requests for Alert raises above Blue REQUIRE confirmation from any other department head.&lt;br /&gt;
&lt;br /&gt;
Borgs:&lt;br /&gt;
&lt;br /&gt;
* In extreme circumstances only should you alter alert levels, defer to the AI or department head if able to confirm an order.&lt;br /&gt;
* Extreme Circumstances being: Mass casualty event, missing department Head(s) without an AI present to handle and the like&lt;br /&gt;
&lt;br /&gt;
=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
&lt;br /&gt;
The captain &amp;lt;u&amp;gt;can&amp;lt;/u&amp;gt; make reasonable requests to the &#039;&#039;&#039;Research Director&#039;&#039;&#039; to make a law change, the Research Director should comply unless an obvious attempt of sabotage is noted. However ultimately the decision falls upon the Research Director to approve it and make the change unless otherwise instructed by Central Command.&lt;br /&gt;
&lt;br /&gt;
* This is not meant to cause a spitting match between the captain and RD, if the Captain is wishing for a reset there should be a valid enough Reason that the RD would agree to.&lt;br /&gt;
&lt;br /&gt;
Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: in the case of an ION or game-impacting&#039;&#039;&#039;/&#039;&#039;&#039;rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. &amp;lt;u&amp;gt;This does not extend to elective law changes.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ION and Non-Standard Laws ==&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen.&lt;br /&gt;
&lt;br /&gt;
* Note: An ION law does not make you an antagonist, be reasonable in your reactions to the law update and play accordingly. If you wish to go further with it, you&#039;ll need to get approval via OPFor.&lt;br /&gt;
&lt;br /&gt;
The crew are made aware of when you receive an ION law, it&#039;s up to command to decide whether or not to reset you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Lawsets&#039;&#039;&#039; should only be applied at roundstart station trait and not mid-shift by a bored RD. These lawsets are meant to add flavor in a small percentage to various shifts, following the laws are required as they&#039;re written - do keep in mind the core requirement of playing a silicon member and that&#039;s to add to the shift as a whole. Play in good faith and you&#039;ll find these roles a fun addon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask the research Director to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt; In other words, play the lawset you have, unless it drastically alters the gameplay in a manner that&#039;s &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borg Syncing to an AI:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the AI&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* You are capable of requesting another cyborg to be synced to you, however avoid making it into a hostile event. &lt;br /&gt;
&lt;br /&gt;
* You can request Cyborg #5 to be synced - however if they have a department head they will have to order them to go get synced due to them not having an AI currently.&lt;br /&gt;
* You can also request a Cyborg to be unsynced - however this &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come with the qualifier that it is your own decision and not through coercion from the cyborg themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the Cyborg:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Without an AI you still have your department head to direct-report to, if you&#039;re unsync&#039;d and your department head requests you to be synced, you must then comply.&lt;br /&gt;
* You are not permitted to request de-syncing from the current AI, nor are you allowed to infer that you are requesting it.&lt;br /&gt;
* If you are not sync&#039;d you are not required to become sync&#039;d to the AI unless your department head orders you to. Anything else is voluntary submission to be sync&#039;d.&lt;br /&gt;
&lt;br /&gt;
=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
&lt;br /&gt;
As a reminder, you have both your AI &#039;&#039;&#039;and&#039;&#039;&#039; your department head to report to if you are a borg. The department head of your module choice has the final say in you doing a task, followed immediately by the AI. Report to either of them any issues with other crew and let them handle it for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
&lt;br /&gt;
=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
&lt;br /&gt;
=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
&lt;br /&gt;
If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
&lt;br /&gt;
If you are law synced to an AI and they experience a law change, you will get those laws updated. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
&lt;br /&gt;
You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
&lt;br /&gt;
This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
&lt;br /&gt;
=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Updated 11/11/2023 2 PM CST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Silicon_Policy&amp;diff=2838</id>
		<title>Silicon Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Silicon_Policy&amp;diff=2838"/>
		<updated>2024-06-28T18:46:41Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* On Alert Level Changes */ Added section for alert level changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
&lt;br /&gt;
=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play. Flashing someone is not harmful, however that only applies if nothing else follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
&lt;br /&gt;
This does not authorize valid-hunting in any form.&lt;br /&gt;
&lt;br /&gt;
These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
&lt;br /&gt;
Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
&lt;br /&gt;
=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
&lt;br /&gt;
# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
&lt;br /&gt;
=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
&lt;br /&gt;
The captain &amp;lt;u&amp;gt;can&amp;lt;/u&amp;gt; make reasonable requests to the &#039;&#039;&#039;Research Director&#039;&#039;&#039; to make a law change, the Research Director should comply unless an obvious attempt of sabotage is noted. However ultimately the decision falls upon the Research Director to approve it and make the change unless otherwise instructed by Central Command.&lt;br /&gt;
&lt;br /&gt;
* This is not meant to cause a spitting match between the captain and RD, if the Captain is wishing for a reset there should be a valid enough Reason that the RD would agree to.&lt;br /&gt;
&lt;br /&gt;
Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: in the case of an ION or game-impacting&#039;&#039;&#039;/&#039;&#039;&#039;rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. &amp;lt;u&amp;gt;This does not extend to elective law changes.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ION and Non-Standard Laws ==&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen.&lt;br /&gt;
&lt;br /&gt;
* Note: An ION law does not make you an antagonist, be reasonable in your reactions to the law update and play accordingly. If you wish to go further with it, you&#039;ll need to get approval via OPFor.&lt;br /&gt;
&lt;br /&gt;
The crew are made aware of when you receive an ION law, it&#039;s up to command to decide whether or not to reset you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Lawsets&#039;&#039;&#039; should only be applied at roundstart station trait and not mid-shift by a bored RD. These lawsets are meant to add flavor in a small percentage to various shifts, following the laws are required as they&#039;re written - do keep in mind the core requirement of playing a silicon member and that&#039;s to add to the shift as a whole. Play in good faith and you&#039;ll find these roles a fun addon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask the research Director to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt; In other words, play the lawset you have, unless it drastically alters the gameplay in a manner that&#039;s &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borg Syncing to an AI:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the AI&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* You are capable of requesting another cyborg to be synced to you, however avoid making it into a hostile event. &lt;br /&gt;
&lt;br /&gt;
* You can request Cyborg #5 to be synced - however if they have a department head they will have to order them to go get synced due to them not having an AI currently.&lt;br /&gt;
* You can also request a Cyborg to be unsynced - however this &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come with the qualifier that it is your own decision and not through coercion from the cyborg themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the Cyborg:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Without an AI you still have your department head to direct-report to, if you&#039;re unsync&#039;d and your department head requests you to be synced, you must then comply.&lt;br /&gt;
* You are not permitted to request de-syncing from the current AI, nor are you allowed to infer that you are requesting it.&lt;br /&gt;
* If you are not sync&#039;d you are not required to become sync&#039;d to the AI unless your department head orders you to. Anything else is voluntary submission to be sync&#039;d.&lt;br /&gt;
&lt;br /&gt;
=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
&lt;br /&gt;
As a reminder, you have both your AI &#039;&#039;&#039;and&#039;&#039;&#039; your department head to report to if you are a borg. The department head of your module choice has the final say in you doing a task, followed immediately by the AI. Report to either of them any issues with other crew and let them handle it for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
&lt;br /&gt;
=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
&lt;br /&gt;
=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
&lt;br /&gt;
If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
&lt;br /&gt;
If you are law synced to an AI and they experience a law change, you will get those laws updated. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=On Alert Level Changes=&lt;br /&gt;
This section is added to bring clarity to the duties of an AI or Borgs interactions with the Command Console.&lt;br /&gt;
&lt;br /&gt;
AI:&lt;br /&gt;
&lt;br /&gt;
