<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://baystation.xyz//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ryan</id>
	<title>Baystation - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://baystation.xyz//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ryan"/>
	<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Special:Contributions/Ryan"/>
	<updated>2026-04-26T04:25:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://baystation.xyz//index.php?title=Nueva_Castilla&amp;diff=3192</id>
		<title>Nueva Castilla</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Nueva_Castilla&amp;diff=3192"/>
		<updated>2025-03-30T15:42:45Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nueva castilla.png|thumb|Planetary flag of Nueva Castilla]]&lt;br /&gt;
&#039;&#039;&#039;Nueva Castilla&#039;&#039;&#039; is an exoplanet in the SVC-3017 &#039;Culebre&#039; system, currently in the late stages of terraforming. Once a barren rock, it was chosen for colonization by the United Nations (succeeded by the Terran Commonwealth, and later the [[Sol Central Government]]) because of its size, core composition and location in the Culebre system&#039;s “goldilocks zone” – in the wake of [[Earth]]&#039;s ecological collapse, Nueva Castilla become one of several escape vectors chosen by humans with the means to flee off-planet.&lt;br /&gt;
&lt;br /&gt;
Since the terraforming project began, Nueva Castilla has developed a functional, if decidedly unique biosphere where much of the planet is covered in a fast-growing moss. There are two major human settlements – Placida and Santiago – and a number of smaller ones both planetside and in-system. Today, Nueva Castilla is a well-connected member of the Sol Central Government after over a century&#039;s worth of delays.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Demographics and Language&#039;&#039;&#039; ===&lt;br /&gt;
Nueva Castilla has developed a unique culture over the century and a half since its establishment, with significant influence from old-Earth Iberian pioneer culture as well as from Culebre&#039;s neighboring systems. Spacer cultures formed from a blend of Castillan and non-Castillan traditions are very common off-world.&lt;br /&gt;
&lt;br /&gt;
Zurich Accord Common is Nueva Castilla&#039;s primary trade language, and is taught as a first language in public education. Censuses dictate a majority of Castillans (but not all) speak a variety of languages in the Iberian linguistic family.&lt;br /&gt;
&lt;br /&gt;
A majority of the labour on the planet revolves around moss-based agriculture, ecological templating, and subsistence, whereas mining, commerce and heavy industrial labour are the focuses for those off-world.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Political Climate&#039;&#039;&#039; ===&lt;br /&gt;
Prior to the construction of the Culebre Gateway, Nueva Castilla was isolated from much of the Terran Commonwealth&#039;s (and later, the SCG&#039;s) political baggage. It is headed by the Nueva Castilla Constituency Body (NCCB), which interacts with corporate and public entities from the SCG and beyond. Members of the body are chosen in local elections.&lt;br /&gt;
&lt;br /&gt;
Castillans are demographically underrepresented outside Culebre, but they have a strong presence in the SCG&#039;s uniformed services. Following the formation of the SCG, Nueva Castilla was given a founding seat in the Solar Senate due to its history and physical adjacency to Sol.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Initial Discovery&#039;&#039;&#039; ===&lt;br /&gt;
A full-scale survey mission of the Culebre system began around the start of the 22nd century – primarily carried out by ships and crews originating from the Iberian Peninsula – as part of a joint project under the aegis of the United Nations. Research vessels confirmed the findings of observatories on Earth regarding Nueva Castilla&#039;s molten iron-rich core and moderate temperature variations. These, together with the planet&#039;s near-Earth mass and the presence of nearby ice comets in the system, made Nueva Castilla a promising candidate for terraforming. The planet was christened in honour of the mission&#039;s researchers and their origins.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Initial Settlement and Terraforming&#039;&#039;&#039; ===&lt;br /&gt;
The plan to terraform Nueva Castilla revolved around bringing down the icy orbital bodies in the Culebre system and putting them on a controlled course into the planet, saturating it with water and vapour. Nueva Castilla&#039;s surface, comprised mostly of high plains and ravines, grew into a series of islands, lagoons, and narrow stretches of water. This deorbiting effort was followed by geochemical intervention on the planet&#039;s soil through the use of moss, which assisted in cooling down the planet. This tactic was priorly tested on one of Nueva Castilla&#039;s moons, Idas, unsuccessfully.&lt;br /&gt;
&lt;br /&gt;
Settlement was properly finalised in the southern hemisphere – where terraforming efforts on the planet were modest and mostly fruitful – with a mixture of underground and enclosed above-ground structures.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Terran Commonwealth Contact&#039;&#039;&#039; ===&lt;br /&gt;
Nueva Castilla was still relatively unpopulated when it was incorporated into the Terran Commonwealth after the latter&#039;s founding in 2130. Castillans received the news with little fanfare and a small flag-changing ceremony. Over the next few decades, the colony would grow to be relatively stable, separated from the major politics of Sol. During this period, the [[Expeditionary Corps]] established a base and a number of space stations in the Culebre system as part of the exploration rush of the 2150s.&lt;br /&gt;
