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		<id>https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=237</id>
		<title>Guide to Medicine</title>
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		<updated>2019-10-15T19:53:35Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Resleeving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it's possible to stabilize anyone no matter their condition, it just depends on what's available for you to treat them. Obviously not every situation presents ideal circumstances. Don't beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you're only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then '''you really shouldn't be playing medical.'''&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don't go outright doing someone's job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they're doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical's word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to '''stabilize patients, not cure to 100%.''' Generally this comes into play when there is ''more than one'' patient. Wearing a pair of [[File:PGlasses.png]] AR-Ms (HUDs work as well, though they are inferior) will allow you to assess a patient's overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*'''No Healthbar''': 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green''': 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]'''&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow''': 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red''': 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]'''&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing''': -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]'''&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!''': -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]'''Dead''': -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
It's important to remember that a rfesh syringe does not have it's cap removed.&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|'''Advanced Trauma Kits''']]: Heals 3 brute on the target limb immediately and will allow it to heal on it's own if the damage is below 50. The 3 damage that's taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Bicaridine''']]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, no overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked,' unable to be resuscitated no matter what you do. Treatment for burn damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|'''Advanced Burn Kits''']]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Kelotane''']]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dermaline''']]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* '''KeloDerm''': A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it's damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Inaprovaline''']]: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin''']]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin Plus''']]: A blue colored medicine which heals '''150 oxy''' per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation, slime digestion, or from popping out of an unupgraded growing vat makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Cryoxadone''']]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Clonexadone''']]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* '''Cryo-Mix''': A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Rezadone''']]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Hyronalin''']]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Peridaxon''']]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Alkysine''']]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Imidazoline''']]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey medicine, works the same as Dylovene in it's use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**'''Pressure''': Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If ''you'' are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.&lt;br /&gt;
**'''[[Medical_Items#Roll_of_gauze|Gauze]]''': This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**'''[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]''': ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 3 brute damage on the limb it's applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**'''Cryogenics''': Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding ''and'' stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]''': These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**'''[[Surgery#Internal_Bleeding|Surgery]]''': The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Myelamine]]''': A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine]]''': Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*'''[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]''': Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*'''Iron''': A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*'''Nutriment''': Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''Protein''': Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''20 Iron, 20 Nutriment, 20 Protein''': The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*'''IV Drip with compatible blood''': Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*'''L1 (Mild)''': Pain messages and the start of fever.&lt;br /&gt;
*'''L2 (Acute)''': More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*'''L3 (GANGRENE)''': Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it's located:&lt;br /&gt;
*'''Meningitis (Brain)'''&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*'''Conjunctivitis (Eyes)'''&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*'''Endocarditis (Heart)'''&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*'''Pyelonephritis (Kidneys)'''&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*'''Pyogenic Abscess (Liver)'''&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*'''Pneumonia (Lungs)'''&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*'''Staph Infection (All external limbs)'''&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be '''overdosed (45u)''' immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|Corophizine]] can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:&lt;br /&gt;
*'''Limb gangrene''':&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*'''Organ necrosis''':&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve's organ '''with the patient's consent.'''&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it's the heart).&lt;br /&gt;
**If the brain or heart (unless you're fast) is necrotic, the patient will need to be resleeved.&lt;br /&gt;
&lt;br /&gt;
'''A note about necrosis''': If an organ is allegedly necrotic (namely on a printout) but the patient's temperature is normal and there was no previous infection, then ''surprisingly'' the organ isn't actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*'''[[Medical_Items#Splint|Splints]]''': A half-cast that keeps the fractured bone in place and prevents it from moving. '''This is a temporary remedy,''' and requires the following to actually treat...&lt;br /&gt;
*'''[[Surgery#Bone_Repair|Surgery]]''': By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*'''Osteodaxon''': A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Resleeving=&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Resleeving]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similar to cloning, Resleeving is a method of reviving someone via technology provided to Nanotrasen by [[Vey-Med]]. Perhaps the main difference between cloning and resleeving is that the mind records are kept separate from the body records, granting the ability to create custom sleeves to put yourself into without the need for brain transplant surgery (which would probably fail anyway due to organ rejection). Mind records are primarily maintained via backup implants provided by medical in reception which will backup the mind state of the patient periodically, with the added benefit of informing medbay staff over the medical frequency if an implant has ceased function, implying the patient has died. Legacy one-time mind scans are available with a SleeveMate, though, if patients don't like blinking pieces of metal in their necks.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Procedure===&lt;br /&gt;
The following steps will entail how to correctly resleeve a patient without error.&lt;br /&gt;
#Listen for the chime over the medical frequency about a patient's backup implant ceasing to function. This may take fifteen minutes after they have died. Alternatively, follow the rest of this guide if a patient you are caring for has died and cannot be resuscitated.&lt;br /&gt;
#*Someone who may or may not be related to the patient's death (which isn't any of your business anyway) may arrive with some of their items in a bag. Take the bag with you but do not look inside.&lt;br /&gt;
#'''Check the patient's records.''' If there is a Do Not Resuscitate or Do Not Resleeve (commonly known as a DNR), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag with a toe tag including name and transfer to the morgue.&lt;br /&gt;
#*A DNR may also be issued by the CMO if it is reasonable (e.g. not &amp;quot;lol don't resleeve them they're a butt&amp;quot;) or Central Command as long as hard evidence is supplied that the patient has committed suicide willingly.&lt;br /&gt;
#If the patient lacks a mind record and their body is still intact, scan their cadaver with a SleeveMate and select '''Mind-Scan (One Time)'''. A mind record with their name should appear shortly.&lt;br /&gt;
#Operate the console and '''ensure the mind scan is present''' before growing the body.&lt;br /&gt;
#Begin growing the body and tint the resleeving lab's windows.&lt;br /&gt;
#Once the body has been ejected from the growing tube, place it in the cryogenics tube and turn it on until their health reads 100%&lt;br /&gt;
#*Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations, including blindness and deafness.&lt;br /&gt;
#Eject the patient from the cryo tube and '''place a uniform from the spare clothing locker on them.''' If you were given a backpack with the patient's items, place their backpack on their back slot.&lt;br /&gt;
#Place the patient in the resleeving tube and sleeve their mind into their body. Eject from the tube and buckle them to the nearest chair.&lt;br /&gt;
&lt;br /&gt;
===Post-Resleeving Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious post-resleeving. Failure to heed these instructions may jeopardize the patient's mental well being and the credibility of your medical license.&lt;br /&gt;
#Shake the patient awake if they aren't already.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a 'warning shot' and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them that they have been resleeved.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. '''Misinformation may be detrimental to the patient.'''&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain, others may just stare blankly and really just want to run out the door to get eaten again &amp;lt;s&amp;gt;and waste your frikkin biomass&amp;lt;/s&amp;gt;.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. '''Avoid speculation.'''&lt;br /&gt;
#Advise the patient to relax for a while and inform them of the side effects of resleeving (generally fatigue).&lt;br /&gt;
'''Remember''': They are not a ''clone,'' they have only ''been cloned,'' in a sense. They are still themselves.&lt;br /&gt;
&lt;br /&gt;
===Carding===&lt;br /&gt;
If a patient doesn't have a body record and their previous body is no longer present or intact, then sleeving a mind record into a card may be necessary to help them design a new body (which will be discussed shortly). Sleeve cards are fully aware of their surroundings and situation and are even able to speak, but cannot do anything beyond that. There's no real reason to use this feature short of the reason above.&lt;br /&gt;
&lt;br /&gt;
===Body Design===&lt;br /&gt;
The body design console is located in the reception area of medbay and can be used by anyone, allowing them to design a body similar (but clunkier) to what they can do in character creation. This may also be used in case a patient doesn't have a body record and needs a new one designed. Once a body is designed it will need to be saved to a disk, which are kept in a box on a table behind the windows. Simply insert the disk, save the data onto it, eject it, then insert it into the resleeving console to grow.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
There are many races on Virgo, even a race that lets you make your own (kinda)! Custom Species aside, some of the vanilla races react a little differently to different treatments. For the purpose of this guide, humans will be used as a base species to compare for the rest of them.&lt;br /&gt;
&lt;br /&gt;
===[[Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
Hairless apes that are smart &amp;lt;s&amp;gt;somehow&amp;lt;/s&amp;gt;. Would probably make up most of the (consistent) population of most stations.&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Bleed 50% faster.&lt;br /&gt;
*Take 10% less damage from overdoses.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.85&lt;br /&gt;
*Burn Modifier: 0.85&lt;br /&gt;
*Total Health: 125&lt;br /&gt;
*Blood Volume: 840&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Have 'ribplates' on their torso and lower body, which must be cut through in order to conduct any surgery in those areas.&lt;br /&gt;
*Less likely to suffer fractures, requiring higher brute values to break a bone.&lt;br /&gt;
*Lack kidneys and appendix, the liver making up for their absence.&lt;br /&gt;
*Less slowdown from wearing heavy items (e.g. duffle bags)&lt;br /&gt;
*Bleed 25% slower.&lt;br /&gt;
&lt;br /&gt;
===[[Tajaran]]===&lt;br /&gt;
*Brute Modifier: 1.15&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
Bipedal &amp;lt;s&amp;gt;catbeasts&amp;lt;/s&amp;gt; furred feline-esque creatures hailing from a cold planet.&lt;br /&gt;
&lt;br /&gt;
===[[Teshari]]===&lt;br /&gt;
*Brute Modifier: 1.35&lt;br /&gt;
*Burn Modifier: 1.35&lt;br /&gt;
*Total Health: 50&lt;br /&gt;
*Blood Volume: 400&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Can breathe 12 kPa of oxygen from internals instead of 16 kPa.&lt;br /&gt;
&lt;br /&gt;
===[[Sergal]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Forms: Saru&lt;br /&gt;
Hungry triangle-faced beings.&lt;br /&gt;
&lt;br /&gt;
===[[Akula]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sobaka&lt;br /&gt;
Shark-esque species raised alongside the Skrell.&lt;br /&gt;
&lt;br /&gt;
===[[Vulpkanin]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Wolpin&lt;br /&gt;
Foxes. That's about it.&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
*Breathes phoron. Liquid phoron is basically a Vox's version of Dexalin Plus.&lt;br /&gt;
*'''Actual Dexalin is lethal to Vox''', and may result in organ damage if injected.&lt;br /&gt;
*Different internal organs than most other species:&lt;br /&gt;
**Head, Brain - Prosthetic brain&lt;br /&gt;
**Torso, Lungs - Air capillaries&lt;br /&gt;
**Torso, Liver - Waste tract&lt;br /&gt;
**Torso, Kidneys - Filtration bladder&lt;br /&gt;
**Abdomen, Heart - Vox heart&lt;br /&gt;
*'''Cannot be resleeved''', once they are dead, their body cannot be grown and will just have to take place off-station.&lt;br /&gt;
&lt;br /&gt;
===[[Promethean]]===&lt;br /&gt;
*Brute Modifier: 0.75&lt;br /&gt;
*Burn Modifier: 2&lt;br /&gt;
*Total Health: 120&lt;br /&gt;
*Blood Volume: None, mechanically&lt;br /&gt;
*Primitive Forms: Slime&lt;br /&gt;
*Regenerates damage at 0.2 per tick.&lt;br /&gt;
*Can regenerate lost limbs.&lt;br /&gt;
*Cannot suffocate.&lt;br /&gt;
*No internal organs sans slime core, which is their brain located in their chest. Healed with Alkysine.&lt;br /&gt;
*Require a Bio-Adaptive NIF if they want a NIF at all.&lt;br /&gt;
**Can implant a NIF into them by just slam dunking it into their face.&lt;br /&gt;
*Being covered in water will inhibit a Promethean's ability to regenerate.&lt;br /&gt;
*Prometheans Melt on death. They can be revived by injecting their core with 40u Phoron.&lt;br /&gt;
&lt;br /&gt;
===[[Nevrean]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sparra&lt;br /&gt;
Bird people with beaks that don't smell. Tweet tweet.&lt;br /&gt;
&lt;br /&gt;
===[[Zorren]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Found around Virgo or something.&lt;br /&gt;
&lt;br /&gt;
===[[Vasillisan]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Spider people. Not much is really known &amp;lt;s&amp;gt;because their development is on hold I guess&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===[[Rapala]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Birb people but more human.&lt;br /&gt;
&lt;br /&gt;
===[[Diona]]===&lt;br /&gt;
*Regenerates health and nutriment when in light.&lt;br /&gt;
*Can soak lots of different types of damage.&lt;br /&gt;
*Most reagents have little to no effect on a Diona&lt;br /&gt;
*Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
*Doesn’t have internal organs and isn’t affected by broken limbs.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenochimera]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Damage, Pain, and Low Nutrition are all '''Feral Triggers'''&lt;br /&gt;
*Jitteriness mildly contributes to Feral-ness.&lt;br /&gt;
*When Feral, lights cause hallucinations.&lt;br /&gt;
**They'll generally flee to dark areas like maintenance tunnels.&lt;br /&gt;
*Can self-repair damage at the cost of time and nutriment, actual medical treatment will generally be faster.&lt;br /&gt;
*Can revive self, if liquid nutriment is present in bloodstream. &lt;br /&gt;
*If Feral: Put in dark area, give food, attempt to fix injuries/pain. &lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenomorph Hybrid]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Just a human mixed with xeno DNA. &amp;lt;s&amp;gt;Why is this whitelisted again?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:PGlasses.png]] A pair of [[Medical_Items#AR-M|AR-M glasses]] can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient's job icon next to the health bar, but probably the biggest step up from regular HUDs is the fact that it can view suit sensors in a new window. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. '''Ensure that you are not sharing the same syringe between patients.''' Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don't halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient's vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
*[[File:Sleevemate.png]] A [[Medical_Items#SleeveMate_3200|SleeveMate]] to scan the minds/bodies of cadavers if they have no records present in the resleeving console.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient's health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.&lt;br /&gt;
**The lowest setting skips 99 of 100 life ticks.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it's cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Resleevingpod.gif]]Resleeving Pods===&lt;br /&gt;
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead&amp;lt;s&amp;gt;, particularly when they get eaten&amp;lt;/s&amp;gt;. See the Resleeving heading above about how to use this.&lt;br /&gt;
&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 3==&lt;br /&gt;
===Reception===&lt;br /&gt;
This is the entrance to medbay and where most doctors will probably wait by sitting behind the desk, and where many patients will move to if they are injured and seeking help, or if they just want an implant. Some features of the room are:&lt;br /&gt;
*Two crew monitoring consoles.&lt;br /&gt;
*A body design console.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
*Two shortwave radios.&lt;br /&gt;
&lt;br /&gt;
===Emergency Treatment Center===&lt;br /&gt;
Also known as the ETC, this is the most frequented area of medical for conducting treatments. Some features are:&lt;br /&gt;
*The body scanner, along with a filing cabinet to store scan records.&lt;br /&gt;
*Two sleepers.&lt;br /&gt;
*Two cryogenic tubes.&lt;br /&gt;
*Two rechargers.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
*An IV drip with O- blood bag cabinet.&lt;br /&gt;
*A requests console.&lt;br /&gt;
*Two bottles of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Lab===&lt;br /&gt;
The lab where crew are resleeved whenever they [[Guide_to_Vore|suffer tragic accidents]]. Some features are:&lt;br /&gt;
*The resleeving console, which manages body and mind records.&lt;br /&gt;
*The growing pod, which synthesizes a body similar to the body record provided.&lt;br /&gt;
*The resleeving pod, which sleeves the latest mind record of the patient into the body inside the pod.&lt;br /&gt;
*A cryogenic tube to heal bodies with genetic damage.&lt;br /&gt;
*A locker with spare radios and jumpsuits.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Some penlights to diagnose certain mutations.&lt;br /&gt;
&lt;br /&gt;
===CMO's Office===&lt;br /&gt;
Perhaps the smallest office of all heads of staff. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*An employment records console.&lt;br /&gt;
*[[Critters#Pets|Runtime]], the medbay cat.&lt;br /&gt;
*The CMO's locker.&lt;br /&gt;
*Several lockdown switches.&lt;br /&gt;
*A fax machine.&lt;br /&gt;
*A requests console.&lt;br /&gt;
&lt;br /&gt;
===Recovery Ward===&lt;br /&gt;
A large room with windows on the edge of the asteroid, giving a good view of space &amp;lt;s&amp;gt;and letting the occasional space carp know who's on the menu&amp;lt;/s&amp;gt;. Some features are:&lt;br /&gt;
*Six beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A stasis bag.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===Examination Room===&lt;br /&gt;
Essentially a larger patient room with a few tools to diagnose trivial ailments. Good place to update someone's medical records. Some features are:&lt;br /&gt;
*A stethoscope.&lt;br /&gt;
*A clipboard, paper bin, and pen to write notes on.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A cane.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A wheelchair.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Patient A, B, and C===&lt;br /&gt;
Small rooms with doors that have their access restrictions removed, but are otherwise quite cramped. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Primary Storage===&lt;br /&gt;
Located pretty much in the middle of medbay, this room is mostly used either to get to Chemistry or to go down to Secondary Storage. Some features are:&lt;br /&gt;
*Some medkits.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*Two wheelchairs.&lt;br /&gt;
*A box of Medical NIFSoft disks.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A prescription glasses kit.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The lab that produces invaluable medicine for doctors. Some features are:&lt;br /&gt;
*Three chem dispensers.&lt;br /&gt;
*Three ChemMasters.&lt;br /&gt;
*Three large beakers.&lt;br /&gt;
*A reagent grinder.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 1===&lt;br /&gt;
A roomy operation room to conduct surgery, usually with two surgeons. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*Two scalpels.&lt;br /&gt;
*Two hemostats.&lt;br /&gt;
*Two retractors.&lt;br /&gt;
*Two surgical saws.&lt;br /&gt;
*Two surgical drills.&lt;br /&gt;
*Two Fix'O'Veins.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*Two bone setters.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Nanopaste.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 2===&lt;br /&gt;
A smaller but still comfortable operating room for one surgeon to use. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*One scalpel.&lt;br /&gt;
*One hemostat.&lt;br /&gt;
*One retractor.&lt;br /&gt;
*One surgical saw.&lt;br /&gt;
*One surgical drill.&lt;br /&gt;
*One Fix'O'Vein.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*One bone setter.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip with O- blood bag.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Psych Room===&lt;br /&gt;
The domain of the psychologist, large and comfortable with wood flooring and carpet. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Some bookshelves.&lt;br /&gt;
*Some therapy dolls.&lt;br /&gt;
*A couch and chair.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 2==&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
A larger storage area that can be reached by taking the stairs from Primary Storage. Some features are:&lt;br /&gt;
*Two advanced kits.&lt;br /&gt;
*Two burn kits.&lt;br /&gt;
*Two toxin kits.&lt;br /&gt;
*Two oxy kits.&lt;br /&gt;
*Two random kits.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A gas cooler with three oxygen canisters connected.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*Some medical belts.&lt;br /&gt;
*Some stethoscopes.&lt;br /&gt;
*Two toolboxes.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A radiation suit.&lt;br /&gt;
*A crate of grenade casings, igniters, and timers.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*A straight jacket and muzzle.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
Where cadavers in body bags go if they cannot be resuscitated, or have records stating not to resuscitate. Some features are:&lt;br /&gt;
*Eleven morgue trays.&lt;br /&gt;
*An operating table with autopsy scanner, scalpel, and cautery.&lt;br /&gt;
*A filing cabinet for autopsy reports.&lt;br /&gt;
*A camera.&lt;br /&gt;
*Two boxes of body bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
&lt;br /&gt;
===Break Room===&lt;br /&gt;
A medium sized room with a few vendors and seats to allow staff to have a comfortable break. Some features are:&lt;br /&gt;
*Four vendors.&lt;br /&gt;
*A microwave with donk pockets.&lt;br /&gt;
*Two washing machines.&lt;br /&gt;
*A handheld translator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A deck of cards.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
A small area for paramedics/EMTs to prepare for work. Some features are:&lt;br /&gt;
*Two disassembled voidsuits.&lt;br /&gt;
*A suit cycler.&lt;br /&gt;
*Two oxygen tanks.&lt;br /&gt;
*Two suit coolers.&lt;br /&gt;
*A toolbox with multitool.&lt;br /&gt;
*A compact defibrillator.&lt;br /&gt;
*A Rescue Hardsuit.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
A really large area to handle viral triage, research pathogens, and develop cures. Some features are:&lt;br /&gt;
*Two incubators.&lt;br /&gt;
*Two antibody centrifuges.&lt;br /&gt;
*A pathogenic isolator.&lt;br /&gt;
*A pathogen analyzer.&lt;br /&gt;
*A virus food dispenser.&lt;br /&gt;
*A monkey cube box.&lt;br /&gt;
*A checkpoint airlock.&lt;br /&gt;
*A decontamination airlock.&lt;br /&gt;
*A virus ward with four beds and a few vendors.&lt;br /&gt;
*Two isolation cells.&lt;br /&gt;
*Disposal chutes that lead to space.&lt;br /&gt;
*'''No virus samples.'''&lt;br /&gt;
&lt;br /&gt;
===Medbay Escape Shuttle===&lt;br /&gt;
A shuttle that unlocks if an evacuation order is called, along with a few pieces of equipment capable of sustaining patients that require further medical treatment. Some features are:&lt;br /&gt;
*A cryogenic tube.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A wall mounted NanoMed.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
&lt;br /&gt;
==Surface 3==&lt;br /&gt;
===Surface Triage===&lt;br /&gt;
Essentially a mini-medbay on the surface of Virgo-3B, conveniently on the same floor as the bar. Rarely manned, though. Some features are:&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A crew monitoring console.&lt;br /&gt;
*Some randomized medkits.&lt;br /&gt;
*A body scanner.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
&lt;br /&gt;
==Surface 1==&lt;br /&gt;
===First Aid Station===&lt;br /&gt;
This isn't actually expected to be manned, this is just the first place people go that didn't fare so well from EVAing out onto the surface. Some features are:&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A roller bed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]'''Incision Management System (IMS)''': Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]'''Boneclamp''': Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]'''Laser Scalpel''': Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]'''Bluespace Beaker''': Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]'''Cryostasis Beaker''': Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]'''Pink Slime Extract''': Pink slimes are essentially smarter medibots, but their extract is what we're mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of phoron will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]'''Odysseus''': A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to '''scan reagents and synthesize them''', allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]'''Super Capacity/Hyper Capacity Power Cells''': A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG's cell will allow the user to use it's modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]'''Advanced Roller Bed''': Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it's size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]'''Medibots''': Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it's maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to '''not load in medicines that the patient can easily overdose on'''.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]'''Growing Pod''': Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Resleevingpod.gif]]'''Resleeving Pod''': Upgrading the resleeving pod will result in less confusion and dizziness for the patient, allowing the to become acquainted easier with their situation.&lt;br /&gt;
*[[File:Freezer.gif]]'''Gas Cooler''': Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]'''Clotting Kit''': A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]'''Vey-Med Voidsuit''': A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]'''Stasis Bags''': Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]'''Surgical Tools''': If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]'''Virus Samples''': Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CMO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Code Green'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Code Blue'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist ''unless'' it's directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Code Red'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**You '''need''' to provide information about a patient upon request as long as it's relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*'''Trespassing''': If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*'''Neglect of Duty''': If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*'''Disrespect to the Dead''': Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and '''EATING THE CORPSE FALLS UNDER THIS AS WELL.'''&lt;br /&gt;