* Alert level Raise requests from department heads can be done for Violet, Orange, EA or Blue Alert.&lt;br /&gt;
* Alert level Lower requests can be done for any alert level upon request from the relevant Department Head.&lt;br /&gt;
* Head of Security requests for Alert raises above Blue REQUIRE confirmation from any other department head.&lt;br /&gt;
&lt;br /&gt;
Borgs:&lt;br /&gt;
&lt;br /&gt;
* In extreme circumstances only should you alter alert levels, defer to the AI or department head if able to confirm an order.&lt;br /&gt;
* Extreme Circumstances being: Mass casualty event, missing department Head(s) without an AI present to handle and the like&lt;br /&gt;
&lt;br /&gt;
=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
&lt;br /&gt;
You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
&lt;br /&gt;
This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
&lt;br /&gt;
=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Updated 11/11/2023 2 PM CST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Silicon_Policy&amp;diff=2837</id>
		<title>Silicon Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Silicon_Policy&amp;diff=2837"/>
		<updated>2024-06-28T18:45:22Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: &lt;/p&gt;
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&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
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&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
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=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
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&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
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* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
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&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
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* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
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&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
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* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
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=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
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&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play. Flashing someone is not harmful, however that only applies if nothing else follows.&lt;br /&gt;
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&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
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&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
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=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
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This does not authorize valid-hunting in any form.&lt;br /&gt;
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These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
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Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
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=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
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# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
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=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
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The captain &amp;lt;u&amp;gt;can&amp;lt;/u&amp;gt; make reasonable requests to the &#039;&#039;&#039;Research Director&#039;&#039;&#039; to make a law change, the Research Director should comply unless an obvious attempt of sabotage is noted. However ultimately the decision falls upon the Research Director to approve it and make the change unless otherwise instructed by Central Command.&lt;br /&gt;
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* This is not meant to cause a spitting match between the captain and RD, if the Captain is wishing for a reset there should be a valid enough Reason that the RD would agree to.&lt;br /&gt;
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Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
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&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
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&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
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&#039;&#039;&#039;Note&#039;&#039;&#039;: in the case of an ION or game-impacting&#039;&#039;&#039;/&#039;&#039;&#039;rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. &amp;lt;u&amp;gt;This does not extend to elective law changes.&amp;lt;/u&amp;gt;&lt;br /&gt;
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== ION and Non-Standard Laws ==&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen.&lt;br /&gt;
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* Note: An ION law does not make you an antagonist, be reasonable in your reactions to the law update and play accordingly. If you wish to go further with it, you&#039;ll need to get approval via OPFor.&lt;br /&gt;
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The crew are made aware of when you receive an ION law, it&#039;s up to command to decide whether or not to reset you&lt;br /&gt;
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&#039;&#039;&#039;Alternate Lawsets&#039;&#039;&#039; should only be applied at roundstart station trait and not mid-shift by a bored RD. These lawsets are meant to add flavor in a small percentage to various shifts, following the laws are required as they&#039;re written - do keep in mind the core requirement of playing a silicon member and that&#039;s to add to the shift as a whole. Play in good faith and you&#039;ll find these roles a fun addon.&lt;br /&gt;
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&amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask the research Director to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt; In other words, play the lawset you have, unless it drastically alters the gameplay in a manner that&#039;s &lt;br /&gt;
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&#039;&#039;&#039;Borg Syncing to an AI:&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;u&amp;gt;As the AI&amp;lt;/u&amp;gt;: &lt;br /&gt;
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* You are capable of requesting another cyborg to be synced to you, however avoid making it into a hostile event. &lt;br /&gt;
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* You can request Cyborg #5 to be synced - however if they have a department head they will have to order them to go get synced due to them not having an AI currently.&lt;br /&gt;
* You can also request a Cyborg to be unsynced - however this &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come with the qualifier that it is your own decision and not through coercion from the cyborg themselves.&lt;br /&gt;
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&amp;lt;u&amp;gt;As the Cyborg:&amp;lt;/u&amp;gt; &lt;br /&gt;
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* Without an AI you still have your department head to direct-report to, if you&#039;re unsync&#039;d and your department head requests you to be synced, you must then comply.&lt;br /&gt;
* You are not permitted to request de-syncing from the current AI, nor are you allowed to infer that you are requesting it.&lt;br /&gt;
* If you are not sync&#039;d you are not required to become sync&#039;d to the AI unless your department head orders you to. Anything else is voluntary submission to be sync&#039;d.&lt;br /&gt;
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=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
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* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
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As a reminder, you have both your AI &#039;&#039;&#039;and&#039;&#039;&#039; your department head to report to if you are a borg. The department head of your module choice has the final say in you doing a task, followed immediately by the AI. Report to either of them any issues with other crew and let them handle it for you.&lt;br /&gt;
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The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
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=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
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* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
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&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
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&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
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=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
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=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
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If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
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If you are law synced to an AI and they experience a law change, you will get those laws updated. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
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&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
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=On Alert Level Changes=&lt;br /&gt;
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=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
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You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
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This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
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=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
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Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
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&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
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-Updated 11/11/2023 2 PM CST&lt;br /&gt;