&lt;br /&gt;
While scientific advancement was afoot with the promise of resources and funding initiatives by the Terran Commonwealth, a shift away from the relatively slow progress of terraforming and towards the bluespace boom (along with rising tensions with the Ares Confederation) stole the limelight from Nueva Castilla.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;SCG Resurgence&#039;&#039;&#039; ===&lt;br /&gt;
With the fall of the Terran Commonwealth and the foundation of the Sol Central Government, promising colonies rose to the forefront of the young SCG. This lead to an influx of technical and cultural talent not only from Earth proper, but also from other colonies.&lt;br /&gt;
&lt;br /&gt;
This resurgence led to the partial construction of the Culebre Gateway, as well as the establishment of a [[Sol Central Government Fleet|SCG Fleet]] base for the purposes of flag-marking and system security. Additionally, the increase in Nueva Castilla&#039;s population – as well as the need to hasten terraforming practices – saw the rise of Santiago into a proper population center.&lt;br /&gt;
&lt;br /&gt;
This period was short-lived, as rising tensions with the [[Gilgamesh Colonial Confederation]] soon forced the SCG to retract much of its support. With corporate assets reducing operations soon after, the system returned to state of relative lull, with limited support from the SCG.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Post-Copernican Split Settlement&#039;&#039;&#039; ===&lt;br /&gt;
With the stabilisation of the GCC and SCG post-conflict, the SCG resumed its efforts in Culebre. With the aid of corporate assets (such as the Slate Sisters Engineering Corps, Vu-Cheong, [[Aether Atmospherics and Recycling|Aether Atmospherics]], and others) willing to invest in space travel, labour, and industry, the Culebre Gateway was finally fully built and operational by 2297. Trade and commercial establishments opened up shortly afterwards as part of a planned endeavour to kick-start economic interest in the system.&lt;br /&gt;
&lt;br /&gt;
With the 2311 secession of the Copernicus system, investors have begun touting Nueva Castilla as the SCG&#039;s next premier tourist hub, replacing [[Brahe]]: with its warm climate and plentiful lagoons, these entrepreneurs believe Nueva Castilla has the potential to become the perfect get-away spot for the rich.&lt;br /&gt;
&lt;br /&gt;
Development efforts are ongoing to temper out the northern hemisphere&#039;s dizzyingly hot climate and overall thinner atmosphere. New research suggests a few more decades until the planet is &amp;quot;perfect&amp;quot; – an estimate that has been deferred multiple times.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
While Nueva Castilla&#039;s southern hemisphere is more-or-less on par with other human worlds in terms of habitability, its climate is generally quite warm. Average temperatures sit above those of Earth and [[Gaia]], but below [[Tadmor]].&lt;br /&gt;
&lt;br /&gt;
The northern hemisphere&#039;s climate is swelteringly hot, and conditions are generally considered too extreme for unprotected human habitation. Currently, efforts are underway to moderate the region&#039;s temperatures to more livable levels. Structural instability of the land due to overgrown moss is also a concern – most caves and lagoons are uncharted in this region.&lt;br /&gt;
&lt;br /&gt;
The north has not recovered from the stress of terraforming caused by the rapid expansion of injected algae and moss throughout most of the planet. Several irregular natural formations have been discovered here, such as the &amp;quot;Floating Stilts&amp;quot; – a range of eroded hills currently in the form of standing cliff-faces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Notable Settlements&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Placida&#039;&#039;&#039; ===&lt;br /&gt;
The first named settlement on Nueva Castilla, Placida was founded in the earlier stages of terraforming and has since become the planet&#039;s capital. Located in the southern hemisphere, the town was initially built around the original encampment of the first survey team and gradually expanded to accommodate an ever-increasing number of settlers and technicians. Placida grew exponentially in the 2100s in the wake of the human exodus away from an ecologically unstable Earth – the promise of a new world as a potential vector for escape captured public interest at the time.&lt;br /&gt;
&lt;br /&gt;
A large amount of Placida&#039;s earliest facilities were dedicated to altering Nueva Castilla&#039;s surface – the Atmospheric Terraforming Central Facility is one of them. Composed of air monitoring stations and a chimney-like apparatus that emits oxygen and nitrogen, it is a popular tourist attraction and serves as a cultural monument.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Santiago&#039;&#039;&#039; ===&lt;br /&gt;
While Placida housed most first and second generation settlers – descendants of the UN-led expeditions who lived on orbital stations – Santiago was established in the interim before the [[Gaia Conflict]], and saw rapid growth as residents from not only Placida but also other colonies off-world flocked to the new city in the wake of Nueva Castilla&#039;s cultural boom. Only as the Gaia Conflict began did this wave of immigration slow.&lt;br /&gt;
&lt;br /&gt;
Santiago hosts vasts tracts of hydroponics and traditional agriculture moss farms, due to its establishment on a relatively flat terrain.&lt;br /&gt;
&lt;br /&gt;
Currently, Santiago&#039;s population is steadily increasing due to an influx of refugees from Copernicus.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Minor Settlements&#039;&#039;&#039; ===&lt;br /&gt;