*'''Animal Cruelty''': Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*'''Suicide Attempt''': While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*'''Violating Employee Privacy/Breach of Medical Confidentiality''': Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Jobs&amp;diff=61</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Jobs&amp;diff=61"/>
		<updated>2019-10-03T21:32:04Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Synthetic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Job Guides ==&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
* [[Colony Director]]&lt;br /&gt;
* [[Head of Personnel]]&lt;br /&gt;
* [[Command Secretary]]&lt;br /&gt;
* [[Internal Affairs]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
* [[Blueshield Officers|Blueshield Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Warden]]&lt;br /&gt;
* [[Detective]]&lt;br /&gt;
* [[Security Officer]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
=== Supply ===&lt;br /&gt;
* [[Quartermaster]]&lt;br /&gt;
* [[Cargo Technician]]&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Doctor]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
* [[Chef]]&lt;br /&gt;
* [[Bartender]]&lt;br /&gt;
* [[Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
=== Synthetic ===&lt;br /&gt;
* [[AI]]&lt;br /&gt;
* [[Cyborg]]&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Science]]&lt;br /&gt;
[[Category:Medical]]&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Supply]]&lt;br /&gt;
[[Category:Service]]&lt;br /&gt;
[[Category:Synthetic]]&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Jobs&amp;diff=60</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Jobs&amp;diff=60"/>
		<updated>2019-10-03T21:31:50Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Job Guides ==&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
* [[Colony Director]]&lt;br /&gt;
* [[Head of Personnel]]&lt;br /&gt;
* [[Command Secretary]]&lt;br /&gt;
* [[Internal Affairs]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
* [[Blueshield Officers|Blueshield Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Warden]]&lt;br /&gt;
* [[Detective]]&lt;br /&gt;
* [[Security Officer]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
=== Supply ===&lt;br /&gt;
* [[Quartermaster]]&lt;br /&gt;
* [[Cargo Technician]]&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Doctor]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
* [[Chef]]&lt;br /&gt;
* [[Bartender]]&lt;br /&gt;
* [[Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
=== Synthetic ===&lt;br /&gt;
* [[AI]&lt;br /&gt;
* [[Cyborg]]&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Science]]&lt;br /&gt;
[[Category:Medical]]&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Supply]]&lt;br /&gt;
[[Category:Service]]&lt;br /&gt;
[[Category:Synthetic]]&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Jobs&amp;diff=59</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Jobs&amp;diff=59"/>
		<updated>2019-10-03T21:31:31Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Job Guides ==&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
* [[Colony Director]]&lt;br /&gt;
* [[Head of Personnel]]&lt;br /&gt;
* [[Command Secretary]]&lt;br /&gt;
* [[Internal Affairs]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
* [[Blueshield Officers|Blueshield Officer]]&lt;br /&gt;
* [[Head of Security]&lt;br /&gt;
* [[Warden]]&lt;br /&gt;
* [[Detective]]&lt;br /&gt;
* [[Security Officer]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
=== Supply ===&lt;br /&gt;
* [[Quartermaster]]&lt;br /&gt;
* [[Cargo Technician]]&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Doctor]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
* [[Chef]]&lt;br /&gt;
* [[Bartender]]&lt;br /&gt;
* [[Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
=== Synthetic ===&lt;br /&gt;
* [[AI]&lt;br /&gt;
* [[Cyborg]]&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Science]]&lt;br /&gt;
[[Category:Medical]]&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Supply]]&lt;br /&gt;
[[Category:Service]]&lt;br /&gt;
[[Category:Synthetic]]&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Jobs&amp;diff=58</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Jobs&amp;diff=58"/>
		<updated>2019-10-03T21:31:08Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Job Guides ==&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
* [[Colony Director]]&lt;br /&gt;
* [[Head of Personnel]]&lt;br /&gt;
* [[Command Secretary]]&lt;br /&gt;
* [[Internal Affairs]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
* [[Blueshield Officers|Blueshield Officer]]&lt;br /&gt;
* [[Head of Security]&lt;br /&gt;
* [[Warden]]&lt;br /&gt;
* [[Detective]]&lt;br /&gt;
* [[Security Officer]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
* [[Chief Engineer]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
=== Supply ===&lt;br /&gt;
* [[Quartermaster]]&lt;br /&gt;
* [[Cargo Technician]]&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Doctor]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
* [[Chef]]&lt;br /&gt;
* [[Bartender]]&lt;br /&gt;
* [[Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
=== Synthetic ===&lt;br /&gt;
* [[AI]&lt;br /&gt;
* [[Cyborg]]&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Science]]&lt;br /&gt;
[[Category:Medical]]&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Supply]]&lt;br /&gt;
[[Category:Service]]&lt;br /&gt;
[[Category:Synthetic]]&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Main_Page&amp;diff=57</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Main_Page&amp;diff=57"/>
		<updated>2019-10-03T21:24:57Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Yawn Wider  ==&lt;br /&gt;
*[[Server Rules]] &lt;br /&gt;
*[https://github.com/Yawn-Wider/YWPolarisVore Github]&lt;br /&gt;
*[https://discord.gg/0uKK2Yrhgwvc4VSR Discord]&lt;br /&gt;
----&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Standard Operating Procedure]]&lt;br /&gt;
*[[Chain of Command]]&lt;br /&gt;
*[[Admiralty Law]]&lt;br /&gt;
*[[Contraband]]&lt;br /&gt;
----&lt;br /&gt;
*[[Jobs]]&lt;br /&gt;
*[[Guides]]&lt;br /&gt;
----&lt;br /&gt;
*[[Lore]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
----&lt;br /&gt;
*[[MW Guide]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Chain_of_Command&amp;diff=56</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Chain_of_Command&amp;diff=56"/>
		<updated>2019-10-03T21:24:25Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;File:Yawn_chain_of_command_grouping.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Yawn_chain_of_command_grouping.png]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=53</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=53"/>
		<updated>2019-10-03T20:26:11Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Template:Gameplay_Guides&amp;diff=52</id>
		<title>Template:Gameplay Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Template:Gameplay_Guides&amp;diff=52"/>
		<updated>2019-10-03T20:26:00Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot; |- | colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: right;&amp;quot; | '''Guides''' |-  |- | style=&amp;quot;text-align...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: right;&amp;quot; | '''[[Guides|Guides]]'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #898787&amp;quot; | '''Starter'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #dd04f9&amp;quot; | '''VORE-Specific'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #8cbcd6&amp;quot; | '''Medical'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ba9b67&amp;quot; | '''Engineering'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #a885a2&amp;quot; | '''Science'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #AF6365; color: white;&amp;quot; |  '''Security'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | '''Other'''&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; | '''Development'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Starter Guide]]&lt;br /&gt;
* [[General Help]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
* [[A Crash Course In Roleplaying]]&lt;br /&gt;
* [[Not Getting Banned]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Vore]]&lt;br /&gt;
*[[Nanite Implant Framework]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Virology]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Engineering]]&lt;br /&gt;
*[[Supermatter Engine|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[R-UST Fusion Reactor|Guide to the R-UST]]&lt;br /&gt;
*[[Guide to Construction]]&lt;br /&gt;
*[[Guide to Machine Construction]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to Power]]&lt;br /&gt;
*[[SMES Manual]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to Robotics]]&lt;br /&gt;
*[[Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Standard Operating Procedure]]&lt;br /&gt;
*[[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[AI|Guide to AI]]&lt;br /&gt;
*[[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[Critters|Critters (NPCs)]]&lt;br /&gt;
*[[Guide to EVA]]&lt;br /&gt;
*[[Hardsuit|Hardsuit Operation]]&lt;br /&gt;
*[[Voidsuit|Voidsuits]]&lt;br /&gt;
*[[Backstory|Guide to Races]]&lt;br /&gt;
*[[Guide to Food and Drink]]&lt;br /&gt;
*[[Guide to Hydroponics]]&lt;br /&gt;
*[[Guide to Paperwork]]&lt;br /&gt;
*[[Guide to Mining]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Guide to Contributing to the Game]]&lt;br /&gt;
*[[Reporting Issues]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Engineering&amp;diff=51</id>
		<title>Guide to Engineering</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Engineering&amp;diff=51"/>
		<updated>2019-10-03T20:25:12Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;So, you're an Engineer huh? Well here's the guide for you then. Engineering, the NanoTrasen way!  == The Basics ==  Engineering is rather complex, but in itself teaches yo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you're an [[Engineer]] huh? Well here's the guide for you then. Engineering, the NanoTrasen way!&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
Engineering is rather complex, but in itself teaches you many of the game's core mechanics. Even a new player, who can pick up and empty a toolbox is able to become a good engineer. If you're a completely new player however, you should first take a glance at the [[The Basics|starter guide]].&lt;br /&gt;
&lt;br /&gt;
== The Engine, Solars and Power ==&lt;br /&gt;
&lt;br /&gt;
=== Generating Power ===&lt;br /&gt;
The primary purpose of engineering is to maintain the station's power. To do this, you will need to start the [[Supermatter Engine|engine]]. The [[Supermatter Engine|linked guide]] should show you how to do that.&lt;br /&gt;
&lt;br /&gt;
The solars are the next thing you need to worry about. As starting the singularity can be a bit risky, you should watch others do it before you attempt it alone. In the mean time, you can do the wiring of [[Solars|the solars]]. To do this you will need the [[RIG Suit|RIG suit]] as well as internals (oxygen tank and gas mask), all of which can be found in engineering. Note that it is a good idea to return the RIG suit once you're done. More on wiring solars can be found [[Solars|here]].&lt;br /&gt;
&lt;br /&gt;
=== Wiring ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth guide, see the [[Basic_Construction#Wiring|Basic Construction Guide's section on Wiring]]''&lt;br /&gt;
&lt;br /&gt;
If a part of the station loses power it is likely wires have been cut somewhere. To search for cut wires under floors you will need a [[T-Ray Scanner]]. To cut wires, use the wirecutters and to place new ones click on the floor where you'd like them to be placed. The wire will be placed on the targeted tile from the tile you're standing on. You can also place wires on the tile you're currently on by clicking the tile. the wire will be placed in the direction you're currently facing. To place smooth wires, click on the red dot (end point) of an existing wire with more wire in your hand.&lt;br /&gt;
&lt;br /&gt;
Wiring intersections demand special mention. Making an intersection requires all the wire pieces to be end-points. If you make a smooth wire going south to north and place a half-wire going east, they will not be connected. To connect them you have to remove the smooth wire and replace it with two half-wires. Once all of them are placed, if you right click the tile you should see three wire pieces, all of which meet in the center. In case of a knot, just cut the wire, and then hit the knot.&lt;br /&gt;
&lt;br /&gt;
=== Power Monitoring and Distribution ===&lt;br /&gt;
An [[Area Power Controller]] (or APC)  is located in every room. It is usually locked, but you can unlock it by swiping your ID on it. Functioning APCs contain a [[Engineering Items#Power Cell|power cell]]. You can shut off a room's power or disable or enable lighting, equipment, or atmospheric systems with it. Every room can have only one APC. The guide to their construction and deconstruction can be found in the [[Guide to construction|guide to construction]]. APC's can also be [[Hacking#APCs|hacked]]; it's good practice to know how to hack into APCs in a pinch. However, avoid practicing hacking techniques on APCs in sensitive areas, like the [[Engine Room]].&lt;br /&gt;
== Station Structural Integrity ==&lt;br /&gt;
An educated word which basically means wall repairs.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Walls come in two forms: Regular and reinforced. Building a regular wall is a two step process: constructing girders and adding plating. To construct a girder have a stack of two or more sheets of metal on you (right click the metal and examine it to see how many sheets are in the stack). Left click the metal for a construction window to appear. Choose &amp;quot;Construct wall girders&amp;quot; from the list and wait a few seconds while they're built. Once they're built, click on the girders with another stack of two or more metal to add the plating. &lt;br /&gt;
&lt;br /&gt;
Note that only fully built walls will prevent air from escaping freely through them. Reinforced walls share the first step: the building of the girders. After this, grab a stack of two or more metal (or reinforced plasteel), right-click on the girders, and choose &amp;quot;Reinforce girder&amp;quot;. Finally, add plating to the wall with either regular metal or with reinforced plasteel. Walls reinforced with plasteel are much stronger than regular walls and take much longer to get through using regular tools.&lt;br /&gt;
&lt;br /&gt;
For more on construction see the [[Guide to Construction]].&lt;br /&gt;
&lt;br /&gt;
=== Pretty glass ===&lt;br /&gt;
Notice how most of the glass around the station is built as a double pane, which surrounds a grille. Making this by hand can be a bit tricky at first, but is simple once you get the hang of it. To build such a wall, you'll need 4 sheets of glass and 3 sheets of metal, alternatively you can have 6 sets of rods. You'll also need a screwdriver and crowbar, though having wirecutters and a welder with you is a good idea, as you'll likely get it wrong the first time and will need those to dismantle the grille. &lt;br /&gt;
&lt;br /&gt;
First you have to prepare your materials. Use the metal on itself and create 6 sets of rods (2 are made each time). Now pick the rods up (you can stack them, but don't click too quickly or the game might think you wanted to build a grille). After this, use 4 of the rods on 4 sheets of glass to create 4 sheets of reinforced glass. Now pick up all your tools (put them on your utility belt if you have one or in your backpack) and pick up the remaining two rods in one hand and the 4 sheets of reinforced glass in your other (remember, you can stack glass too). Now stand where you'd like the glass to be. Use the rods on themselves and this will create a grille. DO NOT MOVE! Now use the glass on itself 4 times and create a single paned glass every time. Right click on the glass to rotate it until you have 3 of the 4 sides covered. The remaining side is your escape route. use the combination of screwdriver - crowbar - screwdriver on each of the 3 panes which are already in place to secure them. Now move out of the grille and rotate the last window so it covers the last side. Fasten that with the same screwdriver - crowbar - screwdriver combination. Congratulations. You've just made a proper window. You're already better at construction than most. &lt;br /&gt;
&lt;br /&gt;
For more on construction see the [[Guide to Construction]].&lt;br /&gt;
&lt;br /&gt;
== Robots, Artificial Intelligence, and Computers ==&lt;br /&gt;
As an engineer, it is required of you to understand how most computers are operated, how they work and how they're created, dismantled, and repaired. You're also the best equipped station employee to prevent the AI from taking a life of it's own.&lt;br /&gt;
&lt;br /&gt;
=== Computers ===&lt;br /&gt;
Computers are everywhere on SS13. Engineering has a power monitoring computer, several solar computers and a general alerts computer. Almost everything you can control is done through a computer. Making them is described in the [[Guide to Construction#Computers|guide to construction]], as is their dissasembly (for those which can be deconstructed). To learn how to operate different computer you'll need to start using them and find out how they work while doing so. There are too many to explain them all here.&lt;br /&gt;
&lt;br /&gt;
== Getting Crew out of Danger ==&lt;br /&gt;
It's your job to save lives when they cry out for help.&lt;br /&gt;
&lt;br /&gt;
=== Firefighting ===&lt;br /&gt;
Engineers get access to maintenance hallways, which contain several [[Firesuit|firesuits]] and extinguishers. If a fire breaks out somewhere, put it out. [[Firesuit|Firesuits]] allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.&lt;br /&gt;
&lt;br /&gt;
=== Physical Rescue ===&lt;br /&gt;
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]]; basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=49</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=49"/>
		<updated>2019-10-03T20:22:47Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it's possible to stabilize anyone no matter their condition, it just depends on what's available for you to treat them. Obviously not every situation presents ideal circumstances. Don't beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you're only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then '''you really shouldn't be playing medical.'''&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don't go outright doing someone's job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they're doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical's word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to '''stabilize patients, not cure to 100%.''' Generally this comes into play when there is ''more than one'' patient. Wearing a pair of [[File:PGlasses.png]] AR-Ms (HUDs work as well, though they are inferior) will allow you to assess a patient's overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*'''No Healthbar''': 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green''': 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]'''&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow''': 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red''': 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]'''&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing''': -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]'''&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!''': -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]'''Dead''': -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
It's important to remember that a rfesh syringe does not have it's cap removed.&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|'''Advanced Trauma Kits''']]: Heals 3 brute on the target limb immediately and will allow it to heal on it's own if the damage is below 50. The 3 damage that's taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Bicaridine''']]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, no overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked,' unable to be resuscitated no matter what you do. Treatment for burn damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|'''Advanced Burn Kits''']]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Kelotane''']]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dermaline''']]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* '''KeloDerm''': A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it's damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Inaprovaline''']]: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin''']]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin Plus''']]: A blue colored medicine which heals '''150 oxy''' per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation, slime digestion, or from popping out of an unupgraded growing vat makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Cryoxadone''']]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Clonexadone''']]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* '''Cryo-Mix''': A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Rezadone''']]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Hyronalin''']]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Peridaxon''']]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Alkysine''']]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Imidazoline''']]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey medicine, works the same as Dylovene in it's use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**'''Pressure''': Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If ''you'' are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.&lt;br /&gt;
**'''[[Medical_Items#Roll_of_gauze|Gauze]]''': This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**'''[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]''': ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 3 brute damage on the limb it's applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**'''Cryogenics''': Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding ''and'' stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]''': These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**'''[[Surgery#Internal_Bleeding|Surgery]]''': The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Myelamine]]''': A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine]]''': Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*'''[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]''': Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*'''Iron''': A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*'''Nutriment''': Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''Protein''': Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''20 Iron, 20 Nutriment, 20 Protein''': The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*'''IV Drip with compatible blood''': Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*'''L1 (Mild)''': Pain messages and the start of fever.&lt;br /&gt;
*'''L2 (Acute)''': More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*'''L3 (GANGRENE)''': Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it's located:&lt;br /&gt;
*'''Meningitis (Brain)'''&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*'''Conjunctivitis (Eyes)'''&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*'''Endocarditis (Heart)'''&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*'''Pyelonephritis (Kidneys)'''&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*'''Pyogenic Abscess (Liver)'''&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*'''Pneumonia (Lungs)'''&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*'''Staph Infection (All external limbs)'''&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be '''overdosed (45u)''' immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|Corophizine]] can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:&lt;br /&gt;
*'''Limb gangrene''':&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*'''Organ necrosis''':&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve's organ '''with the patient's consent.'''&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it's the heart).&lt;br /&gt;
**If the brain or heart (unless you're fast) is necrotic, the patient will need to be resleeved.&lt;br /&gt;
&lt;br /&gt;
'''A note about necrosis''': If an organ is allegedly necrotic (namely on a printout) but the patient's temperature is normal and there was no previous infection, then ''surprisingly'' the organ isn't actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*'''[[Medical_Items#Splint|Splints]]''': A half-cast that keeps the fractured bone in place and prevents it from moving. '''This is a temporary remedy,''' and requires the following to actually treat...&lt;br /&gt;
*'''[[Surgery#Bone_Repair|Surgery]]''': By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*'''Osteodaxon''': A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Resleeving=&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Resleeving]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similar to cloning, Resleeving is a method of reviving someone - to an extent - via technology provided to Nanotrasen by [[Kitsuhana Heavy Industries|KHI]]. Perhaps the main difference between cloning and resleeving is that the mind records are kept separate from the body records, granting the ability to create custom sleeves to put yourself into without the need for brain transplant surgery (which would probably fail anyway due to organ rejection). Mind records are primarily maintained via backup implants provided by medical in reception which will backup the mind state of the patient periodically, with the added benefit of informing medbay staff over the medical frequency if an implant has ceased function, implying the patient has died. Legacy one-time mind scans are available with a SleeveMate, though, if patients don't like blinking pieces of metal in their necks.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Procedure===&lt;br /&gt;
The following steps will entail how to correctly resleeve a patient without error.&lt;br /&gt;
#Listen for the chime over the medical frequency about a patient's backup implant ceasing to function. This may take fifteen minutes after they have died. Alternatively, follow the rest of this guide if a patient you are caring for has died and cannot be resuscitated.&lt;br /&gt;
#*Someone who may or may not be related to the patient's death (which isn't any of your business anyway) may arrive with some of their items in a bag. Take the bag with you but do not look inside.&lt;br /&gt;
#'''Check the patient's records.''' If there is a Do Not Resuscitate or Do Not Resleeve (commonly known as a DNR), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag with a toe tag including name and transfer to the morgue.&lt;br /&gt;
#*A DNR may also be issued by the CMO if it is reasonable (e.g. not &amp;quot;lol don't resleeve them they're a butt&amp;quot;) or Central Command as long as hard evidence is supplied that the patient has committed suicide willingly.&lt;br /&gt;
#If the patient lacks a mind record and their body is still intact, scan their cadaver with a SleeveMate and select '''Mind-Scan (One Time)'''. A mind record with their name should appear shortly.&lt;br /&gt;
#Operate the console and '''ensure the mind scan is present''' before growing the body.&lt;br /&gt;
#Begin growing the body and tint the resleeving lab's windows.&lt;br /&gt;
#Once the body has been ejected from the growing tube, place it in the cryogenics tube and turn it on until their health reads 100%&lt;br /&gt;
#*Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations, including blindness and deafness.&lt;br /&gt;
#Eject the patient from the cryo tube and '''place a uniform from the spare clothing locker on them.''' If you were given a backpack with the patient's items, place their backpack on their back slot.&lt;br /&gt;
#Place the patient in the resleeving tube and sleeve their mind into their body. Eject from the tube and buckle them to the nearest chair.&lt;br /&gt;
&lt;br /&gt;
===Post-Resleeving Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious post-resleeving. Failure to heed these instructions may jeopardize the patient's mental well being and the credibility of your medical license.&lt;br /&gt;
#Shake the patient awake if they aren't already.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a 'warning shot' and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them that they have been resleeved.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. '''Misinformation may be detrimental to the patient.'''&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain, others may just stare blankly and really just want to run out the door to get eaten again &amp;lt;s&amp;gt;and waste your frikkin biomass&amp;lt;/s&amp;gt;.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. '''Avoid speculation.'''&lt;br /&gt;
#Advise the patient to relax for a while and inform them of the side effects of resleeving (generally fatigue).&lt;br /&gt;
'''Remember''': They are not a ''clone,'' they have only ''been cloned,'' in a sense. They are still themselves.&lt;br /&gt;
&lt;br /&gt;
===Carding===&lt;br /&gt;
If a patient doesn't have a body record and their previous body is no longer present or intact, then sleeving a mind record into a card may be necessary to help them design a new body (which will be discussed shortly). Sleeve cards are fully aware of their surroundings and situation and are even able to speak, but cannot do anything beyond that. There's no real reason to use this feature short of the reason above.&lt;br /&gt;
&lt;br /&gt;
===Body Design===&lt;br /&gt;