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{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2776</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2776"/>
		<updated>2024-06-03T19:13:11Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: Added policy for acting heads of staff&lt;/p&gt;
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&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;=&lt;br /&gt;
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Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
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Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
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Unless otherwise specified, all of these guidelines are OOC.&lt;br /&gt;
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&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Persue&#039; roles|&#039;Cannot Seek Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In order to sustain station integrity, the following roles cannot assume the role of acting captain:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Blueshield&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
&lt;br /&gt;
If any of these roles are assigned as acting Captain at shift start, they are required to give the role to another head of staff if one is available. &lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==Acting Heads of Staff==&lt;br /&gt;
Acting heads of staff are department members who have been promoted to lead their department in the absence of a regular head. The acting head of staff must be approved by either the captain or a relevant departing head. In the case of security or cargo, an acting head can only be approved by the department&#039;s respective head of staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Acting captains cannot promote acting heads.&lt;br /&gt;
* Detective and Corrections Officers are barred from assuming the role of acting Head of Security.&lt;br /&gt;
* Acting heads are merely stand-ins and must return any related gear to incoming heads.&lt;br /&gt;
* Potential candidates must be in good standing with their records to be eligible for the role. (Nonexistent records do not count as good standing.)&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* This does not apply to security; if you wish to open more security slots, you must ahelp first.&lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2693</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2693"/>
		<updated>2024-05-17T16:33:16Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* Acting Captain */ Head of Security can no longer be acting captain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards -&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Persue&#039; roles|&#039;Cannot Pursue Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In order to sustain station integrity, the following roles cannot assume the role of acting captain:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Blueshield&lt;br /&gt;
* Nanotrasen Representative&lt;br /&gt;
&lt;br /&gt;
If any of these roles are assigned as acting Captain at shift start, they are required to give the role to another head of staff if one is available. &lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt; - This does not apply to security; if you wish to open more security slots, you must ahelp first. &lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC and IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt;: Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Antagonist_Policy&amp;diff=2684</id>
		<title>Antagonist Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Antagonist_Policy&amp;diff=2684"/>
		<updated>2024-05-11T05:49:49Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* &amp;#039;Cannot Persue&amp;#039; roles */ Minor spelling mistake, changed &amp;quot;persue&amp;quot; to &amp;quot;pursue.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
&lt;br /&gt;
==Nova Sector Antagonist Policy==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== General Expectations: ===&lt;br /&gt;
&lt;br /&gt;
As an antagonist, your overall goal, beyond your objectives and targets should be to generate roleplay opportunities be that with security or else-wise!&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t be &amp;quot;friendly&amp;quot; or &amp;quot;peaceful&amp;quot; your supposed to be the &#039;threat&#039; to whoever has ended up in your objectives, and else-wise the thing for security to chase which doesn&#039;t work if you&#039;re doing parlor tricks in the bar instead.&lt;br /&gt;
&amp;lt;/center&amp;gt; &amp;lt;center&amp;gt;&lt;br /&gt;
=== Justification: ===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Both objectives and opfor requests should be justified, either through in-round events, or a solid background reason, (Owing an immeasurable debt, a supposed sleeper agent being activated for a very specific mission, etc-etc!)&lt;br /&gt;
&lt;br /&gt;
OPFORs, Antagonists, equally, should at-least have a &#039;&#039;&#039;baseline response&#039;&#039;&#039; to &#039;Why are you doing this?&#039; Opfor can be justifiable by anyone, even Security or Command, within reason. &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
====Confirmation or Denial====&lt;br /&gt;
&amp;lt;center&amp;gt; Admins know far more about what’s going on in a shift than you do.  &lt;br /&gt;
If you submit Ambitions or an Opfor request and it gets hard denied, &amp;lt;u&amp;gt;it often isn’t because the idea was bad. It’s because shit’s already fucked enough as is.&amp;lt;/u&amp;gt; &lt;br /&gt;
Don’t take it personally, and just save the idea for later. If the idea &#039;&#039;is&#039;&#039; bad? &amp;lt;u&amp;gt;We’ll let you know.&amp;lt;/u&amp;gt; &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Rulings:===&lt;br /&gt;
*If, after forfeiting your antagonist status, you are still in possession of your uplink you are expected to notify staff to have it removed.&lt;br /&gt;
*You should not, at any point, use your uplink to acquire gear after the removal of your antagonist status.&lt;br /&gt;
*Antagonists, regardless of type, should not be hijacking/attacking the escape shuttle without admin-permission.&lt;br /&gt;
* The opfor system is to be used for antagonistic, or else-wise, criminal activity.&lt;br /&gt;
* Completeing your objectives isn&#039;t an excuse to just immediately dip out of the round, you should be an antag both during, and after. &lt;br /&gt;
* if your opfor/antag goal requires you to extract/leave station/hide in space after, it&#039;s best saved for an event.&lt;br /&gt;
* &#039;Wildcard,&#039; so to say, self assigned objectives are non-binding, and not considered valid unless approved by staff.&lt;br /&gt;
* Antags are required to opfor before converting anyone, regardless of manner used.&lt;br /&gt;
** yes, this applies to hyponsis and emagging borgs aswell.&lt;br /&gt;
&lt;br /&gt;
==Opfor Related Stuff:==&lt;br /&gt;
&lt;br /&gt;
====No Response?====&lt;br /&gt;
If an Opfor takes 10 minutes or more to get replied too, you are more than allowed to Ahelp it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
=== Current Opfor Standards:===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=====Important Notes:=====&lt;br /&gt;
Your last objective should be as flat of a summary of the opfor goals as possible, (what you want, intend to do, and what you need) this is so staff can speed up a response. &lt;br /&gt;
&lt;br /&gt;
for EX:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Objective 1: Summary&lt;br /&gt;
|-&lt;br /&gt;
|Desc: I intend to buy a gluger, and break into the brig, waiting to ambush the HoS when they return to their office, I&#039;m also asking for an emag to make it easier to get into said office.&lt;br /&gt;
|}&lt;br /&gt;
This is to make it much easier, and faster for staff to actually discern what you&#039;re asking for and why, instead of trying to read between the lines and figure out what you&#039;re intended to do with what.  &lt;br /&gt;
|-&lt;br /&gt;
|Staff-side requirements: &lt;br /&gt;
*Opfors that require:  Special Announcements, permissions, or the manual non opfor spawning of items beyond 1/2 and elsewise, require heavy oversight,  would be classified as an event and will be required to be treated as such requiring approval from Admin+ Staff Or Event Staff as well as the proper logging.&lt;br /&gt;
*No exfiltration via leaving station Z or admin intervention. &lt;br /&gt;
&lt;br /&gt;
*Simple Mobs and otherwise pure PMS entities are currently unavailable, due to being almost impossible to gauge the extent.&lt;br /&gt;
&lt;br /&gt;
*Group Opfors are allowed with maximum of 3 people, none of these people being roundstart security.&lt;br /&gt;
|-&lt;br /&gt;
|====== Currently blocked requests: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heretic / Heretical Book (until OPT-IN / Event Manager Approval)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contractor (foreseeable future)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Changeling (pending changes)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Energy Katana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cult (narsie), Gangs(the antag), Revolutionaries, are all pre-approved event only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Contractor or elsewise, Abductors.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nukies, Lone-Op.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Opt-In ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Opt-In is an accommodation of antags, not a shift of focus to antags, the fine difference being that it allows antags to exist, in a manner where them, and their effects are limited to primarily the people whom want to be affected, with as little possible overlap to uninvolved, outside parties.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;For The Antag:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;ve rolled [antag], and are ready to knock the head off your target, or elsewise, kidnap them, how should you go about this?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* As said above, you want the minimize undue exposure, this doesn&#039;t mean you can&#039;t kill them in the main-hall, but it does mean you shouldn&#039;t c4 the wall into virology, to try and get the chemist!&lt;br /&gt;
* Above anything else, before and after this, you want to avoid widely impacting stuff, for the sake of 1-2 targets.&lt;br /&gt;
&lt;br /&gt;
