Standard Operating Procedure
Older relevant NanoTrasen regulations are found here.
The information contained in the article below is written here instead of the individual manuals for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew.
(( Players reading this page should keep in mind THESE ARE NOT OOC RULES! These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break the actual rules. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))
- 1 Galactic Labor Rights
- 3 NanoTrasen Visitor Policy
- 4 NanoTrasen Dress Code
- 5 Alert Levels
- 6 Crisis Management
- 7 Cargo and Logistics
- 8 Engineering
- 9 Medical
- 10 Research and Development
- 11 Security
- 11.1 Permits
- 11.2 Relevant Terminology
- 11.3 Rules of Engagement
- 11.4 Secure areas
- 11.5 Criminal Processing
- 11.6 Prisoner Expectations
- 11.7 Prisoner Rights
- 11.8 Standard Security Gear
- 11.9 Executions
Galactic Labor Rights
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.
- Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.
- What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.
- Everyone, without any discrimination, has the right to equal pay for equal work.
- What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.
- Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.
- What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).
- Everyone has the right to form and to join trade unions for the protection of his/her interests.
- What it means: You can be part of a union. This is self explanatory.
- Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.
- What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police. ))
Violation of employee labor rights is punishable under Corporate Regulations §123.
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Colony Director or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Sol Central court and be compensated for wrongful arrest.
Violation of employee privacy is punishable under Corporate Regulations §221.
NanoTrasen Visitor Policy
The Colony Director or Acting Colony Director of the NSB Adephagia retains all authority to permit or deny visitors not sent directly from the company.* The Colony Director or Acting Colony Director may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process is the Colony Director required to submit a fax to Central, but he or she may do so at any time if deemed necessary.
Security is permitted to search each visitor to NSB Adephagia upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted. A restricted item must either be: A) Given to security for safe keeping. B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted. Security may not remove items from the docked vessel without explicit permission from the vessel's owner.
All visitors to NSB Adephagia are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the visitor removed from the restricted zone at any time.
*Note that any visitors arriving on the station with a company-issued ID pass are assumed to have been sent to the station by Central Command, and are therefore not subject to this section of SOP and should be treated like ordinary personnel.
NanoTrasen Dress Code
Certain positions within NanoTrasen are expected to maintain a specific dress code. The strictness of these codes are Enforced, Recommended, and Suggested. They are defined as follows:
- Failure or refusal to adhere to an enforced dress code may result in suspension or termination.
- Security staff are enforced to wear Security clothing, or any clothing with dominant colors of red and black, or red and blue. If an individual has a nudity permit, they must at least wear a red security armband, appropriate security-issue outerwear, or a security hat. This is to ensure security is easily identifiable.
- Medical staff are enforced to wear sterile lab clothing while working in Medical's facilities. Even if you have a nudity permit, you must cover up with a sterile lab coat and latex gloves while treating patients.
- Failure or refusal to adhere to recommended dress code may result in suspension or termination only if an accident results from disobeying the dress code.
- Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.
- Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.
- Failure or refusal to adhere to suggested dress codes are not valid grounds for punishment, but may result in a lack of respect from co-workers.
- Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.
- Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.
- Colony Director and Head of Personnel are suggested but not enforced to wear their issued uniforms while on duty, or at least their hats. This is to ensure commanders are easily identifiable.
Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate Corporate Regulations.
Code Green - All Clear
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.
All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
- Weapons worn by security and heads of staff are to be hidden, except in emergencies.
- Specialized armor including shields are forbidden. Standard armor is permitted.
- Lethal weapons are forbidden among security staff without permits outside of the security wing.
- Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the Head of Security or Colony Director, if found with visible contraband, or if the individual is being processed for the brig.1
- Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.
- Crew members may freely walk in the hallways.
- Suit sensors are not mandatory.
Code Blue - Suspected Threat
Raised alert level. Suspected threat to the station. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can be set at the Communications Console with a Colony Director level ID.
Security staff may have weapons visible, random searches are permitted.
- Security may have weapons visible, but not drawn unless needed.
- Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS.
- Body Armour and helmets are recommended but not mandatory.