The body design console is located in the reception area of medbay and can be used by anyone, allowing them to design a body similar (but clunkier) to what they can do in character creation. This may also be used in case a patient doesn't have a body record and needs a new one designed. Once a body is designed it will need to be saved to a disk, which are kept in a box on a table behind the windows. Simply insert the disk, save the data onto it, eject it, then insert it into the resleeving console to grow.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
There are many races on Virgo, even a race that lets you make your own (kinda)! Custom Species aside, some of the vanilla races react a little differently to different treatments. For the purpose of this guide, humans will be used as a base species to compare for the rest of them.&lt;br /&gt;
&lt;br /&gt;
===[[Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
Hairless apes that are smart &amp;lt;s&amp;gt;somehow&amp;lt;/s&amp;gt;. Would probably make up most of the (consistent) population of most stations.&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Bleed 50% faster.&lt;br /&gt;
*Take 10% less damage from overdoses.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.85&lt;br /&gt;
*Burn Modifier: 0.85&lt;br /&gt;
*Total Health: 125&lt;br /&gt;
*Blood Volume: 840&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Have 'ribplates' on their torso and lower body, which must be cut through in order to conduct any surgery in those areas.&lt;br /&gt;
*Less likely to suffer fractures, requiring higher brute values to break a bone.&lt;br /&gt;
*Lack kidneys and appendix, the liver making up for their absence.&lt;br /&gt;
*Less slowdown from wearing heavy items (e.g. duffle bags)&lt;br /&gt;
*Bleed 25% slower.&lt;br /&gt;
&lt;br /&gt;
===[[Tajaran]]===&lt;br /&gt;
*Brute Modifier: 1.15&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
Bipedal &amp;lt;s&amp;gt;catbeasts&amp;lt;/s&amp;gt; furred feline-esque creatures hailing from a cold planet.&lt;br /&gt;
&lt;br /&gt;
===[[Teshari]]===&lt;br /&gt;
*Brute Modifier: 1.35&lt;br /&gt;
*Burn Modifier: 1.35&lt;br /&gt;
*Total Health: 50&lt;br /&gt;
*Blood Volume: 400&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Can breathe 12 kPa of oxygen from internals instead of 16 kPa.&lt;br /&gt;
&lt;br /&gt;
===[[Sergal]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Forms: Saru&lt;br /&gt;
Hungry triangle-faced beings.&lt;br /&gt;
&lt;br /&gt;
===[[Akula]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sobaka&lt;br /&gt;
Shark-esque species raised alongside the Skrell.&lt;br /&gt;
&lt;br /&gt;
===[[Vulpkanin]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Wolpin&lt;br /&gt;
Foxes. That's about it.&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
*Breathes phoron. Liquid phoron is basically a Vox's version of Dexalin Plus.&lt;br /&gt;
*'''Actual Dexalin is lethal to Vox''', and may result in organ damage if injected.&lt;br /&gt;
*Different internal organs than most other species:&lt;br /&gt;
**Head, Brain - Prosthetic brain&lt;br /&gt;
**Torso, Lungs - Air capillaries&lt;br /&gt;
**Torso, Liver - Waste tract&lt;br /&gt;
**Torso, Kidneys - Filtration bladder&lt;br /&gt;
**Abdomen, Heart - Vox heart&lt;br /&gt;
*'''Cannot be resleeved''', once they are dead, their body cannot be grown and will just have to take place off-station.&lt;br /&gt;
&lt;br /&gt;
===[[Promethean]]===&lt;br /&gt;
*Brute Modifier: 0.75&lt;br /&gt;
*Burn Modifier: 2&lt;br /&gt;
*Total Health: 120&lt;br /&gt;
*Blood Volume: None, mechanically&lt;br /&gt;
*Primitive Forms: Slime&lt;br /&gt;
*Regenerates damage at 0.2 per tick.&lt;br /&gt;
*Can regenerate lost limbs.&lt;br /&gt;
*Cannot suffocate.&lt;br /&gt;
*No internal organs sans slime core, which is their brain located in their chest. Healed with Alkysine.&lt;br /&gt;
*Require a Bio-Adaptive NIF if they want a NIF at all.&lt;br /&gt;
**Can implant a NIF into them by just slam dunking it into their face.&lt;br /&gt;
*Being covered in water will inhibit a Promethean's ability to regenerate.&lt;br /&gt;
*Prometheans Melt on death. They can be revived by injecting their core with 40u Phoron.&lt;br /&gt;
&lt;br /&gt;
===[[Nevrean]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sparra&lt;br /&gt;
Bird people with beaks that don't smell. Tweet tweet.&lt;br /&gt;
&lt;br /&gt;
===[[Zorren]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Found around Virgo or something.&lt;br /&gt;
&lt;br /&gt;
===[[Vasillisan]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Spider people. Not much is really known &amp;lt;s&amp;gt;because their development is on hold I guess&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===[[Rapala]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Birb people but more human.&lt;br /&gt;
&lt;br /&gt;
===[[Diona]]===&lt;br /&gt;
*Regenerates health and nutriment when in light.&lt;br /&gt;
*Can soak lots of different types of damage.&lt;br /&gt;
*Most reagents have little to no effect on a Diona&lt;br /&gt;
*Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
*Doesn’t have internal organs and isn’t affected by broken limbs.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenochimera]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Damage, Pain, and Low Nutrition are all '''Feral Triggers'''&lt;br /&gt;
*Jitteriness mildly contributes to Feral-ness.&lt;br /&gt;
*When Feral, lights cause hallucinations.&lt;br /&gt;
**They'll generally flee to dark areas like maintenance tunnels.&lt;br /&gt;
*Can self-repair damage at the cost of time and nutriment, actual medical treatment will generally be faster.&lt;br /&gt;
*Can revive self, if liquid nutriment is present in bloodstream. &lt;br /&gt;
*If Feral: Put in dark area, give food, attempt to fix injuries/pain. &lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenomorph Hybrid]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Just a human mixed with xeno DNA. &amp;lt;s&amp;gt;Why is this whitelisted again?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:PGlasses.png]] A pair of [[Medical_Items#AR-M|AR-M glasses]] can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient's job icon next to the health bar, but probably the biggest step up from regular HUDs is the fact that it can view suit sensors in a new window. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. '''Ensure that you are not sharing the same syringe between patients.''' Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don't halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient's vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
*[[File:Sleevemate.png]] A [[Medical_Items#SleeveMate_3200|SleeveMate]] to scan the minds/bodies of cadavers if they have no records present in the resleeving console.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient's health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.&lt;br /&gt;
**The lowest setting skips 99 of 100 life ticks.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it's cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Resleevingpod.gif]]Resleeving Pods===&lt;br /&gt;
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead&amp;lt;s&amp;gt;, particularly when they get eaten&amp;lt;/s&amp;gt;. See the Resleeving heading above about how to use this.&lt;br /&gt;
&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 3==&lt;br /&gt;
===Reception===&lt;br /&gt;
This is the entrance to medbay and where most doctors will probably wait by sitting behind the desk, and where many patients will move to if they are injured and seeking help, or if they just want an implant. Some features of the room are:&lt;br /&gt;
*Two crew monitoring consoles.&lt;br /&gt;
*A body design console.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
*Two shortwave radios.&lt;br /&gt;
&lt;br /&gt;
===Emergency Treatment Center===&lt;br /&gt;
Also known as the ETC, this is the most frequented area of medical for conducting treatments. Some features are:&lt;br /&gt;
*The body scanner, along with a filing cabinet to store scan records.&lt;br /&gt;
*Two sleepers.&lt;br /&gt;
*Two cryogenic tubes.&lt;br /&gt;
*Two rechargers.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
*An IV drip with O- blood bag cabinet.&lt;br /&gt;
*A requests console.&lt;br /&gt;
*Two bottles of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Lab===&lt;br /&gt;
The lab where crew are resleeved whenever they [[Guide_to_Vore|suffer tragic accidents]]. Some features are:&lt;br /&gt;
*The resleeving console, which manages body and mind records.&lt;br /&gt;
*The growing pod, which synthesizes a body similar to the body record provided.&lt;br /&gt;
*The resleeving pod, which sleeves the latest mind record of the patient into the body inside the pod.&lt;br /&gt;
*A cryogenic tube to heal bodies with genetic damage.&lt;br /&gt;
*A locker with spare radios and jumpsuits.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Some penlights to diagnose certain mutations.&lt;br /&gt;
&lt;br /&gt;
===CMO's Office===&lt;br /&gt;
Perhaps the smallest office of all heads of staff. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*An employment records console.&lt;br /&gt;
*[[Critters#Pets|Runtime]], the medbay cat.&lt;br /&gt;
*The CMO's locker.&lt;br /&gt;
*Several lockdown switches.&lt;br /&gt;
*A fax machine.&lt;br /&gt;
*A requests console.&lt;br /&gt;
&lt;br /&gt;
===Recovery Ward===&lt;br /&gt;
A large room with windows on the edge of the asteroid, giving a good view of space &amp;lt;s&amp;gt;and letting the occasional space carp know who's on the menu&amp;lt;/s&amp;gt;. Some features are:&lt;br /&gt;
*Six beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A stasis bag.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===Examination Room===&lt;br /&gt;
Essentially a larger patient room with a few tools to diagnose trivial ailments. Good place to update someone's medical records. Some features are:&lt;br /&gt;
*A stethoscope.&lt;br /&gt;
*A clipboard, paper bin, and pen to write notes on.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A cane.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A wheelchair.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Patient A, B, and C===&lt;br /&gt;
Small rooms with doors that have their access restrictions removed, but are otherwise quite cramped. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Primary Storage===&lt;br /&gt;
Located pretty much in the middle of medbay, this room is mostly used either to get to Chemistry or to go down to Secondary Storage. Some features are:&lt;br /&gt;
*Some medkits.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*Two wheelchairs.&lt;br /&gt;
*A box of Medical NIFSoft disks.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A prescription glasses kit.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The lab that produces invaluable medicine for doctors. Some features are:&lt;br /&gt;
*Three chem dispensers.&lt;br /&gt;
*Three ChemMasters.&lt;br /&gt;
*Three large beakers.&lt;br /&gt;
*A reagent grinder.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 1===&lt;br /&gt;
A roomy operation room to conduct surgery, usually with two surgeons. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*Two scalpels.&lt;br /&gt;
*Two hemostats.&lt;br /&gt;
*Two retractors.&lt;br /&gt;
*Two surgical saws.&lt;br /&gt;
*Two surgical drills.&lt;br /&gt;
*Two Fix'O'Veins.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*Two bone setters.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Nanopaste.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 2===&lt;br /&gt;
A smaller but still comfortable operating room for one surgeon to use. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*One scalpel.&lt;br /&gt;
*One hemostat.&lt;br /&gt;
*One retractor.&lt;br /&gt;
*One surgical saw.&lt;br /&gt;
*One surgical drill.&lt;br /&gt;
*One Fix'O'Vein.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*One bone setter.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip with O- blood bag.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Psych Room===&lt;br /&gt;
The domain of the psychologist, large and comfortable with wood flooring and carpet. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Some bookshelves.&lt;br /&gt;
*Some therapy dolls.&lt;br /&gt;
*A couch and chair.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 2==&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
A larger storage area that can be reached by taking the stairs from Primary Storage. Some features are:&lt;br /&gt;
*Two advanced kits.&lt;br /&gt;
*Two burn kits.&lt;br /&gt;
*Two toxin kits.&lt;br /&gt;
*Two oxy kits.&lt;br /&gt;
*Two random kits.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A gas cooler with three oxygen canisters connected.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*Some medical belts.&lt;br /&gt;
*Some stethoscopes.&lt;br /&gt;
*Two toolboxes.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A radiation suit.&lt;br /&gt;
*A crate of grenade casings, igniters, and timers.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*A straight jacket and muzzle.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
Where cadavers in body bags go if they cannot be resuscitated, or have records stating not to resuscitate. Some features are:&lt;br /&gt;
*Eleven morgue trays.&lt;br /&gt;
*An operating table with autopsy scanner, scalpel, and cautery.&lt;br /&gt;
*A filing cabinet for autopsy reports.&lt;br /&gt;
*A camera.&lt;br /&gt;
*Two boxes of body bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
&lt;br /&gt;
===Break Room===&lt;br /&gt;
A medium sized room with a few vendors and seats to allow staff to have a comfortable break. Some features are:&lt;br /&gt;
*Four vendors.&lt;br /&gt;
*A microwave with donk pockets.&lt;br /&gt;
*Two washing machines.&lt;br /&gt;
*A handheld translator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A deck of cards.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
A small area for paramedics/EMTs to prepare for work. Some features are:&lt;br /&gt;
*Two disassembled voidsuits.&lt;br /&gt;
*A suit cycler.&lt;br /&gt;
*Two oxygen tanks.&lt;br /&gt;
*Two suit coolers.&lt;br /&gt;
*A toolbox with multitool.&lt;br /&gt;
*A compact defibrillator.&lt;br /&gt;
*A Rescue Hardsuit.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
A really large area to handle viral triage, research pathogens, and develop cures. Some features are:&lt;br /&gt;
*Two incubators.&lt;br /&gt;
*Two antibody centrifuges.&lt;br /&gt;
*A pathogenic isolator.&lt;br /&gt;
*A pathogen analyzer.&lt;br /&gt;
*A virus food dispenser.&lt;br /&gt;
*A monkey cube box.&lt;br /&gt;
*A checkpoint airlock.&lt;br /&gt;
*A decontamination airlock.&lt;br /&gt;
*A virus ward with four beds and a few vendors.&lt;br /&gt;
*Two isolation cells.&lt;br /&gt;
*Disposal chutes that lead to space.&lt;br /&gt;
*'''No virus samples.'''&lt;br /&gt;
&lt;br /&gt;
===Medbay Escape Shuttle===&lt;br /&gt;
A shuttle that unlocks if an evacuation order is called, along with a few pieces of equipment capable of sustaining patients that require further medical treatment. Some features are:&lt;br /&gt;
*A cryogenic tube.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A wall mounted NanoMed.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
&lt;br /&gt;
==Surface 3==&lt;br /&gt;
===Surface Triage===&lt;br /&gt;
Essentially a mini-medbay on the surface of Virgo-3B, conveniently on the same floor as the bar. Rarely manned, though. Some features are:&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A crew monitoring console.&lt;br /&gt;
*Some randomized medkits.&lt;br /&gt;
*A body scanner.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
&lt;br /&gt;
==Surface 1==&lt;br /&gt;
===First Aid Station===&lt;br /&gt;
This isn't actually expected to be manned, this is just the first place people go that didn't fare so well from EVAing out onto the surface. Some features are:&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A roller bed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]'''Incision Management System (IMS)''': Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]'''Boneclamp''': Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]'''Laser Scalpel''': Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]'''Bluespace Beaker''': Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]'''Cryostasis Beaker''': Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]'''Pink Slime Extract''': Pink slimes are essentially smarter medibots, but their extract is what we're mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of phoron will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]'''Odysseus''': A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to '''scan reagents and synthesize them''', allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]'''Super Capacity/Hyper Capacity Power Cells''': A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG's cell will allow the user to use it's modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]'''Advanced Roller Bed''': Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it's size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]'''Medibots''': Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it's maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to '''not load in medicines that the patient can easily overdose on'''.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]'''Growing Pod''': Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Resleevingpod.gif]]'''Resleeving Pod''': Upgrading the resleeving pod will result in less confusion and dizziness for the patient, allowing the to become acquainted easier with their situation.&lt;br /&gt;
*[[File:Freezer.gif]]'''Gas Cooler''': Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]'''Clotting Kit''': A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]'''Vey-Med Voidsuit''': A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]'''Stasis Bags''': Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]'''Surgical Tools''': If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]'''Virus Samples''': Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CMO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Code Green'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Code Blue'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist ''unless'' it's directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Code Red'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**You '''need''' to provide information about a patient upon request as long as it's relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*'''Trespassing''': If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*'''Neglect of Duty''': If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*'''Disrespect to the Dead''': Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and '''EATING THE CORPSE FALLS UNDER THIS AS WELL.'''&lt;br /&gt;
*'''Animal Cruelty''': Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*'''Suicide Attempt''': While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*'''Violating Employee Privacy/Breach of Medical Confidentiality''': Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=48</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=48"/>
		<updated>2019-10-03T20:22:11Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;{{toc_right}} =Foreword= The original guide was compiled by a community effort led by WickedTempest and ported here.  Important reminder that it's possible to stabilize anyone...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it's possible to stabilize anyone no matter their condition, it just depends on what's available for you to treat them. Obviously not every situation presents ideal circumstances. Don't beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you're only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then '''you really shouldn't be playing medical.'''&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don't go outright doing someone's job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they're doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical's word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to '''stabilize patients, not cure to 100%.''' Generally this comes into play when there is ''more than one'' patient. Wearing a pair of [[File:PGlasses.png]] AR-Ms (HUDs work as well, though they are inferior) will allow you to assess a patient's overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*'''No Healthbar''': 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green''': 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]'''&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow''': 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red''': 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]'''&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing''': -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]'''&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!''': -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]'''Dead''': -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
It's important to remember that a rfesh syringe does not have it's cap removed.&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|'''Advanced Trauma Kits''']]: Heals 3 brute on the target limb immediately and will allow it to heal on it's own if the damage is below 50. The 3 damage that's taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Bicaridine''']]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, no overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked,' unable to be resuscitated no matter what you do. Treatment for burn damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|'''Advanced Burn Kits''']]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Kelotane''']]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dermaline''']]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* '''KeloDerm''': A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it's damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Inaprovaline''']]: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin''']]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin Plus''']]: A blue colored medicine which heals '''150 oxy''' per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation, slime digestion, or from popping out of an unupgraded growing vat makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Cryoxadone''']]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Clonexadone''']]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* '''Cryo-Mix''': A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Rezadone''']]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Hyronalin''']]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Peridaxon''']]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Alkysine''']]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Imidazoline''']]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey medicine, works the same as Dylovene in it's use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**'''Pressure''': Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If ''you'' are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.&lt;br /&gt;
**'''[[Medical_Items#Roll_of_gauze|Gauze]]''': This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**'''[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]''': ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 3 brute damage on the limb it's applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**'''Cryogenics''': Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding ''and'' stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]''': These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**'''[[Surgery#Internal_Bleeding|Surgery]]''': The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Myelamine]]''': A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine]]''': Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*'''[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]''': Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*'''Iron''': A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*'''Nutriment''': Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''Protein''': Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''20 Iron, 20 Nutriment, 20 Protein''': The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*'''IV Drip with compatible blood''': Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*'''L1 (Mild)''': Pain messages and the start of fever.&lt;br /&gt;
*'''L2 (Acute)''': More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*'''L3 (GANGRENE)''': Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it's located:&lt;br /&gt;
*'''Meningitis (Brain)'''&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*'''Conjunctivitis (Eyes)'''&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*'''Endocarditis (Heart)'''&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*'''Pyelonephritis (Kidneys)'''&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*'''Pyogenic Abscess (Liver)'''&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*'''Pneumonia (Lungs)'''&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*'''Staph Infection (All external limbs)'''&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be '''overdosed (45u)''' immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|Corophizine]] can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:&lt;br /&gt;
*'''Limb gangrene''':&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*'''Organ necrosis''':&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve's organ '''with the patient's consent.'''&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it's the heart).&lt;br /&gt;
**If the brain or heart (unless you're fast) is necrotic, the patient will need to be resleeved.&lt;br /&gt;
&lt;br /&gt;
'''A note about necrosis''': If an organ is allegedly necrotic (namely on a printout) but the patient's temperature is normal and there was no previous infection, then ''surprisingly'' the organ isn't actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*'''[[Medical_Items#Splint|Splints]]''': A half-cast that keeps the fractured bone in place and prevents it from moving. '''This is a temporary remedy,''' and requires the following to actually treat...&lt;br /&gt;
*'''[[Surgery#Bone_Repair|Surgery]]''': By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*'''Osteodaxon''': A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Resleeving=&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Resleeving]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similar to cloning, Resleeving is a method of reviving someone - to an extent - via technology provided to Nanotrasen by [[Kitsuhana Heavy Industries|KHI]]. Perhaps the main difference between cloning and resleeving is that the mind records are kept separate from the body records, granting the ability to create custom sleeves to put yourself into without the need for brain transplant surgery (which would probably fail anyway due to organ rejection). Mind records are primarily maintained via backup implants provided by medical in reception which will backup the mind state of the patient periodically, with the added benefit of informing medbay staff over the medical frequency if an implant has ceased function, implying the patient has died. Legacy one-time mind scans are available with a SleeveMate, though, if patients don't like blinking pieces of metal in their necks.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Procedure===&lt;br /&gt;
The following steps will entail how to correctly resleeve a patient without error.&lt;br /&gt;
#Listen for the chime over the medical frequency about a patient's backup implant ceasing to function. This may take fifteen minutes after they have died. Alternatively, follow the rest of this guide if a patient you are caring for has died and cannot be resuscitated.&lt;br /&gt;
#*Someone who may or may not be related to the patient's death (which isn't any of your business anyway) may arrive with some of their items in a bag. Take the bag with you but do not look inside.&lt;br /&gt;
#'''Check the patient's records.''' If there is a Do Not Resuscitate or Do Not Resleeve (commonly known as a DNR), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag with a toe tag including name and transfer to the morgue.&lt;br /&gt;
#*A DNR may also be issued by the CMO if it is reasonable (e.g. not &amp;quot;lol don't resleeve them they're a butt&amp;quot;) or Central Command as long as hard evidence is supplied that the patient has committed suicide willingly.&lt;br /&gt;
#If the patient lacks a mind record and their body is still intact, scan their cadaver with a SleeveMate and select '''Mind-Scan (One Time)'''. A mind record with their name should appear shortly.&lt;br /&gt;
#Operate the console and '''ensure the mind scan is present''' before growing the body.&lt;br /&gt;
#Begin growing the body and tint the resleeving lab's windows.&lt;br /&gt;
#Once the body has been ejected from the growing tube, place it in the cryogenics tube and turn it on until their health reads 100%&lt;br /&gt;
#*Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations, including blindness and deafness.&lt;br /&gt;
#Eject the patient from the cryo tube and '''place a uniform from the spare clothing locker on them.''' If you were given a backpack with the patient's items, place their backpack on their back slot.&lt;br /&gt;
#Place the patient in the resleeving tube and sleeve their mind into their body. Eject from the tube and buckle them to the nearest chair.&lt;br /&gt;
&lt;br /&gt;
===Post-Resleeving Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious post-resleeving. Failure to heed these instructions may jeopardize the patient's mental well being and the credibility of your medical license.&lt;br /&gt;
#Shake the patient awake if they aren't already.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a 'warning shot' and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them that they have been resleeved.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. '''Misinformation may be detrimental to the patient.'''&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain, others may just stare blankly and really just want to run out the door to get eaten again &amp;lt;s&amp;gt;and waste your frikkin biomass&amp;lt;/s&amp;gt;.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. '''Avoid speculation.'''&lt;br /&gt;