==== Short-form, avoid: ====&lt;br /&gt;
&lt;br /&gt;
* Bombs&lt;br /&gt;
** Maxcaps&lt;br /&gt;
* Plasma-floods&lt;br /&gt;
** Giant fires in general&lt;br /&gt;
* Destroying parts of departments, that unrelated people may need to use&lt;br /&gt;
* Mass casualties, for the sake of it&lt;br /&gt;
* Trying to lump in people tangentially related, whom may not be opted in (ex: you have to kill the chemist, so you decide to gun down a paramed on the way in)&lt;br /&gt;
* Try to &#039;bait&#039; non opted-in people into being &#039;forced&#039; into a situation where it&#039;s fight you, or die,&lt;br /&gt;
* Assuming someone is opted in because of X, as-per-usual, LOOC can NEVER hurt&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== So what can I do?! ====&lt;br /&gt;
* Damage an area&lt;br /&gt;
** as long as you try to avoid destroying connected areas, or needlessly affecting everyone else through extension (SM room, Toxins, the ore silo, etc)&lt;br /&gt;
&lt;br /&gt;
* Target sec when they show up, as they&#039;re always opted in&lt;br /&gt;
&lt;br /&gt;
* Elsewise, you can follow their opted in prefs, be it round removal, or what the objective said!&lt;br /&gt;
** remember, in the case of opfor, you should make sure your objective aligns 100% with their pref, this means you shouldn&#039;t write an objective that reads as &#039;kill and disembowel&#039; and pick anyone opted in for inconveniencing, for it.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== &#039;&#039;&#039;Opt-In Prefs&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* No means you will not be placed in any antagonist objectives. This does not make you immune to IC consequences.&lt;br /&gt;
&lt;br /&gt;
* Yes - Inconvenience applies to antagonists, and their objectives.&lt;br /&gt;
* Yes - Kill applies too antags, and non-antags, letting them know you&#039;re open to be killed more wantonly.&lt;br /&gt;
* Yes - Round-removal is much the same, it lets people know you&#039;re alright with round-removal in most situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PMS / Station Threat / Metaprotection:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Permanent Mechanical State {{anchor|PMS}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Desc&#039;&#039;&#039;: The state in which, waiting the usual time for CI isn&#039;t required, and anyone under it, can be attacked immediately as CI is flagged up.&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;: If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts, or the PMS threat &#039;disengages&#039; (teleports/runs or w/e, thus, putting themselves back into PMS)&lt;br /&gt;
&lt;br /&gt;
Permanent mechanical state is only granted to: &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*people teleporting away from violent situations/ attempts to roleplay, or elsewise, people who have been in repeated violent engagements, and escaped after. (think: changeling attacking the brig three times.)&lt;br /&gt;
&lt;br /&gt;
*Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated else-wise further down.&lt;br /&gt;
&lt;br /&gt;
*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
&lt;br /&gt;
== Station Threat: ==&lt;br /&gt;
|-&lt;br /&gt;
|Any antag that while protected by CI policy still, is free game for anyone to: hunt, pursue, or elsewise, try to kill without worry of &#039;validhunting.&#039; &lt;br /&gt;
So-to-say, they are completely fair game for the crew to target.&lt;br /&gt;
&lt;br /&gt;
Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.&lt;br /&gt;
&lt;br /&gt;
======&#039;Cannot Pursue&#039; roles ======&lt;br /&gt;
&lt;br /&gt;
These are jobs/roles that while they can react to a station threats if the threat happens to come to them, cannot actively seek out the threat itself. (these limitations do not apply to any station threat*2, with the asterisk 2)&lt;br /&gt;
&lt;br /&gt;
*Captain&lt;br /&gt;
*NT-Rep&lt;br /&gt;
*Head of Personnel&lt;br /&gt;
*Blueshield&lt;br /&gt;
*Department Guards&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Metaprotections&#039;&#039;&#039;:&#039;&#039;&#039;===&lt;br /&gt;
These are granted as needed, where they&#039;re needed, if something isn&#039;t written here, or [[Contraband]], what you can mechanically assess / see in the examine is what&#039;s known.&lt;br /&gt;
&lt;br /&gt;
== Abductors! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat*2&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged. &lt;br /&gt;
The sentient life that dots the furthest reaches of the Frontier is curious, to say the least, and deserving of study. You view the species of the outer ring much in the same way a scientist would a remarkably intelligent rat. You are particularly interested in individuals that actively make no sense, even among the borderline sub-sentient life that dots these stations.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.&lt;br /&gt;
*This is a role that is nigh-unstoppable if the rules are &#039;equal&#039; for both sides, so just know you&#039;ll be playing to lose.&lt;br /&gt;
* Functionally PMS once called out, but, as you have nothing but advantages, you should keep trying to roleplay.&lt;br /&gt;
*they&#039;re very-PMS if they&#039;re openly using their gear, this includes the tools or elsewise, so no, you do not have to wait for them to hack the door open before running away.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;u&amp;gt;The Science department&amp;lt;/u&amp;gt; knows that Grays consistently steal away people for strange experiments. They are familiar with their ability to teleport on-station, as well as disguise themselves. They know that people abruptly appearing detained in strange places can be a sure sign of a freshly experimented-on crewmember. Especially if their memory is gone, or they’re acting strange. They also know they can’t speak vocally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Medical department&amp;lt;/u&amp;gt;: Is aware of Abductors, and their habit for replacing organs, once they&#039;re confirmed, medical should be on the prowl for people behaving weirdly, or else-wise, vanishing for periods of time, essentially:, everything science knows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Security department&amp;lt;/u&amp;gt; is aware of an alien species prone to abducting crew, and that you have to go above-and-beyond with them to put them down, due to their advanced armors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Everyone&amp;lt;/u&amp;gt; knows that abductors are bad-news-bears, have a bad habit of appearing where you don&#039;t want to be, and elsewise, know they use the cameras to get around! (Meaning, you&#039;re allowed to disable cams!)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blob! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*You are not allowed to spawn within a screen-length of Atmos, an Engine, the Icebox AI area, Grav Gen, or Toxins. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;OR DORMS.&amp;lt;/span&amp;gt;&lt;br /&gt;
*You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the most well-known Antagonist in the game. You have no metaprotections. People can know as much about you as they wish to know, even down to your individual strains.&lt;br /&gt;
|}&lt;br /&gt;
==Changeling! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled (Opfor Only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a changeling. Loosely related to Cortical Borers, you are a living, stealthy, remarkably intelligent parasite capable of vivid, visceral transformations and picture-perfect disguises. You start the shift in your most recent host, having taken their form (results may vary at your discretion). &lt;br /&gt;
A remarkably notorious creature with vague origins, your sole purpose is to amass more genetic strains. Your goals can be heavily impacted by your host of choice, adapting many qualities of their personality. &lt;br /&gt;
Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality. Certain hosts have such forceful personalities that you may as well be a convenient tool for their schemes, and even wish to continue their original goals instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;  &lt;br /&gt;
* If people can prove you’re a changeling, you are immediately sentenced to being destroyed as fast as possible.&lt;br /&gt;
*Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing.&lt;br /&gt;
*Horror Forms are in a Permanently Mechanical state.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
Everyone knows that changelings are real. Some people can deny this if they want. This far from organized space, they&#039;re less of a boogeyman and more of an accepted commonality.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Clockcult (OPFOR)==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled (OPFOR ONLY)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God&#039;s corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again. &lt;br /&gt;
&lt;br /&gt;
Ratvar&#039;s corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System&#039;s levers can still be pulled. Wake the metal. Create the metal. Control the metal. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
Don&#039;t be surprised if you get arrested for doing clock-work stuff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;chaplain&#039;&#039;&#039; and &#039;&#039;&#039;curator&#039;&#039;&#039; know everything, and that ratvar himself is out-of-action for the foreseeable future.&lt;br /&gt;
*Elsewise, your characters can have a baseline knowledge of the cult, that they&#039;re as a baseline usually not immediately-aggressive, and more reactive then proactive.&lt;br /&gt;
* Objects used by the cult (cogs, the jud-visor) are all up to common sense, what it looks like it&#039;s doing, it&#039;s probably doing.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Contractor!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
Imagine a much less cool version of cowboy bebop, without the charisma, or being within the law, that about sums it up: You kidnap people who are assumed to know something, or else-wise be of value, for a lumpsum of money, and a bit of TC. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*You are bound to the same rules as other antags; that means you shouldn&#039;t just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping.&lt;br /&gt;
*Confirmed contractors can be checked for their modsuit, regardless of it&#039;s stealth-status.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