- Random body and workplace searches are allowed without warrant.1
- Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.
- Employees are recommended but not required to comply with all security requests.
- Suit sensors are mandatory, but coordinate positions are not required.
Code Red - Confirmed Threat
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.
Security staff to be on high alert, random searches are permitted and recommended.
- Security may have weapons drawn at all times.
- Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS.
- Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.
- Random body and workplace searches are allowed and recommended.1
- Secure areas must be bolted down.
- Suit sensors and coordinate positions are mandatory.
- Employees are required to comply with all security requests.
- Emergency Response Team may be authorized. All crew are to comply with their orders, including the Colony Director.
Code Delta - Imminent Destruction
Scorched Earth policy now in effect. Confirmed threat has the potential to threaten the total destruction of not only the station, but planetside facilities, and other NanoTrasen installations in the sector. Issued by Central Command per request of the Colony Director or surviving heads of staff. This alert level can only be set by NanoTrasen giving the nuclear device authorization codes. The Colony Director must ready the nuclear device for detonation, or die trying.
Martial Law now in effect. Failure to comply may result in capital punishment.
- Security must have weapons drawn at all times.
- Security's first priority is to assist the Colony Director in preparing the nuclear device.
- Security's second priority is to evacuate all surviving crew.
- Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.
- Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.
- Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.
- Secure areas must be evacuated of any irreplaceable equipment, such as important artifacts, exotic alien technology, or sensitive intelligence that hasn't been turned over to Central Command.
- Suit sensors and coordinate positions are mandatory.
- Employees not involved with Security are to evacuate immediately.
- Employees are required to comply with all security requests.
- Asset Protection will be deployed. All crew are to comply with their orders, including the Colony Director.
1 Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.
- Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.
- The Colony Director must announce the lockdown for it to be valid.
- All entrances and exits to the facility must be guarded by armed Security personnel.
- All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.
- Try to stay out of sight of the threat.
- If desperate, a locker is better than nothing.
- Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.
- The shuttle may not, under any circumstance, be called during a lockdown.
- Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.
Station-wide Power Failure
- Have emergency internals worn at all times, in case of decompression.
- If trapped, suit sensors recommended to be set to tracking mode.
- Security must lock down high security areas by means of armed guards.
- Engineering should distribute spare power cells as soon as possible.
- Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.
- Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.
- Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.
- Medical must locate and rescue any trapped crew members.
- Crowbars can be used to open blocked doors.
- Activate auxiliary power systems such as solars and backup generators.
- Encourage the crew to ration power by turning off light switches in unused rooms.
- Do not allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless absolutely necessary.
- Identify the cause of the power failure.
- Resolve the cause of the power failure.
- Make necessary repairs.
- Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.
If power cannot be restored due to severe damage to the station, it is up to the discretion of the Chief Engineer how to proceed, either by repairing the station, calling the Emergency Response Team, or by evacuating the station.
Level 4 Biohazard (Solar Grubs)
The following procedures are intended for life forms not deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the Xenobiologist, it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is not NanoTrasen property, it is assumed to be detrimental to crew operations.
- A quarantine is not necessary. Solar grubs will not leave the station so long as there is power to draw from it, meaning they are easy to contain.
- Security level does not need to be elevated.
- All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.
- Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.
- Multitools should be distributed to as many volunteering crew members as possible.
- If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.
- Solar grub larva can be killed on sight. They aren't directly dangerous to crew.
- Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.
- Robotics staff immediately prepare for casualties resulting from the outbreak.
- Security to sweep the station, to exterminate or contain all solar grubs until the power grid is no longer affected.
- Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves.
- Engineering breaking into departments to eliminate grubs does not constitute trespassing, although it is preferred that they ask the department first.
- If more than 30 minutes pass without a solar grub being found, yet the station is still experiencing serious power issues, ensure that Xenobiology is not attempting to contain a live solar grub while failing to isolate it from the station's main power grid. If problems still persist, isolate the subgrids from each other for increased accuracy of grub prediction.
Level 5 Biohazard (Xenomorphs)
The following procedures are intended for life forms not deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the Xenobiologist, it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is not NanoTrasen property, it is assumed to be hostile and dangerous.