#Advise the patient to relax for a while and inform them of the side effects of resleeving (generally fatigue).&lt;br /&gt;
'''Remember''': They are not a ''clone,'' they have only ''been cloned,'' in a sense. They are still themselves.&lt;br /&gt;
&lt;br /&gt;
===Carding===&lt;br /&gt;
If a patient doesn't have a body record and their previous body is no longer present or intact, then sleeving a mind record into a card may be necessary to help them design a new body (which will be discussed shortly). Sleeve cards are fully aware of their surroundings and situation and are even able to speak, but cannot do anything beyond that. There's no real reason to use this feature short of the reason above.&lt;br /&gt;
&lt;br /&gt;
===Body Design===&lt;br /&gt;
The body design console is located in the reception area of medbay and can be used by anyone, allowing them to design a body similar (but clunkier) to what they can do in character creation. This may also be used in case a patient doesn't have a body record and needs a new one designed. Once a body is designed it will need to be saved to a disk, which are kept in a box on a table behind the windows. Simply insert the disk, save the data onto it, eject it, then insert it into the resleeving console to grow.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
There are many races on Virgo, even a race that lets you make your own (kinda)! Custom Species aside, some of the vanilla races react a little differently to different treatments. For the purpose of this guide, humans will be used as a base species to compare for the rest of them.&lt;br /&gt;
&lt;br /&gt;
===[[Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
Hairless apes that are smart &amp;lt;s&amp;gt;somehow&amp;lt;/s&amp;gt;. Would probably make up most of the (consistent) population of most stations.&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Bleed 50% faster.&lt;br /&gt;
*Take 10% less damage from overdoses.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.85&lt;br /&gt;
*Burn Modifier: 0.85&lt;br /&gt;
*Total Health: 125&lt;br /&gt;
*Blood Volume: 840&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Have 'ribplates' on their torso and lower body, which must be cut through in order to conduct any surgery in those areas.&lt;br /&gt;
*Less likely to suffer fractures, requiring higher brute values to break a bone.&lt;br /&gt;
*Lack kidneys and appendix, the liver making up for their absence.&lt;br /&gt;
*Less slowdown from wearing heavy items (e.g. duffle bags)&lt;br /&gt;
*Bleed 25% slower.&lt;br /&gt;
&lt;br /&gt;
===[[Tajaran]]===&lt;br /&gt;
*Brute Modifier: 1.15&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
Bipedal &amp;lt;s&amp;gt;catbeasts&amp;lt;/s&amp;gt; furred feline-esque creatures hailing from a cold planet.&lt;br /&gt;
&lt;br /&gt;
===[[Teshari]]===&lt;br /&gt;
*Brute Modifier: 1.35&lt;br /&gt;
*Burn Modifier: 1.35&lt;br /&gt;
*Total Health: 50&lt;br /&gt;
*Blood Volume: 400&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Can breathe 12 kPa of oxygen from internals instead of 16 kPa.&lt;br /&gt;
&lt;br /&gt;
===[[Sergal]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Forms: Saru&lt;br /&gt;
Hungry triangle-faced beings.&lt;br /&gt;
&lt;br /&gt;
===[[Akula]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sobaka&lt;br /&gt;
Shark-esque species raised alongside the Skrell.&lt;br /&gt;
&lt;br /&gt;
===[[Vulpkanin]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Wolpin&lt;br /&gt;
Foxes. That's about it.&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
*Breathes phoron. Liquid phoron is basically a Vox's version of Dexalin Plus.&lt;br /&gt;
*'''Actual Dexalin is lethal to Vox''', and may result in organ damage if injected.&lt;br /&gt;
*Different internal organs than most other species:&lt;br /&gt;
**Head, Brain - Prosthetic brain&lt;br /&gt;
**Torso, Lungs - Air capillaries&lt;br /&gt;
**Torso, Liver - Waste tract&lt;br /&gt;
**Torso, Kidneys - Filtration bladder&lt;br /&gt;
**Abdomen, Heart - Vox heart&lt;br /&gt;
*'''Cannot be resleeved''', once they are dead, their body cannot be grown and will just have to take place off-station.&lt;br /&gt;
&lt;br /&gt;
===[[Promethean]]===&lt;br /&gt;
*Brute Modifier: 0.75&lt;br /&gt;
*Burn Modifier: 2&lt;br /&gt;
*Total Health: 120&lt;br /&gt;
*Blood Volume: None, mechanically&lt;br /&gt;
*Primitive Forms: Slime&lt;br /&gt;
*Regenerates damage at 0.2 per tick.&lt;br /&gt;
*Can regenerate lost limbs.&lt;br /&gt;
*Cannot suffocate.&lt;br /&gt;
*No internal organs sans slime core, which is their brain located in their chest. Healed with Alkysine.&lt;br /&gt;
*Require a Bio-Adaptive NIF if they want a NIF at all.&lt;br /&gt;
**Can implant a NIF into them by just slam dunking it into their face.&lt;br /&gt;
*Being covered in water will inhibit a Promethean's ability to regenerate.&lt;br /&gt;
*Prometheans Melt on death. They can be revived by injecting their core with 40u Phoron.&lt;br /&gt;
&lt;br /&gt;
===[[Nevrean]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sparra&lt;br /&gt;
Bird people with beaks that don't smell. Tweet tweet.&lt;br /&gt;
&lt;br /&gt;
===[[Zorren]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Found around Virgo or something.&lt;br /&gt;
&lt;br /&gt;
===[[Vasillisan]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Spider people. Not much is really known &amp;lt;s&amp;gt;because their development is on hold I guess&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===[[Rapala]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Birb people but more human.&lt;br /&gt;
&lt;br /&gt;
===[[Diona]]===&lt;br /&gt;
*Regenerates health and nutriment when in light.&lt;br /&gt;
*Can soak lots of different types of damage.&lt;br /&gt;
*Most reagents have little to no effect on a Diona&lt;br /&gt;
*Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
*Doesn’t have internal organs and isn’t affected by broken limbs.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenochimera]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Damage, Pain, and Low Nutrition are all '''Feral Triggers'''&lt;br /&gt;
*Jitteriness mildly contributes to Feral-ness.&lt;br /&gt;
*When Feral, lights cause hallucinations.&lt;br /&gt;
**They'll generally flee to dark areas like maintenance tunnels.&lt;br /&gt;
*Can self-repair damage at the cost of time and nutriment, actual medical treatment will generally be faster.&lt;br /&gt;
*Can revive self, if liquid nutriment is present in bloodstream. &lt;br /&gt;
*If Feral: Put in dark area, give food, attempt to fix injuries/pain. &lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenomorph Hybrid]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Just a human mixed with xeno DNA. &amp;lt;s&amp;gt;Why is this whitelisted again?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:PGlasses.png]] A pair of [[Medical_Items#AR-M|AR-M glasses]] can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient's job icon next to the health bar, but probably the biggest step up from regular HUDs is the fact that it can view suit sensors in a new window. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. '''Ensure that you are not sharing the same syringe between patients.''' Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don't halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient's vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
*[[File:Sleevemate.png]] A [[Medical_Items#SleeveMate_3200|SleeveMate]] to scan the minds/bodies of cadavers if they have no records present in the resleeving console.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient's health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.&lt;br /&gt;
**The lowest setting skips 99 of 100 life ticks.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are it's cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Resleevingpod.gif]]Resleeving Pods===&lt;br /&gt;
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead&amp;lt;s&amp;gt;, particularly when they get eaten&amp;lt;/s&amp;gt;. See the Resleeving heading above about how to use this.&lt;br /&gt;
&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 3==&lt;br /&gt;
===Reception===&lt;br /&gt;
This is the entrance to medbay and where most doctors will probably wait by sitting behind the desk, and where many patients will move to if they are injured and seeking help, or if they just want an implant. Some features of the room are:&lt;br /&gt;
*Two crew monitoring consoles.&lt;br /&gt;
*A body design console.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
*Two shortwave radios.&lt;br /&gt;
&lt;br /&gt;
===Emergency Treatment Center===&lt;br /&gt;
Also known as the ETC, this is the most frequented area of medical for conducting treatments. Some features are:&lt;br /&gt;
*The body scanner, along with a filing cabinet to store scan records.&lt;br /&gt;
*Two sleepers.&lt;br /&gt;
*Two cryogenic tubes.&lt;br /&gt;
*Two rechargers.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
*An IV drip with O- blood bag cabinet.&lt;br /&gt;
*A requests console.&lt;br /&gt;
*Two bottles of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Lab===&lt;br /&gt;
The lab where crew are resleeved whenever they [[Guide_to_Vore|suffer tragic accidents]]. Some features are:&lt;br /&gt;
*The resleeving console, which manages body and mind records.&lt;br /&gt;
*The growing pod, which synthesizes a body similar to the body record provided.&lt;br /&gt;
*The resleeving pod, which sleeves the latest mind record of the patient into the body inside the pod.&lt;br /&gt;
*A cryogenic tube to heal bodies with genetic damage.&lt;br /&gt;
*A locker with spare radios and jumpsuits.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Some penlights to diagnose certain mutations.&lt;br /&gt;
&lt;br /&gt;
===CMO's Office===&lt;br /&gt;
Perhaps the smallest office of all heads of staff. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*An employment records console.&lt;br /&gt;
*[[Critters#Pets|Runtime]], the medbay cat.&lt;br /&gt;
*The CMO's locker.&lt;br /&gt;
*Several lockdown switches.&lt;br /&gt;
*A fax machine.&lt;br /&gt;
*A requests console.&lt;br /&gt;
&lt;br /&gt;
===Recovery Ward===&lt;br /&gt;
A large room with windows on the edge of the asteroid, giving a good view of space &amp;lt;s&amp;gt;and letting the occasional space carp know who's on the menu&amp;lt;/s&amp;gt;. Some features are:&lt;br /&gt;
*Six beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A stasis bag.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===Examination Room===&lt;br /&gt;
Essentially a larger patient room with a few tools to diagnose trivial ailments. Good place to update someone's medical records. Some features are:&lt;br /&gt;
*A stethoscope.&lt;br /&gt;
*A clipboard, paper bin, and pen to write notes on.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A cane.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A wheelchair.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Patient A, B, and C===&lt;br /&gt;
Small rooms with doors that have their access restrictions removed, but are otherwise quite cramped. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Primary Storage===&lt;br /&gt;
Located pretty much in the middle of medbay, this room is mostly used either to get to Chemistry or to go down to Secondary Storage. Some features are:&lt;br /&gt;
*Some medkits.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*Two wheelchairs.&lt;br /&gt;
*A box of Medical NIFSoft disks.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A prescription glasses kit.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The lab that produces invaluable medicine for doctors. Some features are:&lt;br /&gt;
*Three chem dispensers.&lt;br /&gt;
*Three ChemMasters.&lt;br /&gt;
*Three large beakers.&lt;br /&gt;
*A reagent grinder.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 1===&lt;br /&gt;
A roomy operation room to conduct surgery, usually with two surgeons. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*Two scalpels.&lt;br /&gt;
*Two hemostats.&lt;br /&gt;
*Two retractors.&lt;br /&gt;
*Two surgical saws.&lt;br /&gt;
*Two surgical drills.&lt;br /&gt;
*Two Fix'O'Veins.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*Two bone setters.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Nanopaste.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 2===&lt;br /&gt;
A smaller but still comfortable operating room for one surgeon to use. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*One scalpel.&lt;br /&gt;
*One hemostat.&lt;br /&gt;
*One retractor.&lt;br /&gt;
*One surgical saw.&lt;br /&gt;
*One surgical drill.&lt;br /&gt;
*One Fix'O'Vein.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*One bone setter.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip with O- blood bag.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Psych Room===&lt;br /&gt;
The domain of the psychologist, large and comfortable with wood flooring and carpet. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Some bookshelves.&lt;br /&gt;
*Some therapy dolls.&lt;br /&gt;
*A couch and chair.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 2==&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
A larger storage area that can be reached by taking the stairs from Primary Storage. Some features are:&lt;br /&gt;
*Two advanced kits.&lt;br /&gt;
*Two burn kits.&lt;br /&gt;
*Two toxin kits.&lt;br /&gt;
*Two oxy kits.&lt;br /&gt;
*Two random kits.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A gas cooler with three oxygen canisters connected.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*Some medical belts.&lt;br /&gt;
*Some stethoscopes.&lt;br /&gt;
*Two toolboxes.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A radiation suit.&lt;br /&gt;
*A crate of grenade casings, igniters, and timers.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*A straight jacket and muzzle.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
Where cadavers in body bags go if they cannot be resuscitated, or have records stating not to resuscitate. Some features are:&lt;br /&gt;
*Eleven morgue trays.&lt;br /&gt;
*An operating table with autopsy scanner, scalpel, and cautery.&lt;br /&gt;
*A filing cabinet for autopsy reports.&lt;br /&gt;
*A camera.&lt;br /&gt;
*Two boxes of body bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
&lt;br /&gt;
===Break Room===&lt;br /&gt;
A medium sized room with a few vendors and seats to allow staff to have a comfortable break. Some features are:&lt;br /&gt;
*Four vendors.&lt;br /&gt;
*A microwave with donk pockets.&lt;br /&gt;
*Two washing machines.&lt;br /&gt;
*A handheld translator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A deck of cards.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
A small area for paramedics/EMTs to prepare for work. Some features are:&lt;br /&gt;
*Two disassembled voidsuits.&lt;br /&gt;
*A suit cycler.&lt;br /&gt;
*Two oxygen tanks.&lt;br /&gt;
*Two suit coolers.&lt;br /&gt;
*A toolbox with multitool.&lt;br /&gt;
*A compact defibrillator.&lt;br /&gt;
*A Rescue Hardsuit.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
A really large area to handle viral triage, research pathogens, and develop cures. Some features are:&lt;br /&gt;
*Two incubators.&lt;br /&gt;
*Two antibody centrifuges.&lt;br /&gt;
*A pathogenic isolator.&lt;br /&gt;
*A pathogen analyzer.&lt;br /&gt;
*A virus food dispenser.&lt;br /&gt;
*A monkey cube box.&lt;br /&gt;
*A checkpoint airlock.&lt;br /&gt;
*A decontamination airlock.&lt;br /&gt;
*A virus ward with four beds and a few vendors.&lt;br /&gt;
*Two isolation cells.&lt;br /&gt;
*Disposal chutes that lead to space.&lt;br /&gt;
*'''No virus samples.'''&lt;br /&gt;
&lt;br /&gt;
===Medbay Escape Shuttle===&lt;br /&gt;
A shuttle that unlocks if an evacuation order is called, along with a few pieces of equipment capable of sustaining patients that require further medical treatment. Some features are:&lt;br /&gt;
*A cryogenic tube.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A wall mounted NanoMed.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
&lt;br /&gt;
==Surface 3==&lt;br /&gt;
===Surface Triage===&lt;br /&gt;
Essentially a mini-medbay on the surface of Virgo-3B, conveniently on the same floor as the bar. Rarely manned, though. Some features are:&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A crew monitoring console.&lt;br /&gt;
*Some randomized medkits.&lt;br /&gt;
*A body scanner.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
&lt;br /&gt;
==Surface 1==&lt;br /&gt;
===First Aid Station===&lt;br /&gt;
This isn't actually expected to be manned, this is just the first place people go that didn't fare so well from EVAing out onto the surface. Some features are:&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A roller bed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]'''Incision Management System (IMS)''': Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]'''Boneclamp''': Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]'''Laser Scalpel''': Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]'''Bluespace Beaker''': Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]'''Cryostasis Beaker''': Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]'''Pink Slime Extract''': Pink slimes are essentially smarter medibots, but their extract is what we're mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of phoron will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]'''Odysseus''': A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to '''scan reagents and synthesize them''', allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]'''Super Capacity/Hyper Capacity Power Cells''': A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG's cell will allow the user to use it's modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]'''Advanced Roller Bed''': Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it's size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]'''Medibots''': Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it's maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to '''not load in medicines that the patient can easily overdose on'''.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]'''Growing Pod''': Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Resleevingpod.gif]]'''Resleeving Pod''': Upgrading the resleeving pod will result in less confusion and dizziness for the patient, allowing the to become acquainted easier with their situation.&lt;br /&gt;
*[[File:Freezer.gif]]'''Gas Cooler''': Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]'''Clotting Kit''': A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]'''Vey-Med Voidsuit''': A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]'''Stasis Bags''': Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]'''Surgical Tools''': If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]'''Virus Samples''': Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CMO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Code Green'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Code Blue'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist ''unless'' it's directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Code Red'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**You '''need''' to provide information about a patient upon request as long as it's relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*'''Trespassing''': If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*'''Neglect of Duty''': If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*'''Disrespect to the Dead''': Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and '''EATING THE CORPSE FALLS UNDER THIS AS WELL.'''&lt;br /&gt;
*'''Animal Cruelty''': Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*'''Suicide Attempt''': While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*'''Violating Employee Privacy/Breach of Medical Confidentiality''': Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Hacking&amp;diff=47</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Hacking&amp;diff=47"/>
		<updated>2019-10-03T20:20:30Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;== What You'll Need == * File:Yellowgloves.png Insulated gloves - Hackables have power lines, and cutting/pulsing these without gloves can harm you. * File:Screwdriver t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What You'll Need ==&lt;br /&gt;
* [[File:Yellowgloves.png]] Insulated gloves - Hackables have power lines, and cutting/pulsing these without gloves can harm you.&lt;br /&gt;
* [[File:Screwdriver tool.png]] Screwdriver - For opening up panels and the like. A necessary tool&lt;br /&gt;
* [[File:Wirecutters.png]] Wirecutters - For cutting and mending wires. Also a necessary tool&lt;br /&gt;
* [[File:Multitool.png]] Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier.&lt;br /&gt;
* [[File:Crowbar.png]] Crowbar - For prying the door open once you've hacked it.&lt;br /&gt;
&lt;br /&gt;
== [[File:Airlock.png]] [[File:Airlock external.png]] Airlocks ==&lt;br /&gt;
Both internal and external access airlocks are hackable, though [[File:Hazard_Door.png]] hazard doors are not hackable. Wires are randomized at the start of each round, but are standardized throughout the station (e.g., every orange wire might toggle the bolts). This is probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Multitool.png]] With a Multitool ===&lt;br /&gt;
==== Finding the Right Wires ====&lt;br /&gt;
Remember, wires are randomized, so you need to identify them the first time. The most important ones to identify are the &amp;quot;test light&amp;quot; wire and the &amp;quot;door bolts&amp;quot; wire.&lt;br /&gt;
&lt;br /&gt;
# Remember to equip [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# With a [[File:Multitool.png]] multitool, click on the airlock to access the wiring.&lt;br /&gt;
# Click each &amp;quot;Pulse&amp;quot; link to pulse the wires, and keep an eye on &amp;quot;The door bolts&amp;quot; and &amp;quot;The test light&amp;quot; at the bottom of the menu (two wires will cause this - pick either one). When you see either the &amp;quot;The test light is off!&amp;quot; or &amp;quot;The door bolts have fallen!&amp;quot;, remember the colors of both wires.&lt;br /&gt;
# To put the door back to normal, the test light will need to be on first. It will come back on by itself after 10 seconds. Then, re-pulse the door bolts wire to put them &amp;quot;up&amp;quot; again, and close the wiring panel with your screwdriver.&lt;br /&gt;
&lt;br /&gt;
==== Airlock Hack ====&lt;br /&gt;
If you have a multitool, getting through doors gets a lot easier and faster.&lt;br /&gt;
# Have the [[File:Multitool.png]] multiool in one hand and a [[File:Crowbar.png]] crowbar in another for quick switching. You'll only have 10 seconds (but you can retry if you fail).&lt;br /&gt;
# Pulse the '''Test light''' wire, then quickly switch to your crowbar and click on the door to pry it open while the power is off.&lt;br /&gt;
#* ''Note: The door will stay open. If you want to close it, click on it with the crowbar again, then use the screwdriver to close the wiring panel.''&lt;br /&gt;
&lt;br /&gt;
=== [[File:Multitool_no.png]] Without a Multitool ===&lt;br /&gt;
==== Finding the Right Wires ====&lt;br /&gt;
Make sure you choose a door that you and everyone else won't mind you breaking, because in most cases this will prevent the door from opening again until it's repaired by an Engineer.&lt;br /&gt;
# Remember to equip [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# Equip [[File:Wirecutters.png]] wirecutters.&lt;br /&gt;
# Click on the door to open the menu, then slowly '''Cut''' each wire until you see &amp;quot;The door bolts have fallen!&amp;quot; at the bottom of the menu. Remember the color of the wire you cut that caused the bolts to drop.&lt;br /&gt;
#* ''Note: if you're lucky enough to be on the last wire and you haven't seen the bolts drop yet, you know that wire is the winner, so you don't need to cut it. Just remember its color.''&lt;br /&gt;
# '''Mend''' all the wires and leave that door alone.&lt;br /&gt;
# Now that you know the wire color for door bolts, move on to the next door (or if you were lucky and found the bolt wire without cutting it, you can continue with the same door and skip to step #3 below.)&lt;br /&gt;
&lt;br /&gt;
==== Airlock Hack ====&lt;br /&gt;
# Open the wiring panel with the [[File:Screwdriver tool.png]] screwdriver.&lt;br /&gt;
# Using the [[File:Wirecutters.png]] wirecutters, cut all wires EXCEPT for the door bolts wire that you found earlier.&lt;br /&gt;
# Use a [[File:Crowbar.png]] crowbar on the door to pry it open.&lt;br /&gt;
&lt;br /&gt;
==== Emergency Unbolting Procedure ==== &lt;br /&gt;
Airlocks aboard the station are equipped with SecureDoor(tm) inductive-coupling bolt triggers. By allowing the bolts to drop using (ambient or artificial) gravity, bolts can be dropped and security maintained even in low-power situations! The actuator used to raise the bolts, however, requires power to function.&lt;br /&gt;
&lt;br /&gt;
In an emergency, door bolts can be raised without power using the following procedure.&lt;br /&gt;
&lt;br /&gt;
# Weld the door shut using a [[File:Welderon.gif]] welding tool.&lt;br /&gt;
# Next, break the protective cover behind the airlock electronics with a sturdy object (use harm intent).&lt;br /&gt;
# Finally, use a [[File:Crowbar.png]] crowbar to manually raise the bolts from the inside.&lt;br /&gt;
&lt;br /&gt;
=== Wire Functions ===&lt;br /&gt;
* '''ID wire''': ''Pulsing'' will flash the 'access denied' red light; ''cutting'' will prevent anyone from opening the door if it's a restricted door; otherwise, it does nothing.&lt;br /&gt;
* '''AI control wire''': ''Pulsing'' will flash the 'AI control light' off and on quickly; ''cutting'' will prevent the AI from accessing the door unless s/he hacks the power wires&lt;br /&gt;
* '''Main power wires (2)''' (Test light wires): ''Pulsing'' will turn off the 'test light' and kill the power for a short time; ''cutting'' will kill the power for a time before backup power kicks in. There are two of these, and both are needed for the main power to work. Cutting will cause sparks.&lt;br /&gt;
* '''Backup power wire (2)''': ''Pulsing'' will turn off the 'test light' kill the power for a short time if the main power is out, otherwise, nothing. ''Cutting'' will obviously disable the backup power. There are two of these, and both are needed for backup power to work. Cutting will cause sparks.&lt;br /&gt;
* '''Bolt control wire''': ''Pulsing'' will toggle the bolts; ''cutting'' will drop the bolts.&lt;br /&gt;
* '''Bolt light wire''': ''Pulsing'' will toggle if the bolt/access lights will flash or turn on. ''Cutting'' will turn the lights off until mended.&lt;br /&gt;
* '''Door control wire''': If the door is ID restricted, this is pretty much useless. If not, ''Pulsing'' will open/close the door and ''cutting'' will keep it that way, sort of like bolting.&lt;br /&gt;
* '''Electrifying wire''': ''Pulsing'' will electrify the door for 30 seconds; ''cutting'' will permanently electrify it until mended. This will cause the safety light to flash. You can find the wire easily because the door shoots sparks when pulsed or cut. Obviously useless if there is no power to the door.&lt;br /&gt;
* '''Door safeties wire''': ''Pulsing'' will cause the check wiring light to toggle, causing the door to no longer check if someone is in the door before closing if it is on. ''Cutting'' will permanently turn off the safeties until mended&lt;br /&gt;
* '''Door timing wire''': ''Pulsing'' will toggle the door's timer, and the check timing light. If the light is on, the door will try to close as immediately as it can. ''Cutting'' it will turn off the timer until mended.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
* '''Create an obstacle''' by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.&lt;br /&gt;
* '''Remotely pulse an airlock''' by attaching a signaler, which when signaled pulses the wire it's attached to. This allows you to remotely bolt and unbolt a door, for instance. Be sure to turn off the speaker so no one can hear it being toggled.&lt;br /&gt;
* '''Hacking without gloves'''. First find two wires of importance. The bolts wire, and the test light wire. Pulse a random door to find out the wires. If you hear sparks, see your health going down or see the message &amp;quot;You feel a powerful shock coursing through your body!&amp;quot;, close that hacking window and move onto another door. Once you got the main power wire, head to an unbolted door, pulse the wire, crowbar it open. You get a larger window of time to crowbar, and you can do it without gloves.&lt;br /&gt;
&lt;br /&gt;
== [[File:APC.png]] APCs ==&lt;br /&gt;
Used to control power to a certain room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, and can be remotely controlled from there.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on APC to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png]] multitool.&lt;br /&gt;
# Put [[File:Wirecutters.png]] wirecutters in your other hand to quickly '''Cut''' and '''Mend''' a wire if you short out the power accidentally (which will likely happen).&lt;br /&gt;
#* '''Power wires (2)''': ''Pulse'' will short out the APC. You must ''cut and mend'' the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely.&lt;br /&gt;
#* '''AI control wire''': Like the airlock, ''pulsing'' will flash the light off and on quickly; ''cutting'' will disable AI control&lt;br /&gt;
#* '''APC lock wire''': This is the wining wire you want to pulse in order to unlock it.&lt;br /&gt;
# Use a screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:AirAlarm.png]] Atmospheric Alarms ==&lt;br /&gt;
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png]] multitool and[[File:Wirecutters.png]] wirecutters.&lt;br /&gt;
#* '''Id Scan''': ''Pulsing'' will unlock the alarm for 30 seconds. ''Cutting'' will not allow people to access the alarm even if they have the correct ID. ''Mending'' will allow normal operation.&lt;br /&gt;
#* '''Alarm''': ''Cutting'' will cause an atmos alert in the area, and most likely alert the AI as well. ''Pulsing'' will reset the alarm status. ''Mending'' allows the alarm to work again.&lt;br /&gt;
#* '''Panic Syphon''': ''Cutting'' or ''Pulsing'' this wire will activate the panic syphon. ''Mending'' does nothing, and it must be turned off from the actual alarm.&lt;br /&gt;