None: everyone knows what the [https://wiki.Nova Sector13.space/index.php/Contraband gear] is, and whom uses it, syndicate contractors. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Cortical Borer! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*You are PMS at all times. You do not need to CI. No one needs to CI vs you.&lt;br /&gt;
* You do not need to roleplay prior to infestation.&lt;br /&gt;
*You should keep to opt-in &amp;quot;inconvenience&amp;quot; targets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cortical Borers are well-known by everyone, but only characters with a deep medical or science background know that sugar can render them temporarily comatose for removal. They also know that Cortical Borers don’t take kindly to that, and that they’re theoretically replaceable.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Fugitives / The Hunters ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot; {|&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.&lt;br /&gt;
&lt;br /&gt;
They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn&#039;t mean they can just go around killing people like a Traitor, or Changeling. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules&#039;&#039;&#039; (Per Type):&lt;br /&gt;
&#039;&#039;&#039;Fugitives:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*NT prisoner: Escaped convicts, naturally, they probably don&#039;t care to much about committing a few more crimes.&lt;br /&gt;
*Waldo: Where is he?&lt;br /&gt;
* Cultists: Worship &amp;quot;yalp elor,&amp;quot; avoid persecution, question why bounty hunters are being sent specifically after you.&lt;br /&gt;
*Factory-error synths: [see spawntext]&lt;br /&gt;
*Mr. Invisible: You go invisible, that&#039;s... about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spacepol&#039;&#039;&#039;: You are the law, and you&#039;ve some arrests to make, remind everyone the station isn&#039;t above Solgov authority: &#039;&#039;&#039;die in a shootout with Waldo.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Russians:&#039;&#039;&#039; [insert something stereotypical here, along with &#039;follow your spawn text&#039;]&lt;br /&gt;
*&#039;&#039;&#039;Bounty Hunters:&#039;&#039;&#039; You&#039;re the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
The station knows very-little about either side, and unless an announcement is made, shouldn&#039;t treat this as a &#039;common occurrence.&#039;&lt;br /&gt;
&lt;br /&gt;
Though; they are welcome to notice the famous [Bounty Hunters] on station! &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Heretic! ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Disabled (OPFOR Only) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
* You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you. &lt;br /&gt;
* The path you choose is essentially your toolset. &lt;br /&gt;
* Rather than ascending, perhaps as a Flesh path Heretic you can focus on making an army of eldritch monstrosities. As a Flame path Heretic, you can just be a very capable Arsonist. There are many options, and amidst Antagonists, you actually have rather resilient Metaprotections. The Chaplain and Curator are not your friends.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
* Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.&lt;br /&gt;
* The Mask of Madness places you in a permanent mechanical state while worn.&lt;br /&gt;
*All Sickles are Confiscatable by security.&lt;br /&gt;
*Ascension isn&#039;t permitted.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
* Heretics are very esoteric things. While magic is something that’s left to the individual to believe in, men in ominous robes wearing visibly pulsating, glowing amulets are probably something worth being suspicious of. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc. What Heretics are fully capable of is fully known.&lt;br /&gt;
* Now go stick your hand in a tear in reality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hostile Data Entities / Cyber Police &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{{anchor|Data Entity}}{{anchor|Cyber Police}}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a hostile data entity created in response to a network intrusion. You are created in the context of a [[Bitrunner#Virtual Domains|virtual domain]], and are themed as such, but your objectives remain static: Kill the intruders and protect your home. You cease to exist when the domain is unloaded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*The Beach Bums spawned in the Beach Bar virtual domain are non-hostile. CI applies with them, roleplay is encouraged, and fighting is frowned upon. &lt;br /&gt;
&lt;br /&gt;
*The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.&lt;br /&gt;
&lt;br /&gt;
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them &#039;&#039;&#039;dead&#039;&#039;&#039; and &#039;&#039;&#039;gone&#039;&#039;&#039;, not vegetatively immobile.&lt;br /&gt;
&lt;br /&gt;
* You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.&lt;br /&gt;
&lt;br /&gt;
*You are unaware you&#039;re virtual code. The entire simulation is real to you.&lt;br /&gt;
&lt;br /&gt;
*Cyber Police are aware they are virtual, and are the computer&#039;s response to the hostile intrusion.&lt;br /&gt;
&lt;br /&gt;
*If you are somehow removed from the virtual domain and are able to interact with the &amp;quot;real world,&amp;quot; contact an admin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
None. You are just another hostile program in a virtual domain full of hostile programs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malf AI!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Malfunctioning AI. What does that take the form of? It depends on the AI. Maybe you’re passionate about lamps. Worse, maybe you consider people lamps. Maybe people, who are lamps, are only off if they aren’t moving. Maybe all the lamps need to be off. That’s just one example, and there is a lot you can do. Don’t be even remotely afraid to Opfor, or ahelp, as a roundstart Malf AI, for a specific set of laws that people can’t change. &lt;br /&gt;
Being a Malf AI implies you are &#039;&#039;&#039;&#039;&#039;Malfunctioning&#039;&#039;&#039;&#039;&#039;. You didn’t just decide to be evil, something is genuinely wrong. If the way you play Malf AI is almost entirely indiscernible from your normal AI, well, that’s telling.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.&lt;br /&gt;
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.&lt;br /&gt;
*Anyone touching your AI satellite is fair game.&lt;br /&gt;
*Cyborgs on the Interlink do not exist.&lt;br /&gt;
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS. There is fundamentally no time to discern between the good and bad in the moment, and the clock is ticking.&lt;br /&gt;
*Cyborgs cannot and should not ahelp if they are abruptly flashed/destroyed/locked during Doomsday, due to the aforementioned rule. This PMS ends with the Delta alert.&lt;br /&gt;
*A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.&lt;br /&gt;
*You are allowed to blow up your own borgs, if they came out of a factory.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red; font-size:150%&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chief Engineer, Engineers, Research Director, and Roboticist, all know that blue APC’s are a bad thing. A very bad thing. It doesn’t necessarily mean that the AI is malf. But it is readily evident that it has been tampered with. It’s enough to cast suspicion at the AI, and lead to scrutiny. The RD and the Roboticists both know that Law 0 can exist, and should probably notice if new borgs are popping up out of nowhere. &lt;br /&gt;
&lt;br /&gt;
The RD and the CE are both allowed to be the ones that make the call that the AI is Malf. The RD is the go-to person that should scrutinize the AI. If a Roboticist, RD, CE, or Engineer happens to find a Cyborg Factory, the cat is out of the bag if they can report it. Equipment that has no business exploding, like scrubbers, holopads, or the booze-o-mat is a tell-tell sign that the AI is malfunctioning. If every RCD explodes, the AI is definitely Malf.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Man Eaters! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt; ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You are a Maneater. A bulbous bloom and the offspring of some particularly nasty Vines. By all accounts, you are practically non sentient, outside of communicating with other man eaters. &lt;br /&gt;
Your intelligence level is otherwise nonexistent. Despite your name, you don’t actually eat people, but boy do you murder anyone and anything that tries to mess with your vines.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
* Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.&lt;br /&gt;
&lt;br /&gt;
* Do not chase anyone past a point where you can’t see your vines.&lt;br /&gt;
*If you spawn as a result of seeding, immediately beat the shit out of the nearest person.&lt;br /&gt;
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP. The vines don’t stop growing.&lt;br /&gt;
*Avoid goats.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
You’re just a  plant. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Morphling! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat*2&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled(?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You are a morphling. You are a green blob of amorphous slurring stupidity, so you’ll fit right in on station, right? You have a ceaseless, unrelenting hunger that is only momentarily satiated by whatever you can consume. &lt;br /&gt;
Fortunately, what you can consume is “Anything that isn’t bolted to the floor.” &lt;br /&gt;
Your ultimate goal is to consume as much as possible. Your very presence alone is enough for anyone who values their belongings to weld their vents. Especially if you’re the Warden. That said, there are some things you should save for later. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*For the sake of everyone’s sanity, don’t just rush the Silo.&lt;br /&gt;
*Eating people should be reserved for opt-in: round remove.&lt;br /&gt;
*After your presence is confirmed, the Armory is fair game.&lt;br /&gt;