- Security level elevated to code red.
- Emergency Response Team to be called for assistance.
- Security to establish and guard a safe zone, weld vents closed, and guard choke points.
- All crew immediately join together in groups, preferably under the protection of armed personnel.
- All crew evacuate to an established safe zone.
- Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.
- Medical staff immediately prepare for casualties resulting from the outbreak.
- Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.
- Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.
- Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.
- Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.
- If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.
- Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.
- Any crew unable to fight must be ready to evacuate the station should security level reach code delta.
Level 7 Biohazard (Blob)
- Security level elevated to code red.
- All crew immediately begin searching the station for the source of the outbreak.
- Upon locating the source, the Colony Director is to be informed.
- Security and Engineering contain outbreak with a combination of emitters and laser weapons.
- Medical staff immediately prepare for casualties resulting from the outbreak.
- Colony Director must be on standby to prime the nuclear device for detonation should containment fail.
- Any crew unable to fight must be ready to evacuate the station should containment fail.
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.
- Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.
- Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.
- If the AI's corrupted laws are dangerous, and create a conflict with other laws, point this conflict out to the AI, and it should hopefully cause a system stalemate, buying you time to do repairs.
- This doesn't always work due to stalemate resolution protocols, but it's worth a try.
- Attempt to reset the AI's laws.
- The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.
- If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.
- Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.
- Ask the AI to state laws to ensure changes have been applied.
- If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.
- If after three attempts, reset fails, the AI is considered rogue.
- Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.
- For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult.
- Alert Central Command immediately via command and communications console emergency message function.
- Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.
- Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.
- Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.
- Establish meeting areas where the crew may safely plan a response, preferably away from cameras.
- Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.
- All security should be armed with lethal weapons, internals, and insulated gloves if possible.
- If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.
- Assault the AI's core, destroying turrets as you progress.
- Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).
- If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.
- Debrief Central Command via command and communications console emergency message function.
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).
Bodies are to be brought back to Central Command for processing if possible.
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.
Cargo and Logistics
NanoTrasen provides a collection of Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be sent a copy of the Item Request Form through the mail system. It is not required to go through all of this, but if the goods you ordered fall into the wrong hands, and it's your name on the order form, you will be liable if you cannot prove you did all the necessary procedures to ensure the order reached its destination. These procedures are more to protect yourself from liability so Internal Affairs doesn't complain.
Orders stamped with a head of department's stamp should take precedence over any orders without a stamp, and should be ordered first. In order of precedence from most to least important: Central Command stamp, Colony Director's stamp, Head of Personnel's stamp, Quartermaster's stamp, then finally, any other Head of Staff's stamp.
As a Cargo Technician, anything that is stamped with the Quartermaster's stamp or above should be automatically approved once any suspicions (if any) are resolved. The reason why is that the Quartermaster, Head of Personnel, the Colony Director, and Central Command all directly outrank you and can override you and order the item themselves if you refuse, and then probably fire you. As long as there's a stamp on the request form and the request was ordered in their name, you are not liable for whatever happens.
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the order was made by someone who directly outranks you (as explained above) you need only require a confirmation of identity with both a stamp and a valid signature, and the order may be approved. If the suspicious request was made by someone who does not directly outrank you, contact the Head of Security and confirm the customer's identity before proceeding.
If the order is not automatically approved, then it is up to you whether the order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space?
Does that fatass Unathi really need another box of monkeys to gorge herself on? If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it. Either way, begin with the following steps:
- If an order is accepted, skip this step. If it has been declined, stamp the request form with the "Denied" stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.
Cargo Request Denial Record
[center][b]Virgo Orbital Research Establishment [logo] [large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small] [small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small] [b]Requesting Employee:[/b] [field] [b]Department of Requesting Employee:[/b] [field] [b]Requested Cargo:[/b] [field] [b]Reason for Request:[/b] [field] [b]Reason for Denial:[/b] [field] [hr][b]Cargo Employee's Signature:[/b]
- If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.
- The order has been accepted. Open the cargo computer and accept the order, or place the order and accept it if the order does not exist.