#* '''AI Control''': ''Cutting'' this wire will prevent the AI from using the alarm. ''Pulsing'' it flashes the light on and off quickly.  ''Mending'' allows AI control.&lt;br /&gt;
#* '''Power''': ''Cutting'' this wire will deactivate the alarm. ''Pulsing'' it turns it off for 30 seconds.  ''Mending'' restored power.&lt;br /&gt;
# Use a screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:Autolathe.gif]] Autolathes ==&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the autolathe to open the maintenance panel.&lt;br /&gt;
# Click on the autolathe with an empty hand to access the wiring.&lt;br /&gt;
# There are three important wires. Cutting them toggles their light permanently, pulsing does so temporarily. Red light is power, green light is electrocution and blue is hacked options.&lt;br /&gt;
# Have fun accessing some new options:&lt;br /&gt;
#* Compressed matter cartridges (for the RCD)&lt;br /&gt;
#* Handcuffs&lt;br /&gt;
#* Infrared beam (security)&lt;br /&gt;
#* Infrared sensor&lt;br /&gt;
#* Bullets&lt;br /&gt;
#* Other stuff&lt;br /&gt;
&lt;br /&gt;
== [[File:MULE.gif]] MULEs ==&lt;br /&gt;
# Unlock the controls with a Quartermaster's ID.&lt;br /&gt;
# Unscrew the maintenance panel with the screwdriver.&lt;br /&gt;
# Pulse various wires with a multitool. Pay attention to the reaction the MULE gives. Also note that these wires are randomized for each MULE&lt;br /&gt;
## Cutting the wire that causes the loading bay to thunk will remove cargo restrictions.&lt;br /&gt;
## Cutting the wire that leads to the safety light will awaken its thirst for blood and cause it to run over people in its path. DO NOT DO THIS UNLESS YOU HAVE A VERY GOOD REASON.&lt;br /&gt;
## Cutting ''one'' of the wires that makes the motor whine will safely speed up the MULE. Cutting both will immobilize it.&lt;br /&gt;
# Screw the panel back on.&lt;br /&gt;
&lt;br /&gt;
=== Wire Functions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Response from multitool&lt;br /&gt;
! Effect if cut&lt;br /&gt;
|-&lt;br /&gt;
| The drive motor whines briefly.&lt;br /&gt;
| Increases speed, disables motor if both wires are cut&lt;br /&gt;
|-&lt;br /&gt;
| You hear a radio crackle.&lt;br /&gt;
| Disables PDA control&lt;br /&gt;
|-&lt;br /&gt;
| The charge light flickers.&lt;br /&gt;
| Disables power&lt;br /&gt;
|-&lt;br /&gt;
| The external warning lights flash briefly.&lt;br /&gt;
| Disables safety, awakens thirst for blood (DON'T DO THIS UNLESS YOU'RE A TRAITOR. EVEN THEN IT'S REALLY NOT A GOOD IDEA.)&lt;br /&gt;
|-&lt;br /&gt;
| The load platform clunks&lt;br /&gt;
| Allows nonstandard cargo such as humans, cyborgs, and other bots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Security_Camera.gif]] Cameras ==&lt;br /&gt;
Used to view rooms from, they also have upgrades which allow them to see through walls, be invincible against EMPs and have a motion detection system.&lt;br /&gt;
# With a screwdriver in hand, click on the camera.&lt;br /&gt;
# After opening the panel, use your wirecutter on the camera. You will now get a wire cut menu like the airlock. There are multiple wires to look out for. NOTE: Every camera will have randomized wires.&lt;br /&gt;
#* '''Power Wire''' - Cutting it will disable the camera, fixing it will enable the camera. Pulsing toggle the camera on and off.&lt;br /&gt;
#* '''Alarm Wire''' - You do not want to cut this wire. You have to use a multitool to detect this, as it'll give off a beeping sound when pulsed. Cutting will trigger an alarm, fixing it will cancel the alarm.&lt;br /&gt;
#* '''Light Wire''' - Cutting this will stop the AI from using the camera's light, fixing it will allow the AI to use the camera light. Pulsing toggles it.&lt;br /&gt;
#* '''Focus Wire''' - Cutting this will shorten the vision range to a default set of 2 tiles, fixing it will return it back to a normal 7 vision range. Pulsing it will toggle between the short and normal vision range.&lt;br /&gt;
#* Two '''Nothing Wires''' - They do nothing, still required to deconstruct the camera.&lt;br /&gt;
&lt;br /&gt;
You can find a guide to deconstruct cameras [[Guide_to_construction#Security_Camera_2|here]].&lt;br /&gt;
&lt;br /&gt;
== Particle Accelerator ==&lt;br /&gt;
What a better way to release the singularity than to do it REMOTELY! That or you can hack it to make it shoot more powerful particles!&lt;br /&gt;
&lt;br /&gt;
# Setup the PA if you haven't already, then use a screwdriver on the computer to open the panel/expose the wires.&lt;br /&gt;
# Now click on the computer with a hand to bring up the wire menu. Here you can then get your tools in hand.&lt;br /&gt;
#* The '''toggle wire''' will toggle the PA on or off when pulsed, if cut it will disable the PA and stop it from turning on.&lt;br /&gt;
#* The '''strength wire''' will increase the strength of the PA when pulsed, if cut it will toggle the strength to 0 and stop people turning it up.&lt;br /&gt;
#* The '''interface wire''' will stop people being able to use the control computer. Pulsing will toggle this, cutting/mending will toggle it on/off.&lt;br /&gt;
#* The '''limit power wire''' will allow the PA to be turned up to strength 3 when cut. When pulsed it will beep.&lt;br /&gt;
#* The '''nothing wire''' will do nothing, it's just here to make life harder.&lt;br /&gt;
# Close the panel for the PA to then work again. '''IMPORTANT:''' Don't forget to scan the parts again.&lt;br /&gt;
&lt;br /&gt;
Now remember, you can attach a signaler to these wires to release the singularity, such as remotely pulsing the strength wire. Bonus points if you also pulse the interface wire so that people can't stop it!&lt;br /&gt;
&lt;br /&gt;
== Syndicate Bomb ==&lt;br /&gt;
A bomb! Are you a bad enough dude to attempt to defuse a live explosive that, if it were to explode, could reduce you to a fine red mist?&lt;br /&gt;
&lt;br /&gt;
# Check the description of the bomb to see if you have enough time left to even attempt a defusal. Use your best judgement for how much time you will need.&lt;br /&gt;
# If the timer is very long you might want to ask toxins for a bomb suit in case you fail, you'll still be killed, but at least you'll leave a corpse&lt;br /&gt;
# Screwdriver in hand, click on the bomb to open the panel and expose the wiring&lt;br /&gt;
# With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.&lt;br /&gt;
# CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.&lt;br /&gt;
#* '''Boom wire''': ''Pulsing'' will explode the bomb instantly if the bomb is live and ''cutting'' will do much the same! There's no way to prepare for the boom wire if the bomb is already live, it's just an inherent risk. Cutting a boom wire that's not live will make the bomb unusable.&lt;br /&gt;
#* '''Bolt wire''': ''Pulsing'' will hint at this wire's function, ''cutting'' will release the bolts holding the bomb down if they were activated to begin with. Ditch that bomb!&lt;br /&gt;
#* '''Delay wire''': ''Pulsing'' will add time to the clock of the bomb, giving you a little more breathing room.&lt;br /&gt;
#* '''Proceed wire''': ''Pulsing'' will reduce the clock, making your life that muich harder. ''Cutting'' this wire while the bomb is live will explode the bomb!&lt;br /&gt;
#* '''Activate wire''': ''Pulsing'' a bomb that isn't live will start the countdown and ''cutting'' a bomb that IS live will stop the countdown. If you've identified this wire, you've won!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that randomly pulsing a live bomb carries a 20% risk of sudden death, but randomly cutting carries a 40% risk. Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate.&lt;br /&gt;
&lt;br /&gt;
== Hardsuits ==&lt;br /&gt;
These hightech [[hardsuit|hardsuits]] are hard to come by, but can be hacked to be bent to your will.&lt;br /&gt;
&lt;br /&gt;
#Swipe your ID on the Hardsuit to unlock the panel, then use a [[file:crowbar.png]] to open it. An emag might come in handy.&lt;br /&gt;
# Equip a [[File:Multitool.png]] multitool and[[File:Wirecutters.png]] wirecutters.&lt;br /&gt;
#* ''' Security Wire''': Can be cut to disable Security Checks on the suit. The suit will twitch when this wire is pulsed.&lt;br /&gt;
#* ''' AI Override''': Can be pulsed to toggle whether the AI can control the suit. A red light will flicker when this wire is pulsed.&lt;br /&gt;
#* ''' System Control''': Can be pulsed to toggle some malfunctions.&lt;br /&gt;
#* ''' Interface Lock''': Can be pulsed to toggle whether the interface can be accessed. The suit will click audibly when this wire is pulsed.&lt;br /&gt;
#* ''' Interface Shock''': Can be pulsed to toggle whether the suit shocks the user or not.&lt;br /&gt;
# Close the panel.&lt;br /&gt;
&lt;br /&gt;
== Minor Hackables ==&lt;br /&gt;
I haven't a clue why you'd ever want to hack any of these things, but you can!&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png‎]] Fire Alarms ===&lt;br /&gt;
Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Station Bounced Radio.png]] Station-Bounced Radios &amp;amp; [[File:Signaler.png]] Signalers ===&lt;br /&gt;
# Screwdriver in hand, click on the offending radio so it can be modified or attached&lt;br /&gt;
# The usual radio use panel will pop up, but now with access to the wiring. If you've closed it by accident, just click on the radio as if you were going to change the settings on it.&lt;br /&gt;
# There are three wires. Two have apparent uses; the third is pretty much useless.&lt;br /&gt;
#* '''Output wire''' will disengage the speakers (or signal-receiving on a signaler)&lt;br /&gt;
#* '''Input wire''' will permanently disengage the microphone (or signal-sending on a signaler)&lt;br /&gt;
Interestingly, tracking beacons and station intercoms also count as radios.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Securebriefcase.png]] Secure Briefcases ===&lt;br /&gt;
#Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring&lt;br /&gt;
#Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.&lt;br /&gt;
#The memory is now reset. Punch in your favorite code and hit E to set it.&lt;br /&gt;
#Screwdriver the panel shut.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Vendcola.gif]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking!&lt;br /&gt;
&lt;br /&gt;
Four wires&lt;br /&gt;
#'''Firing wire''' when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light.&lt;br /&gt;
#'''Contraband wire''' does nothing when cut, when pulsed unlocks illegal or rare goods. Wire is unknown. &lt;br /&gt;
#'''Access wire''' when cut it turns on a orange light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone.&lt;br /&gt;
#'''Shock wire''' Like the firing wire in effects from hacking, except it shocks instead of shoots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Construction&amp;diff=45</id>
		<title>Guide to Construction</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Construction&amp;diff=45"/>
		<updated>2019-10-03T20:13:17Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;For the basics on construction and deconstruction, see Basic Construction.&amp;lt;br /&amp;gt; For the construction of machines, see Guide to Advanced Construction.&amp;lt;br /&amp;gt; For the co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the basics on construction and deconstruction, see [[Basic Construction]].&amp;lt;br /&amp;gt;&lt;br /&gt;
For the construction of machines, see [[Guide to Advanced Construction]].&amp;lt;br /&amp;gt;&lt;br /&gt;
For the construction of weapons, see [[Improvised Weapons]].&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
=== [[Construction materials|Advanced Materials]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Rods.png]] [[Construction materials#Rods|Rods]] ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Metal.png|Metal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and click &amp;quot;2x metal rods&amp;quot; (makes two sets of rods)&lt;br /&gt;
&lt;br /&gt;
==== [[File:Floor_Tiles.png]] [[Construction materials#Floor tile|Floor tiles]] ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Metal.png|Metal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and click &amp;quot;4x floor tiles&amp;quot; (makes 4 floor tiles)&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_r.png]] [[Construction materials#Reinforced glass|Reinforced Glass]] ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods]], 1 x [[File:Glass.png|Glass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''rods'''&amp;lt;/font&amp;gt; on &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[File:Metal_r.png]] [[Construction materials#Reinforced metal|Reinforced Metal]] ====&lt;br /&gt;
Smelted with a combination of iron ore, coal and platinum ore ore at the [[Mining#The_Ores|Mining]] furnace.&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Lattice.png]] Lattice ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods]]&lt;br /&gt;
|}&lt;br /&gt;
 The basic base for all types of construction, this is placed directly in space.&lt;br /&gt;
 Place by having rods in your hand, and clicking on a empty space tile.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Plating.png]] Plating ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Floor_Tiles.png|Floor tile]]&lt;br /&gt;
|}&lt;br /&gt;
 The basic floor which you put things like wires and pipes upon, 'all' floor is built ontop of this.&lt;br /&gt;
 Place by having the floor tile in your hand, and click on a lattice.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Floor.png]] Steel Floor ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Floor Tiles.png|Floor tile]]&lt;br /&gt;
|}&lt;br /&gt;
 This is the basic &amp;quot;nice&amp;quot; floor, this floor should be considered used in all public areas, hence why &lt;br /&gt;
 there's none of these in maintence.&lt;br /&gt;
  Place by having the floor tile in your hand, and click on a Plating tile.  &lt;br /&gt;
&lt;br /&gt;
==== [[File:LightFloor.gif]] Light Floor ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Glass.png|Glass]], 1 x [[File:Metal.png|Metal]], 5 x [[File:CableCoils.png|Wire Coil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  ''Assuming there already is a plating''&lt;br /&gt;
  Use the wire on glass&lt;br /&gt;
  Use the metal on the tile you get&lt;br /&gt;
  Place the light tile on the plating&lt;br /&gt;
&lt;br /&gt;
=== [[File:Wall.png]] Walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 2 x [[File:Metal.png|Metal]] OR any stacked material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'wall girders' from the list&lt;br /&gt;
  Use the remaining 2 sheets of &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; (or some other material) on the girders&lt;br /&gt;
&lt;br /&gt;
=== [[File:R_wall.png]] Reinforced walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 4 x [[File:Metal_r.png|Reinforced metal]] OR any stacked material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'wall girders' form the list&lt;br /&gt;
  Right-click on the girders with your &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''reinforced metal'''&amp;lt;/font&amp;gt; (or some other material) in hand and choose &amp;quot;Reinforce girder&amp;quot;&lt;br /&gt;
  Use the last sheet of &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''reinforced metal'''&amp;lt;/font&amp;gt; (or some other material) on the reinforced girders to finish the wall&lt;br /&gt;
&lt;br /&gt;
=== [[File:Grille.png]] Grille ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Rods.png|Rods]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Stand where you wish the grille to be placed&lt;br /&gt;
  Click on the stack of 2 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''rods'''&amp;lt;/font&amp;gt; with the hand you have them in&lt;br /&gt;
&lt;br /&gt;
=== Glass panels ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_panel.png]] One directional ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Glass.png|Glass]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;one direct&amp;quot; button&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Use the screwdriver to fasten it down&lt;br /&gt;
&lt;br /&gt;
  Alternatively:&lt;br /&gt;
  Use the glass on a grille.&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Use the screwdriver to fasten it down&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_wall.png]] Full ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Glass.png|Glass]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;full&amp;quot; button&lt;br /&gt;
  Use the screwdriver to fasten it down&lt;br /&gt;
&lt;br /&gt;
=== Reinforced glass panels ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_panel_r.png]] One directional ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Glass_r.png|Reinforced glass]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;one direct&amp;quot; button&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Screwdriver (Secure frame to floor.)&lt;br /&gt;
  Crowbar (Pop pane in.)&lt;br /&gt;
  Screwdriver (Secure pane.)&lt;br /&gt;
&lt;br /&gt;
  Alternatively:&lt;br /&gt;
  Use the reinforced glass on a grille.&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Screwdriver (Secure frame to floor.)&lt;br /&gt;
  Crowbar (Pop pane in.)&lt;br /&gt;
  Screwdriver (Secure pane.)&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_wall_r.png]] Full ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Glass_r.png|Reinforced glass]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;full&amp;quot; button&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Crowbar&lt;br /&gt;
  Screwdriver &lt;br /&gt;
&lt;br /&gt;
==== [[File:windoor.png]] Window-door (Windoor) ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Glass_r.png|Reinforced glass]], 4x [[File:Rods.png|Rods]], 1x [[File:CableCoils.png|Wire coil]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]], 1x [[File:Circuitboard.png|Circuitboard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;Windoor&amp;quot; button&lt;br /&gt;
  Wrench&lt;br /&gt;
  Rods(Optional: To create a secure windoor)&lt;br /&gt;
  Cable&lt;br /&gt;
  Airlock Electronics&lt;br /&gt;
  Crowbar&lt;br /&gt;
&lt;br /&gt;
=== Hidden Door ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:False_Wall.gif]] Regular ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal.png|Metal]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'Build wall girders' form the list&lt;br /&gt;
  Use crowbar on girders and wait a few seconds for the girders to dislodge.&lt;br /&gt;
  Use the remaining 2 sheets of &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; on the girders&lt;br /&gt;
&lt;br /&gt;
To turn a wall into a hidden door, follow the deconstruction guide for the wall type until the final wrenching, and instead proceed from the &amp;quot;Use crowbar on girders&amp;quot; line above.&lt;br /&gt;
&lt;br /&gt;
==== [[File:False_Wall_r.gif]] Reinforced ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]],2 x [[File:Metal_r.png|Reinforced metal]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'Build wall girders' form the list&lt;br /&gt;
  Use crowbar on girders and wait a few seconds for the girders to dislodge.&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''reinforced metal'''&amp;lt;/font&amp;gt; on the dislodged girders twice to finish it&lt;br /&gt;
&lt;br /&gt;
=== Wall Mountings ===&lt;br /&gt;
==== [[File:APC.png]] APC ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Power Control Module, [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Power_cell.png|Power Cell]], [[File:Crowbar.png|Crowbar]], [[File:Id regular.png|Authorized ID]]&lt;br /&gt;
|}&lt;br /&gt;
  Use the 2 sheets of metal and create an APC frame. &lt;br /&gt;
  Place the frame on the wall you wish to attach the APC to.&lt;br /&gt;
  Add the Power control module to the APC &lt;br /&gt;
  add the wire coil.&lt;br /&gt;
  Use the screw driver on the APC.&lt;br /&gt;
  Insert the Power Cell.&lt;br /&gt;
  Crowbar shut. It starts ID locked, with the cover engaged and the main switch turned off.&lt;br /&gt;
APCs may only be placed in areas which have been defined as a Station Area using the Chief Engineer's [[High-risk_items|Station Blueprints]]. If you're trying to replace a broken APC, you can get the cover off by breaking it, likely with a fire extinguisher.&lt;br /&gt;
&lt;br /&gt;
==== [[File:AirAlarm.png]] Air Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Air Alarm Electronics, [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Use 5 steel sheets to construct a &amp;quot;Frame&amp;quot;.&lt;br /&gt;
 Pick up the &amp;quot;Frame Parts&amp;quot; that you just created.&lt;br /&gt;
 With Frame Parts selected in your hands. Click on a wall to  open a menu. Select &amp;quot;Air Alarm.&amp;quot; A air alarm will be placed on the wall.&lt;br /&gt;
 Secure the Air alarm with a wrench.&lt;br /&gt;
 Insert circuit board (Air alarm) into the Air Alarm.&lt;br /&gt;
 Use screw driver on it.&lt;br /&gt;
 Add 5 wires to it.&lt;br /&gt;
 Use screw driver on it.&lt;br /&gt;
&lt;br /&gt;
==== [[File:FireAlarm.png]] Fire Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Fire Alarm Electronics, [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Use 5 steel sheets to construct a &amp;quot;Frame&amp;quot;.&lt;br /&gt;
 Pick up the &amp;quot;Frame Parts&amp;quot; that you just created.&lt;br /&gt;
 With Frame Parts selected in your hands. Click on a wall to  open a menu. Select &amp;quot;Fire Alarm.&amp;quot; A fire alarm will be placed on the wall.&lt;br /&gt;
 Secure the Fire Alarm with a wrench.&lt;br /&gt;
 Insert circuit board (fire alarm) into the Fire Alarm.&lt;br /&gt;
 Use a screw driver on the fir alarm.&lt;br /&gt;
 Add add 5 wires worth of cable into the fire alarm.&lt;br /&gt;
 Use a screw driver on the fire alarm.&lt;br /&gt;
&lt;br /&gt;
=== Floor mounts ===&lt;br /&gt;
&lt;br /&gt;
==== Holopad ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 2 x [[File:Glass_r.png|Reinforced glass]] , 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Holopad, [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Use 2 steel sheets to build APC frame.&lt;br /&gt;
 Click on the APC frame while it's in your had to open a menu.&lt;br /&gt;
 Select holopad.&lt;br /&gt;
 Wrench the holopad into place.&lt;br /&gt;
 Insert circuit board (holopad) into the holopad.&lt;br /&gt;
 Use a screwdriver on the holopad.&lt;br /&gt;
 Insert 5 wires worth of cable coil into the holopad.&lt;br /&gt;
 Use 2 glass sheets on the holopad&lt;br /&gt;
 Use screwdriver on the holopad.&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
&lt;br /&gt;
====[[file:Hazard Door.png]] Emergency Shutter ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;350&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal.png|Metal]], [[File:Wrench.png|Wrench]], 1x [[File:CableCoils.png|Wire coil]], 1x [[File:Circuitboard.png|Circuitboard]] Air Alarm Electronics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and make an Emergency Shutter Assembly.&lt;br /&gt;
  Wrench it inplace.&lt;br /&gt;
  Add cables to the apparatus.&lt;br /&gt;
  Add Air Alarm Electronics to it.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Airlock.gif]] Airlock ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;350&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal.png|Metal]], 1x [[File:Glass_r.png|Reinforced glass]], 1x [[File:CableCoils.png|Wire coil]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Circuitboard.png|Circuitboard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and make an Airlock Assembly &lt;br /&gt;
  Wrench it inplace&lt;br /&gt;
  Use pen to name the Airlock (OPTIONAL)&lt;br /&gt;
  Add reinforced glass (Only if you wish to make a glass airlock)&lt;br /&gt;
  Add wires&lt;br /&gt;
  Unlock the airlock electronic board with an ID&lt;br /&gt;
  Use the airlock electronic board and set the access level&lt;br /&gt;
  Add the airlock electronic board to the airlock frame. &lt;br /&gt;
  Screwdriver to finish&lt;br /&gt;
&lt;br /&gt;
  '''Damaged Airlocks'''&lt;br /&gt;
  Use metal sheets to repair damaged airlocks. Destroyed airlocks must be deconstructed.&lt;br /&gt;
&lt;br /&gt;
=== Misc buildings. ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Computer_Solar.png]] Computers ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Metal.png|Metal]], 2x [[File:Glass.png|Glass]], 1x [[File:CableCoils.png|Wire coil]] (5 pieces), [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Circuitboard.png|Circuitboard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; to open the construction panel&lt;br /&gt;
  Choose Computer frame&lt;br /&gt;
  Wrench it inplace&lt;br /&gt;
  Insert Circuitboard&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Wires&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt;&lt;br /&gt;
  Screwdriver to finish&lt;br /&gt;
&lt;br /&gt;
==== [[File:AI.gif]] AI Core ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal_r.png|Reinforced metal]], 2x [[File:Glass_r.png|Reinforced Glass]], 1x [[File:CableCoils.png|Wire Coil]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Circuitboard.png|AI Circuitboard]], optional: [[File:Brain.png|Human brain]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  [[File:0AICore.png]]Build Frame from 4 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''plasteel sheets'''&amp;lt;/font&amp;gt; &lt;br /&gt;
  Wrench into place &lt;br /&gt;
  [[File:1AICore.png]]Add Circuit board &lt;br /&gt;
  [[File:2AICore.png]]Screwdriver &lt;br /&gt;
  [[File:3AICore.png]]Add wires &lt;br /&gt;
  [[File:4AICore.png]]Add brain placed in an MMI or a Posibrain (only if you want a NEW AI) &lt;br /&gt;
  [[File:5AICore.png]]Add &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt;&lt;br /&gt;
  Screwdriver&lt;br /&gt;
&lt;br /&gt;
=== [[File:Autolathe.gif]] Machine ===&lt;br /&gt;
&lt;br /&gt;
Their construction detailed in the [[Guide_to_advanced_construction|machine construction guide.]]&lt;br /&gt;
&lt;br /&gt;
=== [[File:lightfixture.png]] Light Fixture ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire Coil]], light tube/bulb,[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Build frame from 2 metal sheets (or 1 metal sheet for small lights)&lt;br /&gt;
  Place frame on wall&lt;br /&gt;
  Add wires&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Add light tube (or light bulb for small fixtures)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Security_Camera.gif]] Security Camera ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x Camera Assembly, 1x [[File:CableCoils.png|Wire Coil]], [[File:Wrench.png|Wrench]], [[File:Welderon.gif|Welder]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Place the camera assembly on the tile where'd you like the camera to be.&lt;br /&gt;
  Wrench it into position&lt;br /&gt;
  Weld it to the wall.&lt;br /&gt;
  Add any additional upgrades. (OPTIONAL)&lt;br /&gt;
  Add wire.&lt;br /&gt;
  Screwdriver the camera to complete it.&lt;br /&gt;
  Set camera network (default is SS13)&lt;br /&gt;
  Set camera direction&lt;br /&gt;
&lt;br /&gt;
For upgrades, insert solid plasma for EMP proofing, a carrot for X-Ray and a proximity sensor for Motion.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Turret.PNG]] Turrets ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!requires&lt;br /&gt;
|-&lt;br /&gt;
|7 x [[File:Metal.png|Metal]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Welderon.gif|Welder]], 1 x any energy-based gun , 1 x proximity sensor&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
  Build a turret frame from &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt;&lt;br /&gt;
  Use a wrench to secure the turret frame(it can be moved around before being secured)&lt;br /&gt;
  Use metal on the turret frame to build the cover&lt;br /&gt;
  Use a wrench on the frame to bolt the cover&lt;br /&gt;
  Add the gun&lt;br /&gt;
  Add the prox sensor&lt;br /&gt;
  Use a screwdriver to secure it all&lt;br /&gt;
  Use more &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; on the frame&lt;br /&gt;
  Finally use a welder to secure the second layer of metal&lt;br /&gt;
&lt;br /&gt;
=== [[File:Floorbot.gif]][[File:Generic_borg.png]][[File:Ripley.png]]Robots, cyborgs and mechs ===&lt;br /&gt;
Their construction is described: [[Guide_to_robotics#Bots|robots]], [[Guide_to_robotics#Cyborgs|cyborgs]] and [[Guide_to_robotics#Mechs|mechs]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Flamethrower.gif]] Flamethrower ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Welderon.gif|Welder]], [[File:Igniter.png|Igniter]], [[File:Handheld-Plasmatank.png|Phoron Tank]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the welder&lt;br /&gt;
  Add rods to the welder to create the flamethrower&lt;br /&gt;
  Screwdriver the igniter&lt;br /&gt;
  Add the igniter to the flamethrower&lt;br /&gt;
  Screwdriver to finish&lt;br /&gt;
  Load a Phoron tank - high pressures work best&lt;br /&gt;
&lt;br /&gt;
You can also get one from a hacked [[Autolathe]], minus the plasma tank.&lt;br /&gt;
It is not very useful but it is used in science and it can destroy alien weeds.&lt;br /&gt;
&lt;br /&gt;
=== [[File:disposal_pipe.png]][[File:disposal_bin.png]][[File:disposal_outlet.png]] Disposal Pipes and Machinery ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x Disposal Pipe/Machine, [[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Retrieve the pipe/machine from the Disposal Pipe Dispenser (found in [[Atmospherics|Atmosia]])&lt;br /&gt;
  Crowbar floortile if exists to access plating&lt;br /&gt;
  Move pipe over plating, rotate and flip using the rightclick menu&lt;br /&gt;
  Wrench pipe&lt;br /&gt;
  Weld pipe&lt;br /&gt;
&lt;br /&gt;
=== [[File:solar_assembly.png]][[File:solar_panel.png]][[File:solar_tracker.png]] Solar Panels and Trackers ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:solar_assembly.png|Solar Assembly]], [[File:Wrench.png|Wrench]], [[File:Glass.png|Glass]] or [[File:Glass_r.png|Reinforced Glass]], [[File:Circuitboard.png|Tracker Electronics]] (OPTIONAL)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Place the solar assembly on where you want to construct your solar panel/tracker. To connect it to a wire you must construct it under a wire node.&lt;br /&gt;
  Wrench the solar assembly into place.&lt;br /&gt;
  Add the electronics if you want to create a solar tracker (OPTIONAL)&lt;br /&gt;
  Finish the construction by placing glass, or reinforced glass, into the assembly frame.&lt;br /&gt;
&lt;br /&gt;