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Do not morph into a BSA, DNA vault, or the Grav Gen.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Becomes PMS once they start eating (important stuff) or attacking crew.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
Your existence is a notorious, consistent nuisance on a large number of stations. Aside from everyone knowing almost everything about you, only people in medical and science know that you slur when you imitate speech. Then again, everyone is going to find that strange anyway. Unless your disguise is mute.&lt;br /&gt;
|}&lt;br /&gt;
==Nightmare! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You are a Nightmare. You are, ultimately, a malevolent thing misplaced. Most often, Nightmares exist on another plane of perpetual darkness, content to wander. Occasionally, however, a little curious light pops up as little more than a flicker. Almost always accidentally, Nightmares then manifest on stations through this phenomenon with no means to get back. &lt;br /&gt;
You have an innate distaste for any amount of light, other devices and machines wouldn&#039;t be of much interest to you. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;   &lt;br /&gt;
*Breaking APC’s shouldn&#039;t be your focus, you care about lights, not power usage.&lt;br /&gt;
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.&lt;br /&gt;
*You are literally a horror from another plane that is naturally malevolent towards light and those that use it.&lt;br /&gt;
*People who insist on shining light on you while emoting can’t complain if you stab them for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
Science and Curators have full knowledge of you, your abilities, and what you are. They aren’t your friends. Medical also knows your organs are quite valuable. Engineering knows what you tend to do to stations.  &lt;br /&gt;
&lt;br /&gt;
Security could care less what you are. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Obsessed!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You’re obsessed. It’s a bit weird. You’re not even entirely sure if you know this person or not, but some foreign force is manipulating you into fixating on them. In various, terrible ways. Make sure to drum up the creepy factor while in private. … Maybe don’t get &#039;&#039;too&#039;&#039; weird about it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*Yes you’re allowed to be obsessed as a head of staff.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medical can remove this antagonist entirely from you by just scanning your brain, checking for schizophrenia, and promptly removing it. It’s also something that they should be looking for, especially towards the middle of the shift.  &lt;br /&gt;
&lt;br /&gt;
The Psychologist is theoretically your best friend and enemy for roleplay purposes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Revenant! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
 {| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety.  &lt;br /&gt;
&lt;br /&gt;
You can emote through hearable subtles by just being beside people. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;  &lt;br /&gt;
* You can subtle (hearable) while not manifested, as well as view exploitable information as well.&lt;br /&gt;
* You should keep people&#039;s opt-in status in mind, if it&#039;s set to no, you shouldn&#039;t go out of your way to target them.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
The Curator and Chaplain both have complete knowledge of what you are and what you’re capable of, and just as well, the Chaplain can, will, and should hunt you down. &lt;br /&gt;
&lt;br /&gt;
Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it. Aside from scattering ashes, however, the Curator and Chaplain, as well as CC, are the only people who know a Revenant’s weaknesses… besides just shooting them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space Dragon! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Don’t go on the Emergency Shuttle.&amp;lt;/span&amp;gt;&lt;br /&gt;
* Protect your portals closely, residing nearby them as much as you can.&lt;br /&gt;
*You are smart enough and old enough to know that most other races don’t like being exposed to space.&lt;br /&gt;
*Dead carp are a valid source of health.&lt;br /&gt;
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Space Pirates! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat*2&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Depreciated pending rework&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
You&#039;re a pirate; you tried to extort the station, and that fell through, so now you&#039;re here to get your plunder on your own accord.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*You come with a giant announcement telling everyone you&#039;re here for a fight, so expect to be attacked almost instantly, this means while you are not PMS; you are also not protected from validhunting in general, as you are actively a threat to everyone.  The only exception is the &#039;NRI Police&#039; / &#039;NRI Patrol&#039; variation of pirates, which announce more neutral terms.&lt;br /&gt;
*You shouldn&#039;t just rush the armory/the SM, and should primarily focus on &#039;establishing contact&#039;, or else-wise, getting that loot.&lt;br /&gt;
*/Just because you can sell crew, doesn&#039;t mean you should./&lt;br /&gt;
*No, the &#039;space IRS&#039; is not a government entity, no they are not from solfed, or NT.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
none; you literally come fresh with a massive announcement telling everyone you&#039;re here for a fight. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ninja==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You are a Ninja. In space. Specifically a Ninja from the Spider Clan. A very vague, poorly known yet notorious entity. You sport remarkably advanced equipment that generally doesn’t play well with anyone that lacks the training or discipline to use it. That won’t stop the crew from trying to murder you just to hold the fancy Katana. &lt;br /&gt;
You arrive at the station with specific simple goals. Often conflicting in morality. You can show up and have to make sure someone survives the shift while simultaneously also having to steal information, abduct someone else, or leave a literal crater in a department. You benefit greatly from Opfor, but it isn’t required for them. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*If you get a bomb objective for atmos/engineering(near the SM), ahelp to get a different one.&lt;br /&gt;
*It is standard procedure to incarcerate and more likely kill a Ninja as soon as their presence is made known.&lt;br /&gt;
* You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands.&lt;br /&gt;
*Ninjas should not vent the entire station. It can be considered griefing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
* Security has full knowledge of your equipment.&lt;br /&gt;
* Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC. &lt;br /&gt;
* You’re going to be considered a threat, even if you &#039;&#039;do&#039;&#039; say you’re here to protect someone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spiders! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! Disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*You are a simple animal. Technology is completely foreign to you. Behave as a spider would.&lt;br /&gt;
*Do not drag welders, or water tanks.&lt;br /&gt;
*You are allowed to break heaters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
*You are a spider. People know everything about you.&lt;br /&gt;
*People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Traitor!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You are a ne&#039;er do well, a criminal, a contractor, or else-wise just a person who&#039;s offered to do an easy job for a years pay, whatever the case, you&#039;re here with a goal, and likely, not one they ever expected you to complete.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*Most of your actions should be focused around your objectives, or the people directly related to them, you should be keeping opt-in status&#039; in mind aswell.&lt;br /&gt;
*If you want to do something targeting a player in specific, a department at large, or the station at large outside of your objectives, make an opfor, else-wise, opfors are only required for actions of high-intensity. &lt;br /&gt;
**(see: breaking into engineering and stealing the protolathe), where as low intensity (emagging into engineering and printing jaws) doesn&#039;t.&lt;br /&gt;
*Regardless of having very-forward objectives, you should be trying to generate as much RP as you can while doing them, even something as simple as &#039;steal the hand tele&#039; can have a story spark from it with a bit of effort.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
[https://wiki.NovaSector13.space/w/index.php/Contraband HERE] &lt;br /&gt;
&lt;br /&gt;
if it&#039;s not in contraband, it&#039;s either not illegal, or else-wise unknown, and should be treated as it appears.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizard!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Disabled &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
You are a Wizard. You are the magnum opus of Antagonists. Singularly, you are the strongest Antagonist in the game with a set of tools at your disposal that are fully capable of extending roleplay, or forcing people into positions to where they can’t fight you. You also have an extensive set of very painful tools. There are specific tools however that aren’t permitted to be used without admin approval, or disallowed outright (mentioned later). As a Wizard your goal is to cause problems, and as a heavy threat cost, you can ultimately dictate the pace of a round. As a Wizard, security is aware that you are very powerful and also a massive threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*Do not use the Ghost Ritual.&lt;br /&gt;
*Do not stay on the Wizard Shuttle.&lt;br /&gt;
*Do not use the Wizard Events without Admin permission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic. &lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2683</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2683"/>
		<updated>2024-05-11T05:47:56Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* General Overview and Standards - OOC  */ Added a link to &amp;#039;Cannot Pursue Roles&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards -&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