- Do not immediately call the cargo shuttle. Confirm with the customer, "Will that be all?" If so, or if they just wander off without confirming this, you may now call the cargo shuttle. If not, approve or decline the orders and follow the prior steps until there are no more requests. Keep an eye on the remaining cargo points each time a request is approved. If there aren't enough, confirm any requests that are more important to the customer first.
- Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are four methods of delivery: Pickup, mail, MULE, or courier. By default, cargo is pickup. Dangerous cargo is pickup only. Dangerous cargo is listed below, and is to be returned to Central Command if the order cannot be picked up within 30 minutes of arrival.
- Authentication Key Pinpointer crate
- Electromagnetic weapons crate
- Incendiary weapons crate
- Phoron gas canister
- Supermatter Core
- Predatory Animal Crates
- Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if nessicary. Do not open any crates for any reason unless instructed to do so by the customer.
- Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer's department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. MULE-delivered orders are to be loaded onto a MULE bot, turned on, and controlled using your PDA or manual input of destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination, and if dealing with multiple orders, the cargo train can be used.
- Upon delivery of any order, ensure you are given back the manifest of the order. The Quartermaster is responsible for stamping manifests and returning them to Central Command.
- If possible, collect the empty crates of any completed orders for return to Central Command. If you have any stamped manifests, put them in one of these crates.
- Return the shuttle to Central Command.
- You're done! Relax and wait for the next cargo request.
This section is incomplete. Assign Central Command intern to complete this section at a later date.
Construction / Repairs
This section is incomplete. Assign Central Command intern to complete this section at a later date.
Obtaining a Permit for Renovation
- Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.
- A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.
- When the blueprint and permit is approved, you will be contacted by a Central Command representative.
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit Github. ))
- Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.
- Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.
- Local protective shielding for specific areas may be deployed freely where they do not impede station operations.
Fire and Environmental Hazards
- Immediate evacuation of all untrained personnel.
- Fire alarms to be used to control hazard.
- Atmospheric Technicians and Engineers are to remove hazard.
- All crew to move to central parts of the station.
- Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.
Singularity Containment Failure
- Observation of Singularity movement.
- Evacuation to be called if deemed a major threat to station integrity.
- Demotion of Chief Engineer and repair of Engine if no threat manifests.
Supermatter Meltdown Imminent
- Eject the Core.
- Chief Engineer has to submit an incident report to Internal Affairs.
- Evacuate engineering and inform the CMO.
- Set up secondary power sources such as the solar arrays or the singularity if available.
- Demotion of Chief Engineer and repair of Engineering department.
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen
- Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering.
- I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position.
- I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients.
- I shall never intentionally do or administer anything to the overall harm of my patients.
- I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care.
- I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources.
- I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality.
- I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others.
- I will seek to promote the advancement of medical knowledge through teaching and research.
- I make this declaration solemnly, freely, and upon my honour.
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is not to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Medical Officer. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.
For example, if someone comes to medbay asking for someone else to be cloned, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot legally arrest you for failure to follow orders. Only the Chief Medical Officer may override this policy and only under the most urgent of circumstances. The Colony Director may only override it himself if no CMO is present.
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CMO.
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.
Right to Refuse Treatment
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:
- Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.
- Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.
Upon announcement of a phoron spill, respond immediately, following these steps:
- Get a cryobag. Be prepared to deal with a patient who has most likely panicked.
- Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.
- Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. Do not under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.
- Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.
- If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.
- Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.
- After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.
- All infected crew to be isolated in Virology or Medbay.
- Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.
- Quarantine must be maintained until outbreak can be contained and disease can be treated.
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.
- Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.
- An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.
- If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.
Suicide or other voluntary death
In all cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.
- Always attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as "Do Not Revive" (DNR) in their medical records. The presence of these records implies they want to be revived.
- If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.
- If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by Corporate Regulations.
- A valid DNR is usually:
- A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.
- Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.
- Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).
- Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)
Subject is really really delicious and the pred doesn't want to let anyone else have a taste.To whoever keeps adding this, stop, it is not SOP. You're just a greedy fat bastard.
* Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.