=== Bookcase ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Planks.png]], [[File:Wrench.png|Wrench]],&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Construct a frame with 4 wooden planks.&lt;br /&gt;
  Wrench the frame into place.&lt;br /&gt;
  Add a plank to the frame to make a shelf.&lt;br /&gt;
&lt;br /&gt;
== Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crowbar.png|Crowbar]], For light floors: [[File:Wirecutters.png|Wirecutters]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  For all floors, use a crowbar on a floor tile to remove it&lt;br /&gt;
  &lt;br /&gt;
  If you're working on a light floor, you can further dismantle the light floor tile:&lt;br /&gt;
    Use a crowbar on the light tile to remove the metal&lt;br /&gt;
    Use wirecutters on the resulting tile to separate wires from glass&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]] (Or [[File:Crowbar.png|Crowbar]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Weld off the plating&lt;br /&gt;
  Wrench the girders apart&lt;br /&gt;
  (Alternately, you can use a Crowbar to dislodge the girders and drag them out of the way)&lt;br /&gt;
&lt;br /&gt;
=== Reinforced walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Wirecutters.&lt;br /&gt;
  Screwdriver.&lt;br /&gt;
  Welder.&lt;br /&gt;
  Crowbar.&lt;br /&gt;
  Wrench.&lt;br /&gt;
  Welder.&lt;br /&gt;
  Crowbar.&lt;br /&gt;
  Screwdriver.&lt;br /&gt;
  Wirecutters.&lt;br /&gt;
  Wrench.&lt;br /&gt;
&lt;br /&gt;
=== Grille ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wirecutters.png|Wirecutters]]&amp;lt;br&amp;gt;or&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use wirecutters twice to destroy the grille OR&lt;br /&gt;
  Use screwdriver to unfasten it&lt;br /&gt;
&lt;br /&gt;
First method destroys it, giving two sets of metal rods. Wirecutters will remove it instantly, attacking the grill will instead kick it, requiring a good few kicks. Second loosens the grille, allowing it to be pulled around. Destroying the grill in this method will leave behind a still-secured section of broken grill which may be walked over but is not aesthetically pleasing. Wirecutters will not instantly remove this remnant. However, using a lit welder will destroy it instantly.&lt;br /&gt;
&lt;br /&gt;
=== Glass panels ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]]&amp;lt;br&amp;gt;or&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]],[[File:wrench.png|wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Lots of Welder usage to destroy it&lt;br /&gt;
  or&lt;br /&gt;
  Screwdriver to detach it from its sockets, then wrench to dismantle it to glass sheets.&lt;br /&gt;
&lt;br /&gt;
=== Reinforced glass panels ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crowbar.png|Crowbar]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver to loosen the pane.&lt;br /&gt;
  Crowbar to pop it out.&lt;br /&gt;
  Screwdriver to unscrew the frame.&lt;br /&gt;
&lt;br /&gt;
Hitting the pane repeatedly with a blunt item or welder will smash it into one set of metal rods and a glass shard.&lt;br /&gt;
&lt;br /&gt;
=== Hidden Door (Regular or Reinforced) ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]],[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Welder&lt;br /&gt;
  Wrench&lt;br /&gt;
&lt;br /&gt;
=== Table ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Wrench to disassemble the plating.&lt;br /&gt;
  Wrench again to dismantle the table frame.&lt;br /&gt;
&lt;br /&gt;
=== Reinforced Table ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Remove the reinforcements with the screwdriver.&lt;br /&gt;
  Wrench to disassemble the plating.&lt;br /&gt;
  Wrench again to dismantle the frame.&lt;br /&gt;
&lt;br /&gt;
=== Wall Mountings ===&lt;br /&gt;
==== APC ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Welderon.gif|Welder]], [[File:Id regular.png|Authorized ID]],&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Swipe Card to unlock APC.&lt;br /&gt;
  Remove Power Cell.&lt;br /&gt;
  Screwdriver to unsecure electronics.&lt;br /&gt;
  Crowbar to lift floor tile in front of APC&lt;br /&gt;
  Wirecutters to remove cables.&lt;br /&gt;
  Crowbar to remove Power Control Board.&lt;br /&gt;
  Welder to remover from wall.&lt;br /&gt;
  Wrenching the frame that is now detached from the wall de-constructs it to two metal sheets.&lt;br /&gt;
  &lt;br /&gt;
==== Air Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Open cover with screwdriver.&lt;br /&gt;
 Cut all the wires using wirecutters.&lt;br /&gt;
 Cut the remaining wires by clicking on the airalarm with wirecutters.&lt;br /&gt;
 Pry out the circuit using the crowbar.&lt;br /&gt;
 Remove the frame from the wall using the wrench.&lt;br /&gt;
&lt;br /&gt;
==== Fire Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Open cover with screwdriver.&lt;br /&gt;
 Cut the wires by clicking on the firealarm with wirecutters.&lt;br /&gt;
 Pry out the circuit using the crowbar.&lt;br /&gt;
 Remove the frame from the wall using the wrench.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutter ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the shutter to open it's hatch.&lt;br /&gt;
  Crowbar the Electronics out.&lt;br /&gt;
  Wrench the shutter assembly to unsecure it.&lt;br /&gt;
  Weld the unsecured assembly to disassemble it into sheets of metal.&lt;br /&gt;
&lt;br /&gt;
=== Airlock ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Multitool.png|Multitool]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the door.&lt;br /&gt;
  Use multitool and wirecutters to disable everything except the doorbolts as detailed [[Hacking#Airlocks|here.]] Doorbolts must be up for this to work.&lt;br /&gt;
  Weld the door shut.&lt;br /&gt;
  Crowbar the electronics out. (if the door is electrified, this won't work for some reason)&lt;br /&gt;
  Wirecut the wires out.&lt;br /&gt;
  Unsecure it with a wrench.&lt;br /&gt;
  Weld it to deconstruct to metal plates.&lt;br /&gt;
&lt;br /&gt;
Cannot be done to an [[Syndicate_Items#Cryptographic_Sequencer|emagged]] airlock. RCD deconstruction must be used for that. It is possible to build a new airlock over the emagged one.&lt;br /&gt;
&lt;br /&gt;
=== Computers ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver to detach the screen.&lt;br /&gt;
  Crowbar to pry off the screen.&lt;br /&gt;
  Wirecutters to cut the cables.&lt;br /&gt;
  Screwdriver to detach the circuit lid.&lt;br /&gt;
  Crowbar to pry out the circuit.&lt;br /&gt;
  Wrench to detach the frame.&lt;br /&gt;
  Welder to disassemble the frame.&lt;br /&gt;
&lt;br /&gt;
Returns all components used in construction.&lt;br /&gt;
&lt;br /&gt;
=== Machine ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver to open the cover.&lt;br /&gt;
  Crowbar to pry out the circuit.&lt;br /&gt;
  Wirecutters to remove the wires.&lt;br /&gt;
  Wrench to disassemble the frame.&lt;br /&gt;
&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
&lt;br /&gt;
=== Recharge Station ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]], [[File:Id regular.png|Authorized ID]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Unlock the charger with an ID&lt;br /&gt;
  Screwdriver to open the cover.&lt;br /&gt;
  Wrench to dislodge the internal plating.&lt;br /&gt;
  Wirecutters to remove the wires.&lt;br /&gt;
  Crowbar to remove the components.&lt;br /&gt;
&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
&lt;br /&gt;
=== Security Camera ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]], [[File:Welderon.gif|Welder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the camera to open the back panel.&lt;br /&gt;
  Use your wirecutter to cut all the wires. (Cutting the alarm wire is optional)&lt;br /&gt;
  Use your welder to unweld the camera from the wall.&lt;br /&gt;
  Wrench the camera to unattach it from the wall.&lt;br /&gt;
  Crowbar the camera assembly to remove any upgrades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disposal Pipes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Welder on pipe to remove its joints&lt;br /&gt;
  Wrench to detach it from the plating&lt;br /&gt;
&lt;br /&gt;
Note: You can then click and drag the pipe segment onto the disposal pipe dispenser to delete it&lt;br /&gt;
==== Disposal Machinery ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
  If Disposal Bin, turn off the pump&lt;br /&gt;
  Screwdriver to remove power connection&lt;br /&gt;
  Welder on machine to remove its joints&lt;br /&gt;
  Wrench to detach it from the plating&lt;br /&gt;
&lt;br /&gt;
=== [[File:solar_assembly.png]][[File:solar_panel.png]][[File:solar_tracker.png]] Solar Panels and Trackers ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Take out the panel with a crowbar.&lt;br /&gt;
  If you are deconstructing a tracker, you can take out the electronics with your crowbar (OPTIONAL)&lt;br /&gt;
  Unwrench the leftover assembly from it's place and you will be able to move it.&lt;br /&gt;
&lt;br /&gt;
=== Locker ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:welderon.gif|Welder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Open the locker.&lt;br /&gt;
  Weld the locker.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=42</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=42"/>
		<updated>2019-10-03T20:00:14Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Replaced content with &amp;quot;{{Gameplay guides}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=40</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=40"/>
		<updated>2019-10-03T19:57:13Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;{{Gameplay guides}}  == Quick Start == You're new to V.O.R.E. Station and want to learn? Here's what you do! * Read our server rules. You may not understand all of t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
You're new to V.O.R.E. Station and want to learn? Here's what you do!&lt;br /&gt;
* Read our [[Rules|server rules]]. You may not understand all of them until you understand the game, but you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
* If you're new to Space Station 13 in general, read the [[The Basics|Tutorial]] and [[General Help]] guides so you can learn how to join and play.&lt;br /&gt;
&lt;br /&gt;
* If you're new to roleplay in general, read the [[A Crash Course In Roleplaying|Crash Course In Roleplaying]] and [[Character Creation]] pages.&lt;br /&gt;
&lt;br /&gt;
* When you play as a job you haven't played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.&lt;br /&gt;
&lt;br /&gt;
* When you join the round as a Head of Staff, read the [[Chain of Command]] and the [[Guide to Command]].&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter Guide]] [[Starter Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=General Help]] [[General Help]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Rules]] [[Rules]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=A Crash Course In Roleplaying]] [[A Crash Course In Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Tips and advice]] [[Tips and advice]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Key differences]] [[Key differences]] between vorestation and other SS13 servers&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Basic Construction]] [[Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Changeling.gif|link=Character Creation]] [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Wtfamireading2.png|link=Scene roleplay]] [[Scene roleplay]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Help.png|link=Combat#Intents]] [[Combat#Intents|Guide to Intent]]&lt;br /&gt;
&lt;br /&gt;
*[[File:stomach.png|link=Guide to Vore]] [[Guide to Vore]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OxygenTank.png|link=Internals]] [[Internals]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Nif_full.png|link=Nanite implant framework]] [[Nanite implant framework]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Rigsuit.png|link=Hardsuit]] [[Hardsuit|Hardsuit Operation]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters]] (Game controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Alien.png|link=Creatures]] [[Creatures]] (Player controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Pen.png|link=Job Selection and Assignment]] [[Job Selection and Assignment]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
See [[File:commandGuide.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]] for an overview of what is and isn't okay under normal circumstances on the station, but isn't strictly enforced by [[Corporate Regulation]] unless specified.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Command]]  [[Standard Operating Procedure#Command|Standard Operating Procedure for Command staff]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Engineering]]  [[Standard Operating Procedure#Engineering|Standard Operating Procedure for Engineering department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Engineering]] [[Guide to Engineering]]&lt;br /&gt;
&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide_to_Advanced_Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Metal.png|link=Construction Materials]] [[Construction Materials]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Security]] [[Standard Operating Procedure#Security|Standard Operating Procedure for Security department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=NanoTrasen Rules and Regulations]] [[NanoTrasen Rules and Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Security and You: An OOC Guide]] [[Security and You: An OOC Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Bad Security]] [[Bad Security]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Medical]]  [[Standard Operating Procedure#Medical|Standard Operating Procedure for the Medical department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Science]] [[Standard Operating Procedure#Science|Standard Operating Procedure for Science department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Telescience.gif]] [[Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:slime.png|link=Guide to Xenobiology]] [[Guide to Xenobiology 2]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Service]] [[Standard Operating Procedure#Service|Standard Operating Procedure for Service department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Supply]] [[Standard Operating Procedure#Supply|Standard Operating Procedure for Supply department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to Food and Drinks]] [[Guide to Food and Drink]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
&lt;br /&gt;
== Admin Guides ==&lt;br /&gt;
* [[Admin Guide: Fluff Items]]&lt;br /&gt;
* [[Admin Guide: Events]]&lt;br /&gt;
* [[Admin Guide: Quality Control Bans]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Blueshield_Guard&amp;diff=22</id>
		<title>Blueshield Guard</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Blueshield_Guard&amp;diff=22"/>
		<updated>2019-09-15T19:50:25Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;Job Skills Requirement:   Trained in the following: Close Combat, Weapons Expertise, Medicine, Corporate Law.  Suggested skills: Forensics, Command.  '''&amp;lt;u&amp;gt;The Big Blue Shield...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Job Skills Requirement: &lt;br /&gt;
&lt;br /&gt;
Trained in the following: Close Combat, Weapons Expertise, Medicine, Corporate Law.&lt;br /&gt;
&lt;br /&gt;
Suggested skills: Forensics, Command.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;The Big Blue Shield&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Welcome, Blueshield. You have been tested and cleared by Central Command, and been dispatched to serve as the personal bodyguard of everyone with access to Command. &lt;br /&gt;
&lt;br /&gt;
Well, you have some work cut out for you.&lt;br /&gt;
&lt;br /&gt;
Most of your time will be spent shadowing those you have been assigned to protect, making sure that they're alive and well, and generally staring at a crew monitor to make sure they're still on sensors or at least reporting their location over communications. Your job is to '''keep everyone in Command, as well as CentCom VIPs, alive'''.&lt;br /&gt;
&lt;br /&gt;
One very important detail of your job is that '''you are not Security'''. Do not let your Security access fool you. Your ID lets you reach every single Command Office on the station, not just the Head of Security's. You should not be concerned with the goings-on at Security, nor should you be doing their job for them. You are not a Security Officer with a private office and snazzy outfit. You are a '''bodyguard'''.&lt;br /&gt;
&lt;br /&gt;
With that in mind, lets begin.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Preparation&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As you would expect, you will be looking after members of the Chain of Command during the shift. You begin in your office wearing a Blueshield's Uniform, and Blueshield Armor (functionally the same as Security Armor, only with a Blue signet on it).&lt;br /&gt;
&lt;br /&gt;
In your office you can come into possession of a number of useful things:&lt;br /&gt;
* A Security Belt,&lt;br /&gt;
* Two boxes containing a selection of weapons for you, including one primary weapon, and one smaller sidearm for backup.&lt;br /&gt;
** The current choices for primary weapons are:&lt;br /&gt;
*** The Jackhammer shotgun: A large semi-auto shotgun that holds 4 shells in a revolver-like cartridge. comes with 2 beanbag cartridges (one already loaded), and 2 slug cartridges&lt;br /&gt;
*** the X01-laser: This is standard equipment for the HoS, using standard weapon cells, it has the capability for stun-revolver rounds, lethal lasers, and a gauss round, which has a high chance to knock somebody over briefly, but has a low rate of fire, comes with spare wep batteries&lt;br /&gt;
*** The WT550 Machine Pistol, comes with 2 twenty round mags of both lethal, and rubber rounds (one rubber mag comes pre-loaded.)&lt;br /&gt;
** Current choices for secondary weapons are:&lt;br /&gt;
*** A standard Energy gun, comes with spare wep batteries, has both stun and lethal modes as is expected of this weapon.&lt;br /&gt;
*** A Consul Revolver with .44 rounds. Standard revolver. This comes with 6 rubber rounds loaded in automatically, and you also get: 2 speed-loaders of standard lethal, and 1 speed-loader of rubber rounds.&lt;br /&gt;
* A Stun-baton, Flash, Flash-bang, pepper-spray, and a single pair of cuffs;&lt;br /&gt;
&lt;br /&gt;
* Spare Armor;&lt;br /&gt;
&lt;br /&gt;
* An Advanced First Aid Kit, containing two Burn Kits, three Trauma Kits, one Emergency Autoinjector and one pair of splints. Useful only for minor bruising or, in the case of the injector, respiratory failure;&lt;br /&gt;
&lt;br /&gt;
* Alternative clothing. This includes two berets, dress shoes and the Blueshield coat, which offers two extra inventory slots;&lt;br /&gt;
One of your first acts should be to notify the Heads of Staff of your presence. It's reccomended to acquire death alarm implants from cargo for head of staffs, but this is of course, optional, and head of staffs have a right to refuse them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Actually doing your job.'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After your preparation is complete, it is up to you how you will go about your protection detail so long as you actually do your work. You may choose to accompany the Captain on his ventures for the entire round, or you may decide that you wish to keep a vigil on the Head of Personnel or any other Head of Staff. You may also decide to not attach yourself to any particular head and instead choose to keep a constant rotation on each one by constantly checking up on their workplaces. Alternatively, you can the Crew Monitoring Computer in the Bridge, to keep constant track of all of Command. Regular Comms check-ups are also a useful tool.&lt;br /&gt;
&lt;br /&gt;
One of the most important things to consider, and one that is highly stressed about the Blueshield job, is that you have no authority over fellow crew. You may have a pair of cuffs, but you should only apprehend someone if they have directly impacted/attacked a member of Command or a Centcom VIP. Afterwards, you must take them to proper authorities for processing, or wait for a security officer to arrive, and take them into custody.&lt;br /&gt;
&lt;br /&gt;
When it comes to protecting head of staffs, you're equipped with one non-lethal stun option and two lethal options in your X01 Energy gun. Each of them have a different  upside and downsides. These lethal options are to be used on crew only in the event of imminent loss of life of a command staff, or a large swarm of hostile crew (Mutineers, revoluntionaries, extreme amounts of greytide.) &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Security and you&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
As previously stated, You're not a member of security. You're a centcom authorized bodyguard with explicit instructions. You have zero authority over security on station outside of head of staffs. However, You are perfectly able to assist with investigations involving head of staffs and threats to them.&lt;br /&gt;
&lt;br /&gt;
Apprehension of criminals is '''their''' job, not yours, and your handcuffs should be used to neutralize threats to the Command staff, only for your prize to be handed off to the Warden so you can get right back to protection detail as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Quality, not quantity'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a special centcom trained employee, You're held to a standard higher then even command staff. As such spending time during the shift in dorms is likely to get you a tongue lashing, if not fired by the colony director. Furthermore, despite being trained by central command specifically, You are most certainly subject to all corporate regulations and standard operating procedures. Even the most minor crimes is frowned upon highly, in this job, so take care to be professional.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''OOC Notes, Backfluff'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can choose how you have become a Blueshield Officer, be it a Mercenary, ex-convict, CC Trained bodyguard, etc. But the point is: You are held to a certain standard of professionalism, and you are loyalty-implanted.&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Jobs&amp;diff=21</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Jobs&amp;diff=21"/>
		<updated>2019-09-15T19:49:56Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;== Job Guides ==  === Command ===  === Security === * Blueshield Officer  === Engineering ===  === Supply ===  === Medical ===  === Research ===  === S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Job Guides ==&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
* [[Blueshield Officers|Blueshield Officer]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Supply ===&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
&lt;br /&gt;
=== Synthetic ===&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Science]]&lt;br /&gt;
[[Category:Medical]]&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Supply]]&lt;br /&gt;
[[Category:Service]]&lt;br /&gt;
[[Category:Synthetic]]&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Main_Page&amp;diff=20</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Main_Page&amp;diff=20"/>
		<updated>2019-09-15T19:49:27Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
[[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[MW Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Jobs]]&lt;br /&gt;
&lt;br /&gt;
[[Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Main_Page&amp;diff=19</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Main_Page&amp;diff=19"/>
		<updated>2019-09-15T19:39:29Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
[[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[MW Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=MW_Guide&amp;diff=18</id>
		<title>MW Guide</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=MW_Guide&amp;diff=18"/>
		<updated>2019-09-15T19:31:42Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;  Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki so...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Main_Page&amp;diff=17</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Main_Page&amp;diff=17"/>
		<updated>2019-09-15T19:31:34Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
[[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[MW Guide]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Contraband&amp;diff=16</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Contraband&amp;diff=16"/>
		<updated>2019-09-15T19:16:05Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
tl;dr&lt;br /&gt;
# Is the person allowed to have it as part of their job? If yes, it's not contraband.&lt;br /&gt;
# Do they have a permit to have it anyway? If yes, it's not contraband.&lt;br /&gt;
# Is it not on this list of contraband items on the Wiki? If it's not on the list, it's not contraband.&lt;br /&gt;
# Is it dangerous in any way to the user or anyone else? If yes, it's at least minor contraband.&lt;br /&gt;
# Is it intended to cause bodily harm to somebody other than the user, or designed with the intention of breaking into places (such as an emag)? If yes, it's major contraband.&lt;br /&gt;
# Is it a High Risk Item listed on the wiki? If yes, it's major contraband and also grand theft.&lt;br /&gt;
&lt;br /&gt;
== Yawn Antagonistic Policy ==&lt;br /&gt;
(Insert Policy here)&lt;br /&gt;
&lt;br /&gt;
== Actual Contraband ==&lt;br /&gt;
'''(NOTE: while we do not have the normal antagonist system like other servers, you can still find some of these items from our trash piles. Items found this way should still be treated as normal contraband.)'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Images&lt;br /&gt;
!Risk&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Energy Crossbow&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy Sword&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon-Projector&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cryptographic Sequencer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Revolver &amp;amp; Ammo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EMP Grenades&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sleepy Pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Syndicate Soap&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detomatix PDA Cartridge&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|No-Slip Syndicate Shoes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Agent ID card&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Voice Changer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Imaging Glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fully Loaded Toolbox&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Clothes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Traitor Radio Key&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binary Translator Key&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Suit&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hacked AI Upload Module&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C-4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Powersink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Singularity Beacon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Teleporter Circuit Board&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undocumented Implants&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant&lt;br /&gt;
|-&lt;br /&gt;
|Fake Weapons Permits&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generally not contraband ==&lt;br /&gt;
The following items are generally not considered contraband for anyone. If they are used in a crime, however, they may ''become'' contraband. Generally contraband charges wouldn't apply to the first offence, but if the items are confiscated for another crime, contraband charges may apply if they are found with another one.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Items&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrink rays'''&lt;br /&gt;
| Not contraband for anyone. If used to alter someone against their will, then this is considered assault.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Basic tools'''&lt;br /&gt;
| Not contraband. Again, may be confiscated if used in the commission of a crime.&lt;br /&gt;
|-&lt;br /&gt;
| '''Job gear'''&lt;br /&gt;
| Items used as part as somebody's job, kept within the bounds of that department, are not contraband.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If an item is potentially harmful, that does not necessarily make it contraband as long as its harmful nature is not the ''intended'' use of the item.&lt;br /&gt;
&lt;br /&gt;
== Potentially contraband ==&lt;br /&gt;
&lt;br /&gt;
These items are not always contraband for the crew to possess, but may be considered so under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Item&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Restricted job gear'''&lt;br /&gt;
| Items such as mining gear, hardsuits and so on that are in limited supply and/or potentially dangerous. These items are not contraband when being used for their intended purpose, but are generally not permitted outside their departments when not in use. A miner that doesn't bother removing their rigsuit while making a delivery to science is probably okay as long as they take the helmet off while indoors, a miner sitting in the bar in full suit with a sonic jackhammer on his belt can be told to go stow his gear if he's not using it.&lt;br /&gt;
|-&lt;br /&gt;
| '''Combat mechs'''&lt;br /&gt;
| As long as they stay in the science department (or outside the station), not contraband. Otherwise, see above. When making mechs for security, generally a security officer should take delivery of the mech from robotics, rather than the scientist driving it up to security.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usually contraband ==&lt;br /&gt;
&lt;br /&gt;
These items are almost always considered contraband, though exceptions do apply.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Item&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Weapons'''&lt;br /&gt;