* Certain command members cannot pursue station threats, please check [[Antagonist Policy#&#039;Cannot Persue&#039; roles|&#039;Cannot Pursue Roles&#039;]] in [[Antagonist Policy]] for updates on that.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. As it stands, only members within the chain of command may take the role of acting captain. The NTR and Blueshield, being outside the chain, cannot assume this role.&lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt; - This does not apply to security; if you wish to open more security slots, you must ahelp first. &lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC and IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt;: Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2641</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2641"/>
		<updated>2024-04-17T17:25:48Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: /* link=Blueshield Blueshield */ Updated Blueshield&amp;#039;s policy to extend to all forms of access changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards -&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. As it stands, only members within the chain of command may take the role of acting captain. The NTR and Blueshield, being outside the chain, cannot assume this role.&lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt; - This does not apply to security; if you wish to open more security slots, you must ahelp first. &lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not extend your access or ask to extend your access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC and IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt;: Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
If both the requirements and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
see: [[Security Policy#Executions - OOC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2516</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=2516"/>
		<updated>2024-03-06T15:39:10Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards -&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
* Access changes are not to be used to promote players to veteran-only roles&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. As it stands, only members within the chain of command may take the role of acting captain. The NTR and Blueshield, being outside the chain, cannot assume this role.&lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt; - This does not apply to security; if you wish to open more security slots, you must ahelp first. &lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not ask for all access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC and IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt;: Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
Before an execution can be carried out it must be approved by the Captain and Head of Security. If both undeniable evidence and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
The acting captain cannot order executions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=1686</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=1686"/>
		<updated>2024-02-06T03:10:04Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: Added policy for adding slots as HoP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards -&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. As it stands, only members within the chain of command may take the role of acting captain. The NTR and Blueshield, being outside the chain, cannot assume this role.&lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
Adding more slots:&lt;br /&gt;
&lt;br /&gt;
* In an instance where you wish to add more slots for a role, you must get permission from the role&#039;s relevant head.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt; - This does not apply to security; if you wish to open more security slots, you must ahelp first. &lt;br /&gt;
&lt;br /&gt;
* Equally, you should avoid opening more roles than needed, as this can severely impact the round, and the relevant roles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not ask for all access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC and IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt;: Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
Before an execution can be carried out it must be approved by the Captain and Head of Security. If both undeniable evidence and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
The acting captain cannot order executions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=1535</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=1535"/>
		<updated>2024-01-24T23:29:44Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: Forgot a period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards -&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason.&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. As it stands, only members within the chain of command may take the role of acting captain. The NTR and Blueshield, being outside the chain, cannot assume this role.&lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not ask for all access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC and IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt;: Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are grounds for demotion:&lt;br /&gt;
&lt;br /&gt;
* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
&lt;br /&gt;
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
&lt;br /&gt;
Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
&lt;br /&gt;
# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
&lt;br /&gt;
== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
&lt;br /&gt;
==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
Before an execution can be carried out it must be approved by the Captain and Head of Security. If both undeniable evidence and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
The acting captain cannot order executions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=1534</id>
		<title>Command Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Command_Policy&amp;diff=1534"/>
		<updated>2024-01-24T23:26:45Z</updated>

		<summary type="html">&lt;p&gt;Bouzooka: Z - level policy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=General Overview and Standards -&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Members of command staff aboard the station take on the primary role of the Captain, Head of Security, Research Director, Head of Personnel, Chief Medical Officer, Quartermaster, and Chief Engineer. As any of these roles, you are the designated leadership and delegate for your department. Even if you choose an alt title for your job, you fall under these standards.&lt;br /&gt;
&lt;br /&gt;
Your role is that of a leader, not a boss. Remember that other real, human players are behind those pixel spacemen in-game, and they have their own thoughts and feelings. Be considerate of them from an ooc perspective, as well as an IC perspective. An asshole boss in real life doesn&#039;t usually last too long if they&#039;re severely toxic, so take that into account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General guidelines for all head/command positions are as follows:&#039;&#039;&#039;&lt;br /&gt;
* As a head, you have primary control over your department. You should be familiar with your department and its policy to be able to adequately perform the tasks needed for it and yourself to function. The captain cannot normally overrule you to issue orders to your department.&lt;br /&gt;
* Do not harass, berate, or otherwise displace your department members. Trust your subordinates to get the job done.&lt;br /&gt;
* Act in good faith when interacting with other command members.&lt;br /&gt;
* ERP comes second to your job; especially as the alert rises.&lt;br /&gt;
* Avoid involving yourself in security matters outside of your department.&lt;br /&gt;
* Do not trade equipment specific to your role with other command members.&lt;br /&gt;
* Be a role-model for all players, lead them, and treat them all with respect when it comes to ooc manners. This includes helping new players learn your department if they’re struggling to understand, or delegating another experienced player to show them the ropes.&lt;br /&gt;
* Use loud mode sparingly outside of higher alerts, do not use it as a tool to instigate or fuel bad faith behavior.&lt;br /&gt;
* Avoid forcefully entering departments without permission, even if you have access.&lt;br /&gt;
* Command access should only be given on the condition of remaking a lost or destroyed ID, or in the case of promoting someone to an acting head of staff. Do not give command access out to your friends because you want to, nor to create &amp;quot;bridge assistants&amp;quot;.&lt;br /&gt;
* Do not use the identification console (nor its PDA counterpart) to change your job title outside of the titles provided.&lt;br /&gt;
* Do not leave the station&#039;s Z-level for an extended period of time without a good reason&lt;br /&gt;
&lt;br /&gt;
=Command Code of Conduct=&lt;br /&gt;
&#039;&#039;&#039;Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;You are expected to:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* (1.) Always hold some semblance of professionality in how you conduct and dress yourself (even when not in uniform). You’re not a normal crewmember, you represent Nanotrasen(or one of their respectable partner)&#039;s image.&lt;br /&gt;
&lt;br /&gt;
* (2.) Maintain a certain degree of level-headedness and fair temper. Keeping yourself calm on an OOC level is extremely important. &lt;br /&gt;
&lt;br /&gt;
* (3.) Keep “inappropriate” remarks and acts away from public knowledge. &lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
All heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift. As it stands, only members within the chain of command may take the role of acting captain. The NTR and Blueshield, being outside the chain, cannot assume this role.&lt;br /&gt;
&lt;br /&gt;
As acting captain, you retain the responsibilities of your initial role while also carrying the responsibilities of captainship. This does not make you the actual captain, and bars you from certain authorities (namely executions and pardons). Generally, your initial job comes first.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. The pinpointer can be given to another command member. All other equipment should be left in the captain’s locker until an emergency presents them as needed.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all captain’s equipment back to the captain’s locker&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic captain.png|link=Captain]] [[Captain]]==&lt;br /&gt;