Transcore (data packet) for Medical evacuations
During the evacuation of the station, it is the CMO's duty to gather all medical information pertaining to personnel sleeves for the current work shift. Located inside their office should be a locker containing a "Transcore" Data packet which is to be inserted into the resleevers monitor for instant back up of this critical information. The CMO and other medical personnel are to guard this packet with their lives if need be, so that it can be transported off the station and given to the proper authorities! (OOC NOTE: THIS SHOULD ONLY BE INTERACTED WITH IN CODE DELTA OR EVACUATION SCENARIOS. YOU RISK OUT OF CHARACTER PUNISHMENT OTHER WISE.)
Research and Development
- Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per Corporate Regulations §212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.
- All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.
- The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.
- If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.
- Explosives and launchers are to be handled with a bomb suit worn at all times.
- Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.
- Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.
- Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but only to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal Corporate Regulations.
Toxin Laboratory Procedure
- Internals required at all time while inside labs.
- During mixing process, Explosive Ordnance Disposal suit to be worn at all times.
- When mixing process is complete, mixing chamber is to be vented into space.
- All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.
- Decontamination and medical examination.
- Gateway/Shuttle expeditions are to be organized by the Pathfinder unless CentComm commands otherwise. Failing the presence of a Pathfinder, a Research Director may organize an expedition. If two or more Explorer crewmembers wish to embark on an expedition when no Pathfinder or Research Director is available, they may do so after faxing notice of their intent to Central Command. The Colony Director should not be starting expeditions on their own without orders directly from Central Command.
- The Research Director has the ability to prevent an expedition from leaving, only if they have a valid reason for preventing it. Any research director that is found to be preventing an organized and equipped expedition from leaving, provided the minimum requirements for leaving, as listed under the next section are met, shall be considered as exceeding official authority.
- If the Pathfinder insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.
- Heads of staff excluding the Research Director should not be participating in gateway missions without explicit consent of the Colony Director.
Initial Away Team
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.
- Either the Pathfinder, or the Research Director, acting as the leadership role for the expedition. In instances where both the Pathfinder and Research Director are out on the planet's surface, the Pathfinder retains command of the expedition, if the Pathfinder is incapacitated, the Research Director assumes command.
- All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored with whatever equipment Research can provide. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.
- An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift.
- A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes. This can be the Research Director but it is preferred that a normal scientist come along instead or in addition to the Research Director. It may be better, however, if the scientist arrives after the site is cleaned and prepared.
- A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.
- If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.
- A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties.
- Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.
- All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.
- It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.
- All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.
- The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.
- Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.
- Magboots are recommended but not required.
- As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.
- If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.
- Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.
- If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.
- Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.
- If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)
- The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Research Director, or if the research director is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.
- If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.
- Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.
- All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.
- Other excess supplies are to be returned to their rightful department.
- A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.
- At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can only be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures must be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may never sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit at any time if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.
When dealing with an individual who is in possession of anything normally deemed contraband that does not serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per Corporate Regulations §118 and/or § 212.
- The Brig: The part of the station used to detain those who violate Corporate Regulations.
- Robust: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.
- Shitcurity: Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.
- Lethals: Weapons designed for or able to switch to configurations intended for lethal force.
- Non-lethals: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.
- Use of Force: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.
- Shoot-to-Stun: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is shoot-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.
- Shoot-to-Disable: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.
- Shoot-to-Kill: Using lethal weapons, engaging a target until the target is neutralized. This doesn't actually mean you have to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.
- Armed: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.
- Contraband: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.
Rules of Engagement
- When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by Corporate Regulations. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.
- Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.
- When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)
- Refusal of handcuffs does not constitute resisting arrest, as per Corporate Regulations §202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.
- A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.
- When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.
- If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.
- If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.
- If a suspect escapes into space, shoot-to-kill is authorized for any personnel who go out into space to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jetpacks. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.
- During Code Delta, any noncompliance from staff is to be met with lethal force.
- For secure areas, see below for specific rules of engagement.
- In code green, secure areas like the armory, vault, gateway, armory, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deplorable barriers to block areas during code green is considered illegal under Corporate Regulations §217. Trespassing in these areas is covered under §207.