| Any item that has the ''sole purpose'' of causing injury to another is '''major''' contraband. The chef's kitchen knife is not contraband, an assistant's butterfly knife is. Lethal ammunition also falls under this.&lt;br /&gt;
|-&lt;br /&gt;
|'''Non-lethal weapons'''&lt;br /&gt;
|Weapons that are explicitly not capable of causing permanent injury, such as tasers, stun revolvers and hunter guns are '''minor''' contraband. Weapons that are ''capable'' of being loaded with lethal ammunition are not non-lethal.&lt;br /&gt;
|-&lt;br /&gt;
| '''Stolen goods'''&lt;br /&gt;
| Even if someone didn't commit the theft themselves, stolen goods are still considered contraband to handle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illegal drugs'''&lt;br /&gt;
|Drugs such as happy pills, strong painkillers, mindbreaker toxins.&lt;br /&gt;
Otherwise, low-mid painkillers are fine if used properly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mitigating factors ==&lt;br /&gt;
&lt;br /&gt;
Some items are not considered contraband under certain circumstances. Such exceptions include the following.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;text-align:center; background-color:#ffffff;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Possession of a permit'''&lt;br /&gt;
| The crewmember has a permit for the item.&lt;br /&gt;
| Obviously it's not contraband if they have a valid permit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender of goods'''&lt;br /&gt;
| The crewmember is handing contraband goods in to a member of security.&lt;br /&gt;
| Generally only applies if they've not actually used them, but if someone finds a bottle of happy pills in the trash and hands them over to an officer or something similar, they shouldn't be charged with contraband.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dire need'''&lt;br /&gt;
| The goods are needed for use in an emergency, such as a crewmember taking the spare ID to rescue someone from a breach.&lt;br /&gt;
| Charges can be dropped, though the goods should be returned once the emergency is over.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Contraband&amp;diff=15</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Contraband&amp;diff=15"/>
		<updated>2019-09-15T19:15:26Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;== Summary ==  tl;dr # Is the person allowed to have it as part of their job? If yes, it's not contraband. # Do they have a permit to have it anyway? If yes, it's not contraba...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
tl;dr&lt;br /&gt;
# Is the person allowed to have it as part of their job? If yes, it's not contraband.&lt;br /&gt;
# Do they have a permit to have it anyway? If yes, it's not contraband.&lt;br /&gt;
# Is it not on this list of contraband items on the Wiki? If it's not on the list, it's not contraband.&lt;br /&gt;
# Is it dangerous in any way to the user or anyone else? If yes, it's at least minor contraband.&lt;br /&gt;
# Is it intended to cause bodily harm to somebody other than the user, or designed with the intention of breaking into places (such as an emag)? If yes, it's major contraband.&lt;br /&gt;
# Is it a High Risk Item listed on the wiki? If yes, it's major contraband and also grand theft.&lt;br /&gt;
&lt;br /&gt;
== Yawn Antagonistic Policy ==&lt;br /&gt;
(Insert Policy here)&lt;br /&gt;
&lt;br /&gt;
== Actual Contraband ==&lt;br /&gt;
'''(NOTE: while we do not have the normal antagonist system like other servers, you can still find some of these items from our trash piles. Items found this way should still be treated as normal contraband.)'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Items&lt;br /&gt;
!Images&lt;br /&gt;
!Risk&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Energy Crossbow&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy Sword&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon-Projector&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cryptographic Sequencer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Revolver &amp;amp; Ammo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EMP Grenades&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sleepy Pen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Syndicate Soap&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detomatix PDA Cartridge&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|No-Slip Syndicate Shoes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Agent ID card&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Voice Changer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Imaging Glasses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fully Loaded Toolbox&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Clothes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Traitor Radio Key&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binary Translator Key&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Suit&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hacked AI Upload Module&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C-4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Powersink&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Singularity Beacon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Teleporter Circuit Board&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undocumented Implants&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant&lt;br /&gt;
|-&lt;br /&gt;
|Fake Weapons Permits&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generally not contraband ==&lt;br /&gt;
The following items are generally not considered contraband for anyone. If they are used in a crime, however, they may ''become'' contraband. Generally contraband charges wouldn't apply to the first offence, but if the items are confiscated for another crime, contraband charges may apply if they are found with another one.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Items&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrink rays'''&lt;br /&gt;
| Not contraband for anyone. If used to alter someone against their will, then this is considered assault.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Basic tools'''&lt;br /&gt;
| Not contraband. Again, may be confiscated if used in the commission of a crime.&lt;br /&gt;
|-&lt;br /&gt;
| '''Job gear'''&lt;br /&gt;
| Items used as part as somebody's job, kept within the bounds of that department, are not contraband.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If an item is potentially harmful, that does not necessarily make it contraband as long as its harmful nature is not the ''intended'' use of the item.&lt;br /&gt;
&lt;br /&gt;
== Potentially contraband ==&lt;br /&gt;
&lt;br /&gt;
These items are not always contraband for the crew to possess, but may be considered so under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Item&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Restricted job gear'''&lt;br /&gt;
| Items such as mining gear, hardsuits and so on that are in limited supply and/or potentially dangerous. These items are not contraband when being used for their intended purpose, but are generally not permitted outside their departments when not in use. A miner that doesn't bother removing their rigsuit while making a delivery to science is probably okay as long as they take the helmet off while indoors, a miner sitting in the bar in full suit with a sonic jackhammer on his belt can be told to go stow his gear if he's not using it.&lt;br /&gt;
|-&lt;br /&gt;
| '''Combat mechs'''&lt;br /&gt;
| As long as they stay in the science department (or outside the station), not contraband. Otherwise, see above. When making mechs for security, generally a security officer should take delivery of the mech from robotics, rather than the scientist driving it up to security.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usually contraband ==&lt;br /&gt;
&lt;br /&gt;
These items are almost always considered contraband, though exceptions do apply.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Item&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Weapons'''&lt;br /&gt;
| Any item that has the ''sole purpose'' of causing injury to another is '''major''' contraband. The chef's kitchen knife is not contraband, an assistant's butterfly knife is. Lethal ammunition also falls under this.&lt;br /&gt;
|-&lt;br /&gt;
|'''Non-lethal weapons'''&lt;br /&gt;
|Weapons that are explicitly not capable of causing permanent injury, such as tasers, stun revolvers and hunter guns are '''minor''' contraband. Weapons that are ''capable'' of being loaded with lethal ammunition are not non-lethal.&lt;br /&gt;
|-&lt;br /&gt;
| '''Stolen goods'''&lt;br /&gt;
| Even if someone didn't commit the theft themselves, stolen goods are still considered contraband to handle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illegal drugs'''&lt;br /&gt;
|Drugs such as happy pills, strong painkillers, mindbreaker toxins.&lt;br /&gt;
Otherwise, low-mid painkillers are fine if used properly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mitigating factors ==&lt;br /&gt;
&lt;br /&gt;
Some items are not considered contraband under certain circumstances. Such exceptions include the following.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;text-align:center; background-color:#000000;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Possession of a permit'''&lt;br /&gt;
| The crewmember has a permit for the item.&lt;br /&gt;
| Obviously it's not contraband if they have a valid permit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender of goods'''&lt;br /&gt;
| The crewmember is handing contraband goods in to a member of security.&lt;br /&gt;
| Generally only applies if they've not actually used them, but if someone finds a bottle of happy pills in the trash and hands them over to an officer or something similar, they shouldn't be charged with contraband.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dire need'''&lt;br /&gt;
| The goods are needed for use in an emergency, such as a crewmember taking the spare ID to rescue someone from a breach.&lt;br /&gt;
| Charges can be dropped, though the goods should be returned once the emergency is over.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Admiralty_Law&amp;diff=14</id>
		<title>Admiralty Law</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Admiralty_Law&amp;diff=14"/>
		<updated>2019-09-15T19:15:00Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;Admiralty law is the name for laws that are applied galaxy-wide, regardless of local jurisdiction, and is usually enforced by the USDF and other Security forces if availab...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Admiralty law]] is the name for laws that are applied galaxy-wide, regardless of local jurisdiction, and is usually enforced by the USDF and other Security forces if available. If accused of these crimes, there must be a trial by one's peers, held either by a voting Galactic Senate member state, or by a nation who has agreed to join the '''Joint Security Convention on the Law of Space''', also known as the Space Law Treaty (SLT). As such, entities like the United Federation, most of Skrell space, and even the Unathi Hegemony are compliant with the terms of the treaty, while corporations like NanoTrasen, or enemies of SolGov like the Ares Confederation, or neutral parties such as the Auream Imperium are ineligible.&lt;br /&gt;
&lt;br /&gt;
If a suspect is captured on these charges, they are to be held in prison until the trial can commence. Since it is impractical for small outposts such as the Yawn Wider to hold prisoners until that time, the USDF should be contacted in the event of a violation so as to transfer the prisoners to a better equipped facility as soon as possible.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Admiralty law, or maritime law, regulates shipping, navigation, commerce, towage, recreational boating, and piracy by private entities on domestic and international waters. It originally covered both natural and man-made navigable waters on Earth, such as rivers and canals. It also covered persons and contracts related to maritime activities, such as seamen, shipping insurance contracts and maritime liens. However, Admiralty law differed from the Law of the Sea, which addressed the territorial, economic and commercial rights of nations to the ocean and its resources. The Law of the Sea also provided controls on marine pollution, transit rights of ships and aircraft, and a dispute resolution mechanism for states.&lt;br /&gt;
&lt;br /&gt;
Shortly after the unification of Earth, Admiralty law was modified and streamlined to cover interstellar space by the United Nations Convention on the Law of Space. After the discovery of other sentient species such as the Skrell, they too were included in the treaty. A few decades after the Hegemony War ended, many Unathi governments also joined the agreement.&lt;br /&gt;
&lt;br /&gt;
=== Joint Security Convention on the Law of Space ===&lt;br /&gt;
Originally Established by the United Systems of Sol Central, the Space Law Treaty forbids the following acts in all sectors of interstellar space, whether known or uncharted. These are unalienable rights intended to preserve the well being of all innocent life forms.&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:200px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:400px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL01&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To seize property that is under the ownership or care of another entity.&lt;br /&gt;
| Any artificial object or its contents found in any uninhabited region of space cannot be legally claimed by you unless it has absolutely no living beings present to claim ownership of it, and is unable to operate under its own power. You can legally salvage a ship or its cargo only if it was already abandoned by the time you find it. Repossessing property that was previously stolen from you (or a company you represent) does not count toward this. If you otherwise believe the cargo was stolen, but do not know the owner, fax SolGov to make a claim to find out if you must return the property (in such case you are entitled to a reward), or if you may keep the property for yourself.&lt;br /&gt;
| 5-20 years imprisonment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL02&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To enter property that is under the ownership or care of another entity without valid permission to do so.&lt;br /&gt;
| Intention is important in this scenario. If the intention is to seize property, then it's piracy. If there's no malicious intent, then it's just trespassing.&lt;br /&gt;
| $4,000 in fines, or up to 1 year imprisonment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL03&lt;br /&gt;
| '''Violent Mutiny'''&lt;br /&gt;
| Commandeering a ship through violent or otherwise destructive means.&lt;br /&gt;
| Threatening to cause severe damage to the ship or crew unless control is handed over falls under this. However, it may be justified in situations wherein the former command staff had created a direct and immediate peril upon the safety of the crew by way of incompetence.&lt;br /&gt;
| 5-20 years imprisonment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL04&lt;br /&gt;
| '''Grand Sabotage'''&lt;br /&gt;
| Causing severe damage to a ship and/or it's property without intention of seizing it.&lt;br /&gt;
| Destroying or disabling a ship's power source, or engines, or other vital systems such as life support. Creating hull breaches also falls under this. If crew members are severely harmed, see terrorism.&lt;br /&gt;
| A fine covering the cost of repairs, or up to 10 year imprisonment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL05&lt;br /&gt;
| '''Slavery'''&lt;br /&gt;
| Keeping a sentient being in detainment without proper remuneration or appreciation for services rendered.&lt;br /&gt;
| You cannot hold someone against their will and force them to do labor. Holding a prisoner in the brig is fine. Allowing a prisoner to do labor as an alternative to prison time is also fine. ''Forcing'' a prisoner to perform labor is not legal, and is considered slavery. It must be voluntary so long as it's unpaid, even if the worker is a legitimate prisoner.&lt;br /&gt;
| 20 years to life imprisonment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL06&lt;br /&gt;
| '''Illegal Waste Dumping'''&lt;br /&gt;
| Improper disposal of chemical, biological, or radioactive agents.&lt;br /&gt;
| Hazardous materials must be appropriately disposed of appropriately. USDF guidelines dictate that jettisoning garbage on a deorbital trajectory with a star is the most ideal method, to ensure complete obliteration of garbage materials. If the illegal dumping results in the destruction of an ecosystem, see '''Crimes Against the Galaxy'''.&lt;br /&gt;
| Between $5,000 to $50 million in fines, depending on the danger and volume of materials.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL07&lt;br /&gt;
| '''Use of Inhumane Weapons'''&lt;br /&gt;
| Use of chemical, biological, radioactive agents with the intention to cause harm.&lt;br /&gt;
| Releasing toxic chemicals (such as phoron), bioweapons (such as viruses), or any radioactive materials into an inhabited area is considered a violation of this law. If the target is not military, see also '''Terrorism''' below.&lt;br /&gt;
| 20 years to life imprisonment. Possibly [[Permanent Death|execution]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL08&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| Like grand sabotage, but done with the explicit intent to do harm civilians.&lt;br /&gt;
| Holding hostages, causing breaches in populated civilian areas, or otherwise committing acts intended to cause mass casualties among civilian populations. For serious destruction that does not target or harm civilians, see '''Grand Sabotage'''.&lt;br /&gt;
| 5-20 years imprisonment. Possibly [[Permanent Death|execution]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL09&lt;br /&gt;
| '''Unprovoked Military Action'''&lt;br /&gt;
| Performing violent acts, or otherwise using military equipment on or towards actors that showed no intent or performed no actions that could reasonably be said to warrant such a response.&lt;br /&gt;
| Performing unprovoked military raids of other craft without any harm to the crew still falls under this, even if no crew are harmed.&lt;br /&gt;
| Punishment to be determined by the victim party, up to and including [[Permanent Death|execution]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL10&lt;br /&gt;
| '''Crimes Against the Galaxy'''&lt;br /&gt;
| Any act that needlessly harms or potentially harms lifeforms within a previously undiscovered ecosystem.&lt;br /&gt;
| The Interstellar Conservation Law of 2476 explicitly forbids hunting, polluting, bombing, weapons testing, eradicating, and other activities deemed detrimental of undiscovered or newly discovered species. This includes unsanctioned construction. Before such activities may begin on new worlds, any findings must be documented with the Society of Universal Cartographers, and then the activity must be permitted by the Environmental Protection Agency under SolGov. Blowing up planets, even those thought uninhabited, is also forbidden.&lt;br /&gt;
| Between $50 million to $100 billion in fines, depending on severity of the destruction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;SL11&lt;br /&gt;
| '''Crimes Against Sentient Life'''&lt;br /&gt;
| Any act that deliberately targets and harms members of a sentient species.&lt;br /&gt;
| Basically this covers anything already forbidden by '''Crimes Against the Galaxy''', except that the act is deliberately killing life forms intelligent enough to understand what ''genocide'' is.&lt;br /&gt;
| [[Permanent Death|Execution]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
Breaking Admiralty Law might result in your character being temporarily or permanently removed from the game. However, there's so few chances for you to even ''attempt'' to break these laws that this will probably never happen outside of events, especially considering NanoTrasen has [[Corporate Regulations|its own laws]] to deal with most offenses, specifically because they ''don't'' want the USDF involved in their affairs.&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Main_Page&amp;diff=13</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Main_Page&amp;diff=13"/>
		<updated>2019-09-15T19:14:40Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
[[Standard Operating Procedure]]&lt;br /&gt;
[[Server Rules]]&lt;br /&gt;
[[Admiralty Law]]&lt;br /&gt;
[[Contraband]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=12</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Server_Rules&amp;diff=12"/>
		<updated>2019-09-15T19:13:27Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;    This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In ge...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Read the rules and know them before joining.&amp;lt;/h2&amp;gt;&lt;br /&gt;
   This is necessary to help avoid confusion/conflicts down the line as administrators may not always be forgiving. In general, use common sense and treat others how you would like to be treated. If you're unsure of something not mentioned here, adminhelp it. You can request for help by using the F1 key, through the Admin tab on the top right of your user interface, or through the top left Help menu.&lt;br /&gt;
   &lt;br /&gt;
    &amp;lt;h3&amp;gt;What to expect:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   A continuous roleplaying environment: RP is constant here. If you’re not a fan of long extended rounds and staying in character, you’ll probably have more fun elsewhere sadly. Given the nature of roleplaying, steps are taken to help ensure the atmosphere of it isn’t disrupted.         &lt;br /&gt;
&lt;br /&gt;
=== Guideline links we use ===&lt;br /&gt;
Our SOP and Corporate regulations.&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
The guides can be found on Polaris, as Virgo is a mix of Polaris and its own code.&lt;br /&gt;
* https://wiki.vore-station.net/Guides&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Some general terms:&amp;lt;/h3&amp;gt;&lt;br /&gt;
   '''RP(role-play)''': To act and speak as if you are the character you're portraying. To role-play is as much about what not to say as what TO say. It means to keep your speech in the context of the setting in which your character exists.&lt;br /&gt;
* '''IC''' - short for In-Character: If you are IC, that means you are pretending to be someone else (your character) rather than being your “Real” self.  IC applies to all things that happen in-game, OOC knowledge applied in-game falls under meta-gaming, which is prohibited.&lt;br /&gt;
* '''OOC''' - Out Of Character: A term used in role-play when a person wants to step outside of their character for a minute and speak as themselves. &lt;br /&gt;
* '''Meta-gaming''':  To bring OOC knowledge in-game is referred to as Meta-gaming. Sometimes it can be difficult to keep things separate, but it is important to make every effort not to mix these things. Essentially crossing OOC knowledge into IC in-game or vice versa falls under meta-gaming.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Several examples of meta-gaming (Which should be avoided):&lt;br /&gt;
* '''IC in OOC''': Revealing in-game knowledge to other players. Generally, if someone not playing can tell what's going on using OOC, it's IC in OOC. This is generally not a good thing.&lt;br /&gt;
* '''OOC in IC''': Virtually un-needed and disruptive in most cases, considering the players access to OOC and LOOC (local-out-of-character).&lt;br /&gt;
* '''Ghosting''': Conveying in-game knowledge to someone else who would normally be unable to know otherwise, for example telling a friend out of game the identity of the antagonist who murdered you. Don’t do this.&lt;br /&gt;
* '''Power-gaming''': Playing to win is generally frowned upon in a role-playing setting and should be taken elsewhere.  Characters in-game would typically try to avoid pain or bodily harm pre-emptively, fighting armed gunmen bare-handed, etc. Alternatively players shouldn’t casually wear hardsuits/internals “on the off chance” that something bad like a breach will randomly occur.&lt;br /&gt;
&lt;br /&gt;
* '''Griefing''': examples of this include; injuring or killing crew, bombing the station, uploading AI laws allowing the AI to murder people, or otherwise screwing over other players for no reason.  Don’t do this. Exceptions are for antags obviously, but even then don't use it as an excuse to grief the place over.            &lt;br /&gt;
   &amp;lt;h3&amp;gt;Ruleset&amp;lt;/h3&amp;gt;These are the actual rules that you must follow in the server, not following these rules will result in punishment from the moderators and/or administrators of the server. If you see someone else breaking these rules, please adminhelp it.&lt;br /&gt;
* '''Be 18 years of age or above''': You agree to be at least 18 years old of age before joining the game. The Discord server is open to all as it is PG.&lt;br /&gt;
* '''Offset mean characters with okay characters''': Don't always play as a racist, dickish, etc character constantly. Or someone who constantly breaks the law or causes trouble. Try to offset such characters with ones that are at least neutral in personality. This is because playing such characters will make others believe that is how you are OOC and create bias.&lt;br /&gt;
&lt;br /&gt;
* '''Leave SSD(disconnected players) alone''': Refrain from looting/harming  SSD players or otherwise interacting with SSD players unless it is to drag them to either a bed in the dorms or cyrosleep/tram/teleporter. (Traitor objectives are an exception if it's to steal an item from them. Otherwise adminhelp it.) To identify if someone is AFK/SSD/disconnected players look for “He/She has a vacant stare...&amp;quot; when examining their characters.&lt;br /&gt;
* '''Being a Toxic Player In General''': It doesn't matter if everything you do in and out of character doesn't break any rules, if the staff as a general whole agree on removing you, they can and will. This applies across the community as a whole, examples(OOC, discord, deathchat, forums, etc). What to avoid - continuously harass/instigate/annoy or provoke enough people that the staff get tired of hearing complaints about it.&lt;br /&gt;
* '''Suicide is generally not okay''', ICly and OOCly. Killing yourself because you're bored and want to observe/switch characters is not allowed. If you have a good reason, adminhelp it beforehand. Otherwise move your character’s body to the dormitories/cyrosleep. (One Exception is for AI, you can wipe yourself / shutdown to spawn as someone else if you're an AI - You can do so using the Store-Core command)&lt;br /&gt;
* '''No stupid names''': Things like 'Baldie McBald' and other dumb meme names are not allowed. You will be asked to rename yourself if the name is considered inappropriate.&lt;br /&gt;
* '''Subtles''': Use subtle only in cases where it would make sense. That is, in cases where other crewmembers would not be able to see what you are doing to the other person in subtle range. Do not use subtle to whisper.&lt;br /&gt;
* '''Do not enter/hack into/take''' from the following areas without a reasonable in character reason: Captain's Quarters, Armory, Bridge and the Vault. If you are unable to give a valid reasons to the admins you probably should not go ahead and do it.&lt;br /&gt;
* '''Don't exploit bugs''': If you find a bug, report it on the github or to the administrators. If it's already on the github, avoid using the exploit.&lt;br /&gt;
* '''Cryo before SSDing or going Afk for more then 30 minutes as head''': Avoid leaving the server or going afk more then 30 minutes without cryoing, if you really can't then Adminhelp that you gotta run before leaving. If you fail to follow that rule too often, you will get jobbanned.&lt;br /&gt;
* '''Use English''': If you’re unable to communicate well enough while out of character, this will result in a ban as you are unable to read the rules to the server.&lt;br /&gt;
* '''Killing/injuring other crew''': Avoid doing this even within IC reasons, in self-defense or even as an antagonist, do everything within your power to avoid unnecessary deaths. This is prohibited more so to avoid ruining the fun for other players. If you and another are consenting, adminhelp it beforehand for approval before killing or having some fight to the death.&lt;br /&gt;
* '''No end of round grief''': Just don't, people like a proper closure. This includes staff.&lt;br /&gt;
* '''Respawning''': If you respawn, you must not respawn as the same character if that character is still in the round (Example, you died or killed yourself, which you shouldn't even do in the first place).&lt;br /&gt;
* '''Character Skills''': Try to limit how many things your character is ICly able to do, example. Your engineer should probably not be proficient in surgery. There is a skill system you can use on character setup, as a guideline,  your maximum skill should not go more than 'Above Average' in term of skill level. If it is you are to lower it down, this is to prevent Mary-Sue characters and whatnot. And to restrict a character that can do everything. Increasing your character's age allows them to have more points in to compensate for experience.&lt;br /&gt;
* '''THE GATEWAY and Ship ''': Don't go into the gateway or go into bluespace with the ship at the start of the round for any reasons. You do not go into expeditions alone or anything, these are for PLANNED EXPEDITIONS only allowed by the Pathfinder, Captain or RD. There must be a minimum of 3 crew members going for the expedition (including the pathfinder/RD, so just 3 total.)&lt;br /&gt;
* '''ERP''': While it is allowed, you '''cannot''' mention or do any of it near any oocly non-consenting people. If you are caught ERPing ICly, you can be arrested for public indecency in the corporate regulations. So don't whine to us if you're caught ERPing outside of bolted dorms. When ERPing, you must keep your headset on and still do your job in the event of emergencies (Ex: Breaches, invasions, someone is about to die and you're the only medic, etc)&lt;br /&gt;