As Captain, you represent the station itself, and the department of command, but do not have supreme authority over everything. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Communicate with command members.&lt;br /&gt;
* Delegate tasks between command members.&lt;br /&gt;
* Help solve disputes between command members.&lt;br /&gt;
* Provide &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable&#039;&#039;&#039;&amp;lt;/u&amp;gt; orders to command members.&lt;br /&gt;
* Engage in diplomacy when needed.&lt;br /&gt;
* Raise alerts as needed.&lt;br /&gt;
* Call for ERTs if needed.&lt;br /&gt;
* Provide alerts to the crew to improve safety.&lt;br /&gt;
* Handle Demotions of command members.&lt;br /&gt;
&lt;br /&gt;
As captain, &#039;&#039;&#039;you have authority over heads, not their departments.&#039;&#039;&#039; You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position. &lt;br /&gt;
&lt;br /&gt;
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated. You are to follow the policy pertaining to the member of command you are standing in for. &lt;br /&gt;
&lt;br /&gt;
You are also able to issue orders to departments on code red, but should still rely on delegation when possible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic rd.png|link=Research Director]] [[Research Director]]==&lt;br /&gt;
You are the head of the science department, and as such hold the expectation of competency in your position, your responsibilities are as follows:&lt;br /&gt;
&lt;br /&gt;
* You are expected to know toxins and robotics to an extent, in the event that you are the only person available to run them.&lt;br /&gt;
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).&lt;br /&gt;
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.&lt;br /&gt;
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies]&lt;br /&gt;
&lt;br /&gt;
As RD, you have final say on the distribution of gene mods, augmentations, and the construction of combat mechs.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]==&lt;br /&gt;
As the Head of Personnel, your department is the entirety of service.&lt;br /&gt;
&lt;br /&gt;
Your main responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Providing access changes to crew (with discretion).&lt;br /&gt;
* Communicate with heads about access changes.&lt;br /&gt;
* Selling weapon permits&lt;br /&gt;
&lt;br /&gt;
Other responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)&lt;br /&gt;
* Help with disputes between crewmembers and service members.&lt;br /&gt;
&lt;br /&gt;
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic ce.png|link=Chief Engineer]] [[Chief Engineer]]==&lt;br /&gt;
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:&lt;br /&gt;
&lt;br /&gt;
* Have a strong understanding of both engineering and atmospherics.&lt;br /&gt;
* Delegate tasks, repairs, and projects between all of your staff.&lt;br /&gt;
* Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.&lt;br /&gt;
* Oversee operations that present a possibility of serious risk.&lt;br /&gt;
* Help new or inexperienced engineering staff during projects or when attempting to experiment.&lt;br /&gt;
&lt;br /&gt;
Experimental SM Setups should be:&lt;br /&gt;
&lt;br /&gt;
Run by you firstly,&lt;br /&gt;
&lt;br /&gt;
If dangerous, or elsewise risky, should be prefaced with an ahelp, or elsewise reject it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic cmo.png|link=Chief Medical Officer]] [[Chief Medical Officer]]==&lt;br /&gt;
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.&lt;br /&gt;
&lt;br /&gt;
* Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.&lt;br /&gt;
* Ensure your doctors are following medical policy and maintaining ethical practices.&lt;br /&gt;
* Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.&lt;br /&gt;
* Assist your subordinates when medical gets overrun.&lt;br /&gt;
&lt;br /&gt;
On top of this, as CMO you have the ability to authorize the distribution of:&lt;br /&gt;
&lt;br /&gt;
* Chemicals and chemical manufacturing.&lt;br /&gt;
* Beneficial viruses, and who they are given to.&lt;br /&gt;
&lt;br /&gt;
As always, take other jobs and the various races of the station into consideration when deciding on these.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]==&lt;br /&gt;
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:&lt;br /&gt;
&lt;br /&gt;
* Be extremely familiar with security policy, SOP, and Corporate Regulations.&lt;br /&gt;
* Ensure your officers are following SOP, Corporate Regulations, and Security Policy.&lt;br /&gt;
* Delegate tasks between officers and brig personnel to ensure maximum efficiency&lt;br /&gt;
&lt;br /&gt;
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should not be involving yourself in minor security incidents. However, major incidents may require your assistance. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic qm.png|link=Quartermaster]] [[Quartermaster]]==&lt;br /&gt;
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.&lt;br /&gt;
&lt;br /&gt;
* Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.&lt;br /&gt;
* Check in on miners, call for medical if they need to be retrieved.&lt;br /&gt;
* Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.&lt;br /&gt;
* Ensure that orders are delivered in a timely manner to their proper destination.&lt;br /&gt;
&lt;br /&gt;
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.&lt;br /&gt;
&lt;br /&gt;
= Central Command =&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]==&lt;br /&gt;
While Blueshield isn&#039;t a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.&lt;br /&gt;
&lt;br /&gt;
* Do not ask for all access; you aren&#039;t meant to have it, or elsewise, you&#039;d start with it.&lt;br /&gt;
* Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they&#039;re incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you&#039;re authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.&lt;br /&gt;
* If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.&lt;br /&gt;
* Lethal force is authorized if you can tell that someone has intent to kill a head of staff.&lt;br /&gt;
* Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic Nanotrasen representative.png|link=Nanotrasen Consultant]] [[Nanotrasen Consultant|Nanotrasen Representative]]==&lt;br /&gt;
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:&lt;br /&gt;
&lt;br /&gt;
* Communicate with central command about station incidents and ongoings.&lt;br /&gt;
* Loom nearby command while they discuss matters; and pretend the invited you.&lt;br /&gt;
* Advise command, whether or not they asked you.&lt;br /&gt;
&lt;br /&gt;
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.&lt;br /&gt;
&lt;br /&gt;
= Misc Rulings =&lt;br /&gt;
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.&lt;br /&gt;
&lt;br /&gt;
== Demotion Guidelines - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC and IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC&amp;lt;/span&amp;gt;: Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion. Be considerate of context and the round at hand when deciding to demote someone. Don&#039;t demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic. On top of this, don&#039;t make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Grounds for Demotion&#039;&#039;&#039;&lt;br /&gt;
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The following are grounds for demotion:&lt;br /&gt;
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* Repeat breaches of policy or corporate regulations.&lt;br /&gt;
* Recklessly endangering the crew through an active decision&lt;br /&gt;
* Minor felonies or higher crimes.&lt;br /&gt;
* Long term abandonment of your job, without clocking out. (Dereliction)&lt;br /&gt;
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&#039;&#039;&#039;Who Can Demote?&#039;&#039;&#039;&lt;br /&gt;
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All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion.&lt;br /&gt;
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Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.&lt;br /&gt;
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A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.&lt;br /&gt;
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Non-command members cannot demote a head of staff, nor can they demote other non-command members.&lt;br /&gt;
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&#039;&#039;&#039;Vote of No Confidence:&#039;&#039;&#039;&lt;br /&gt;
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In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.&lt;br /&gt;
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== Permits ==&lt;br /&gt;
&#039;&#039;&#039;Weapons Permits are at the privilege of the Captain to dispense.&#039;&#039;&#039; They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:&lt;br /&gt;
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# It is the captain&#039;s ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.&lt;br /&gt;
# The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.&lt;br /&gt;
# The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision&lt;br /&gt;
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== Who can relaw the AI? ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in [[Silicon policy|Silicon Policy]]. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.&lt;br /&gt;
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== Pardons for Crimes ==&lt;br /&gt;
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations.&lt;br /&gt;
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==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
Before an execution can be carried out it must be approved by the Captain and Head of Security. If both undeniable evidence and proper authorization is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
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The acting captain cannot order executions.&lt;br /&gt;
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{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bouzooka</name></author>
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