- The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill excluding the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.
- The vault is the most important area to protect, and guards can ideally be posted at the security office near it. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives.
- The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.
- The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.
- The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.
- The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any "Hold until Transfer" inmates attempting to break out, are both shoot to kill.
- The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.
See Corporate Regulations for rules that carry fines or brig time.
See also Legal Standard Operating Procedure for information regarding tribunals.
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see Corporate Regulations §206.
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.
Upon arrest of a criminal, follow the following steps.
- State the main reason for their arrest, even if you have already. This is not required, but it's good practice.
- Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.
- Read Corporate Regulations out loud for every valid charge, and update their security record accordingly.
- After you have read the charges you should state the following word-for-word: "According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected." If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.
- Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See Corporate Regulations for details. Anything else not considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.
- Calculate sentencing based on the total charges. Do not charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you can charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers & Special Situations.
- Update the prisoner's security records accordingly. Set their status to "Imprisoned".
- Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).
- Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.
- Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.
- Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.
- Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.
- Set and start the timer. The door will close and the locker will be locked.
- Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.
- Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.
- Wait for the sentence to expire. Proceed to final step once it has expired.
- Return all temporarily confiscated goods.
- Allow the prisoner to leave Security. Set the prisoner's status to "released" or "patrolled" depending on their conviction or there lack-of.
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.
- If you are incarcerated, do not attempt escape.
- Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.
- Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))
- If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.
If you've been eaten, try not to squirm too much or you might get gurgled!
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.
- All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.
- All prisoners are entitled to medical examination and aid if requested.
- All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.
- All prisoners are entitled to be allowed to send fax to Central Command if requested.
- All prisoners are entitled to food and water if requested.
- All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.
- All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.
Standard Security Gear
Aside from what the normal crew is allowed, this is what security should be carrying under code green.
Security Cadet / Security Conscript
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, Corporate Regulations, and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.
- Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.
- Red armband, if they are not issued a security uniform.
- Whatever equipment is deemed necessary by the HoS depending on circumstance.
- No weapons are allowed for security cadets outside of code red or worse.
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of all kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.
- Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.
- Security softcap (Optional)
- Standard Security helmet, kept in backpack unless responding to a call.
- Standard Security armored vest
- Standard Security HUD glasses or equivalent
- R.O.B.U.S.T. PDA cartridge
- Security belt
- Security caution tape
- Pepper spray
- Stun baton
- Minimum 1 pair of handcuffs
- Universal recorder (Optional)
- Basic First Aid supplies (Optional)
- Emergency light source (flare or flashlight)
* A stun revolver can be substituted for a taser without any special permissions.
With explicitly written permission from the Head of Security or Colony Director, any firearm may be carried during code green by any personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.
- Detective attire in place of Security uniform.
- Standard Security armored vest (optional)
- Forensic Scanner
- Black or latex gloves
- Evidence bags
- Universal recorder
- .45 caliber or 9mm automatic handgun with LTL rounds.
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.
- Warden attire in place of Security uniform
- Warden armored jacket (standard security armored vest is an acceptable substitute)
- Box of handcuffs
- While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.
- Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.
- Head of Security attire in place of Security uniform.
- Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.
- While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.
- Outside of the security wing, one or more lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.
- At least one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.
The Head of Personnel is not a member of Security and should never be carrying any weapons aside from the energy pistol, baton, and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of Corporate Regulations §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they can give themselves all-access doesn't mean they are allowed to outside of an emergency.
As an Acting Director, the Head of Personnel may legally carry a wider variety of firearms, but this is heavily discouraged.
Because the Colony Director is in charge of the station, it is recommended that the Colony Director some kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.
- No more than one non-explosive lethal weapon is permitted for self-defense. However, possession of additional weapons (excluding standard issue energy pistol or equivalent) is considered a violation of Corporate Regulations §212.
- A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.
- Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.
- Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad,
digestionphoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.
- Prisoner is to be granted a final request (within reason, because obviously "let me go" or "kill this dude for me" isn't reasonable).
- Prisoner is given their last meal
like an assistant.
- Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.
- It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.
- For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.