* '''Vore''': Since we use the v.o.r.e codebase, the game allows you to omnom things and other players. '''Do not''' ever use it on a non-consenting player, even if your objective is to kill them. And do not use it on SSD/dead players either unless their OOC information allows vore while afk. If you are fine with it happening randomly, it must be written on in your OOC information.&lt;br /&gt;
* '''Baldies''': If a crewmember is a human and bald after arriving on station. And said person is actively seen breaking one of the above rules / griefing. Administrators are allowed to do whatever they please to them. If you are a bald human that just joined and whine about admin abuse. We will point out you haven't read the rules and we will just laugh and keep going.&lt;br /&gt;
* '''Do not ghost during IC intervention''': It's a dick move and we don't appreciate it, neither does the player. Don't ghost when you are being arrested or to avoid being in jail. If you are permabrigged, adminhelp it beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Bad Roleplay ===&lt;br /&gt;
This is a rather vague one since it varies on one's perception of what is bad and not in terms of roleplay. But usually if you take actions that makes no sense for your character to make (IE: Randomly stabbing yourself with no explanation, or because you're bored OOC) is bad, and we will take action on you if you do it too often. Here other cases of bad roleplay to avoid.&lt;br /&gt;
* '''Being completely dumb and incompetent as a hired crewmember''': As you would probably not have been hired in that case.&lt;br /&gt;
* '''Using netspeak in character and emojis''': You can use those on PDA since they are a text medium however.&lt;br /&gt;
* '''Characters that are good in everything (Like Mary-sues) are prohibited.'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid metagaming ===&lt;br /&gt;
Using knowledge that your own character wouldn't know is prohibited. And if your character leaves the station and you choose another character that is friends/etc of your first character. They do not know about events of the CURRENT ROUND. But might have been informed of what happened in previous rounds. - Here are other specifics metagame examples to avoid.&lt;br /&gt;
* '''Metabias''': Trying to go after a certain character because you know who the OOC player is, with negative intent.&lt;br /&gt;
* '''Metagrudge''': Wanting revenge on someone for something that happened in previous rounds using a character that would normally not know about it.&lt;br /&gt;
&lt;br /&gt;
=== Notes about Job bans ===&lt;br /&gt;
There might be cases where your character gets fired from a position by CC or the Colony Director. In these cases, it is possible that you get job banned as a IC punishment from the staff. That does not mean you have broken any of the actual rules, but this is to prevent people who ha been 'fired' to just take the job immediately after. This is only for cases where you would be fired for longer than a day (like if only fired by the Director without CC knowing.)&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=11</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=11"/>
		<updated>2019-09-15T19:12:25Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Obtaining a Permit for Renovation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(( 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 [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** 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.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** 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).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station 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.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
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.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station 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.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
** Colony Director and Head of Personal 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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* 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.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Threat ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* Emergency Response Team may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit Sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* Asset Protection will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The Colony Director must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
Emergency Response Team, or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard (Solar Grubs) ===&lt;br /&gt;
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 hostile and dangerous.&lt;br /&gt;
* 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.&lt;br /&gt;
* Security level elevated to code blue, but privacy rights for individual crew are to remain intact.&lt;br /&gt;
* All crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff must monitor the power net to report locations of unusual power consumption to Security.&lt;br /&gt;
* Multitools should be distributed to as many crew members as possible.&lt;br /&gt;
* 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.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are '''not''' to be engaged if discovered by unarmed personnel. They are dangerous, but docile unless provoked. Report the location and await armed security response.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than two, to exterminate or contain all solar grubs until the power grid is no longer affected.&lt;br /&gt;
* Engineering boost power output if necessary.&lt;br /&gt;
* 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, the Emergency Response Team may be summoned to assist in removal of pests.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard (Xenomorphs) ===&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* Security to establish and guard a safe zone, and weld vents closed and guard chokepoints.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed staff.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* 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.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** 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.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** 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.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** 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.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; 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:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; 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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[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]&lt;br /&gt;
[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]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; 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.&lt;br /&gt;
# 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.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Yawn-Wider/YWPolarisVore/ Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* 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.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#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. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#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. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#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. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#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. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
☀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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# 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.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
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.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* 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.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# 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.&lt;br /&gt;
# 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).&lt;br /&gt;
# 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)&lt;br /&gt;
# &amp;lt;s&amp;gt;Subject is really really delicious and the pred doesn't want to let anyone else have a taste.&amp;lt;/s&amp;gt; To whoever keeps adding this, stop, it is not SOP. You're just a greedy fat bastard.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* 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]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** 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.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** 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.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Research Director and if no Research Director is available the Colony Director unless CentCom commands otherwise. If two or more Explorer crewmembers wish to embark on an expedition when no Research Director or Colony Director is available, they may do so after faxing notice of their intent to Central Command.&lt;br /&gt;
* If the Research Director insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should not be participating in gateway missions without explicit consent of the Colony Director and Research Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
Besides the Research Director, 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
* A Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or as assigned by the research director. 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.&lt;br /&gt;
* 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. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from Security supplies or Research production.&lt;br /&gt;
* Non-security participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The Research Director must assign a team leader to the squad, who will command the other participants during the expedition. This should usually be an Explorer.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* 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.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* 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.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* 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.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;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.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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 that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# 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.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;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.&amp;quot;'' 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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 &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# 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).&lt;br /&gt;
# 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.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# 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.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
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.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* 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.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
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.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
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.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
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.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
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.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* 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.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
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.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* 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.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two 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.&lt;br /&gt;
* ''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.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
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.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal &amp;lt;s&amp;gt;like an assistant&amp;lt;/s&amp;gt;.&lt;br /&gt;
* 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.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=10</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=10"/>
		<updated>2019-09-15T01:48:37Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;(( 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...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(( 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 [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** 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.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** 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).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station 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.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
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.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station 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.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
** Colony Director and Head of Personal 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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* 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.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Threat ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* Emergency Response Team may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit Sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* Asset Protection will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The Colony Director must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
Emergency Response Team, or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard (Solar Grubs) ===&lt;br /&gt;
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 hostile and dangerous.&lt;br /&gt;
* 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.&lt;br /&gt;
* Security level elevated to code blue, but privacy rights for individual crew are to remain intact.&lt;br /&gt;
* All crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff must monitor the power net to report locations of unusual power consumption to Security.&lt;br /&gt;
* Multitools should be distributed to as many crew members as possible.&lt;br /&gt;
* 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.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are '''not''' to be engaged if discovered by unarmed personnel. They are dangerous, but docile unless provoked. Report the location and await armed security response.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than two, to exterminate or contain all solar grubs until the power grid is no longer affected.&lt;br /&gt;
* Engineering boost power output if necessary.&lt;br /&gt;
* 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, the Emergency Response Team may be summoned to assist in removal of pests.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard (Xenomorphs) ===&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* Security to establish and guard a safe zone, and weld vents closed and guard chokepoints.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed staff.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* 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.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** 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.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** 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.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** 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.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; 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:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; 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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[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]&lt;br /&gt;
[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]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; 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.&lt;br /&gt;
# 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.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Repede/YawnWiderStation Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* 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.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#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. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#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. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#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. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#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. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
☀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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# 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.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
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.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* 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.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# 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.&lt;br /&gt;
# 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).&lt;br /&gt;
# 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)&lt;br /&gt;
# &amp;lt;s&amp;gt;Subject is really really delicious and the pred doesn't want to let anyone else have a taste.&amp;lt;/s&amp;gt; To whoever keeps adding this, stop, it is not SOP. You're just a greedy fat bastard.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* 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]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** 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.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** 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.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Research Director and if no Research Director is available the Colony Director unless CentCom commands otherwise. If two or more Explorer crewmembers wish to embark on an expedition when no Research Director or Colony Director is available, they may do so after faxing notice of their intent to Central Command.&lt;br /&gt;
* If the Research Director insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should not be participating in gateway missions without explicit consent of the Colony Director and Research Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
Besides the Research Director, 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
* A Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or as assigned by the research director. 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.&lt;br /&gt;
* 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. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from Security supplies or Research production.&lt;br /&gt;
* Non-security participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The Research Director must assign a team leader to the squad, who will command the other participants during the expedition. This should usually be an Explorer.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* 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.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* 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.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* 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.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;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.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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 that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# 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.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;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.&amp;quot;'' 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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 &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# 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).&lt;br /&gt;
# 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.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# 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.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
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.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* 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.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
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.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
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.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
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.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
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.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* 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.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
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.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* 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.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two 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.&lt;br /&gt;
* ''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.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
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.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal &amp;lt;s&amp;gt;like an assistant&amp;lt;/s&amp;gt;.&lt;br /&gt;
* 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.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=9</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=9"/>
		<updated>2019-09-15T01:46:41Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Modifiers &amp;amp; Special Situations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing, or the accused testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
&lt;br /&gt;
If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also Guide to Paperwork and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See &amp;quot;Escaping From a Life Sentence&amp;quot; for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, hold until judgement.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add Manslaughter to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See &amp;quot;Sedition&amp;quot; for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see murder.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then murder is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with murder. Those who unintentionally provided incorrect evidence are charged with manslaughter and negligence. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffffff;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until judgement. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=8</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=8"/>
		<updated>2019-09-15T01:46:27Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Special Infractions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing, or the accused testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
&lt;br /&gt;
If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also Guide to Paperwork and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See &amp;quot;Escaping From a Life Sentence&amp;quot; for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, hold until judgement.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add Manslaughter to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See &amp;quot;Sedition&amp;quot; for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see murder.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then murder is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with murder. Those who unintentionally provided incorrect evidence are charged with manslaughter and negligence. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#000000;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until judgement. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=7</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=7"/>
		<updated>2019-09-15T01:46:14Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* High Severity Infractions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing, or the accused testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
&lt;br /&gt;
If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also Guide to Paperwork and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See &amp;quot;Escaping From a Life Sentence&amp;quot; for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, hold until judgement.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add Manslaughter to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See &amp;quot;Sedition&amp;quot; for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see murder.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then murder is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with murder. Those who unintentionally provided incorrect evidence are charged with manslaughter and negligence. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#000000;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until judgement. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=6</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=6"/>
		<updated>2019-09-15T01:45:59Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: /* Medium Level Infractions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing, or the accused testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
&lt;br /&gt;
If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also Guide to Paperwork and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See &amp;quot;Escaping From a Life Sentence&amp;quot; for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, hold until judgement.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add Manslaughter to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See &amp;quot;Sedition&amp;quot; for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see murder.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then murder is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with murder. Those who unintentionally provided incorrect evidence are charged with manslaughter and negligence. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#000000;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until judgement. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=5</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=5"/>
		<updated>2019-09-15T01:45:09Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing, or the accused testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
&lt;br /&gt;
If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also Guide to Paperwork and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See &amp;quot;Escaping From a Life Sentence&amp;quot; for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, hold until judgement.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add Manslaughter to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See &amp;quot;Sedition&amp;quot; for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see murder.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then murder is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with murder. Those who unintentionally provided incorrect evidence are charged with manslaughter and negligence. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#000000;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until judgement. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=4</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=4"/>
		<updated>2019-09-15T01:44:17Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: Created page with &amp;quot;Corporate Regulations is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punis...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing, or the accused testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
&lt;br /&gt;
If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also Guide to Paperwork and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See &amp;quot;Escaping From a Life Sentence&amp;quot; for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, hold until judgement.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add Manslaughter to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See &amp;quot;Sedition&amp;quot; for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see murder.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then murder is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with murder. Those who unintentionally provided incorrect evidence are charged with manslaughter and negligence. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#000000; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#000000;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until judgement. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Main_Page&amp;diff=3</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Main_Page&amp;diff=3"/>
		<updated>2019-09-15T01:44:06Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
&lt;br /&gt;
[[Corporate Regulations]]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Main_Page&amp;diff=2"/>
		<updated>2019-09-15T01:42:59Z</updated>

		<summary type="html">&lt;p&gt;Hawk v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
&lt;br /&gt;
[Corporate Regulations]&lt;/div&gt;</summary>
		<author><name>Hawk v3</name></author>
	</entry>
</feed>