While smaller settlements do exist outside of Santiago and Placida, they are typically either isolated research outposts or tourist and trading spots connecting the planet&#039;s two major settlements.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;NCDG Citadel&#039;&#039;&#039; ====&lt;br /&gt;
Site Citadel is a collection of military sites belonging to the Nueva Castilla Defense Group (NCDG), established between Placida and Santiago. Flying the flags of both the NCCB and the SCG, it is not uncommon to see [[SCG Army]] liaison elements present for training and joint exercises.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;SCGECO Cicada&#039;&#039;&#039; ====&lt;br /&gt;
The Cicada Weather Facility is an Expeditionary Corps facility established in Nueva Castilla&#039;s equatorial zone. Per its name, it conducts atmospheric research, provides weather forecast data, and also conducts occasional expeditions into the mostly uncharted northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
The facility is augmented by [[Xynergy]], and one may sometimes see [[Giant Armoured Serpentid|giant armoured serpentid]] assistants alongside the usual EC Cultural Exchange personnel.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Off-World&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Moons ====&lt;br /&gt;
Nueva Castilla has two moons, Idas and Lynceus, which are home to a variety of services.&lt;br /&gt;
&lt;br /&gt;
Idas is the central hub of Culebre&#039;s Gateway Administration. It is host to Gassantoda SFB – a temporary home to Second Fleet groups tasked on rotational deployments. Remnants from the time when the moon was used as the testing ground for geo-chemical terraforming can still be found underground, abandoned.&lt;br /&gt;
&lt;br /&gt;
Lynceus, on the other hand, is entirely relegated to the NCCB&#039;s off-world arm. They manage belt industries, as well as mining contracts to carve out the moon&#039;s vast water-ice deposits. These mining efforts are destined to eventually give the moon an irregular shape – a problem for another tomorrow.&lt;br /&gt;
&lt;br /&gt;
==== Gateway ====&lt;br /&gt;
The Culebre Gateway connects the system with the rest of the SCG via bluespace relay. It is managed by the Gateway Administration, with oversight from the Nueva Castilla Constituency Body. The finalization of the gateway in 2297 led to a trade boom in the system, and numerous commerce facilities have since cropped up around it.&lt;br /&gt;
&lt;br /&gt;
== Fun Facts ==&lt;br /&gt;
&lt;br /&gt;
* The initial survey camp – called Pioneer Square – still remains intact today, standing in the center of Placida as an open-air exhibit and monument to the original colonists.&lt;br /&gt;
* &amp;quot;Placida&#039;s Step&amp;quot; is celebrated as a national holiday in Placida and beyond. It commemorates the first explorers settling down on the partially-terraformed planet on March 12th, 2129.&lt;br /&gt;
* Conversely, &amp;quot;Santiago&#039;s Settlement&amp;quot; is a holiday specific to Santiago, celebrating the city&#039;s founding on September 19th, 2280.&lt;br /&gt;
* Moss cakes are a sweet local delicacy, often served on such occasions. These cakes can be made with a variety of species common to Nueva Castilla in some recipes, with heavy cream.&lt;br /&gt;
* Castillans tend to be taller than the galactic average. This has been attributed to the planet&#039;s thinner atmosphere when compared to Earth.&lt;br /&gt;
* Castillans enjoy a high quality of life with access to advanced health care, varied and adequate food, and broad personal freedoms.&lt;br /&gt;
* The flag&#039;s design comes from the initial asteroid-based terraforming attempts. While talks of changes to the flag were started during contact with the Terran Commonwealth, those efforts fizzled and the flag remains unchanged to this day.&lt;br /&gt;
* It is often said that during contact, while the collapse of the United Nations came as a surprise to Castillans, the continuation of purpose and intent was smoothly accepted. This, however, has come to conflict with various data-archaeologists across the SCG.&lt;br /&gt;
* The planet was officially declared breathable in 2230, though terraforming continues to this day. The recuperation of moss flora and introduction of  larger plant species, as well as the exploration, environmental taming and subsequent settlement of the northern hemisphere are slated to take more time.&lt;br /&gt;
* Idas revolves in prograde, while Lynceus revolves in retrograde. The subsequent eclipsing of the two bodies is considered a matter of significance in many religions practiced on the planet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Colonies]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Nueva_Castilla&amp;diff=3191</id>
		<title>Nueva Castilla</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Nueva_Castilla&amp;diff=3191"/>
		<updated>2025-03-30T15:41:48Z</updated>

		<summary type="html">&lt;p&gt;Ryan: minor formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nueva castilla.png|thumb|Planetary flag of Nueva Castilla]]&lt;br /&gt;
&#039;&#039;&#039;Nueva Castilla&#039;&#039;&#039; is an exoplanet in the SVC-3017 &#039;Culebre&#039; system, currently in the late stages of terraforming. Once a barren rock, it was chosen for colonization by the United Nations (succeeded by the Terran Commonwealth, and later the [[Sol Central Government]]) because of its size, core composition and location in the Culebre system&#039;s “goldilocks zone” – in the wake of [[Earth]]&#039;s ecological collapse, Nueva Castilla become one of several escape vectors chosen by humans with the means to flee off-planet.&lt;br /&gt;
&lt;br /&gt;
Since the terraforming project began, Nueva Castilla has developed a functional, if decidedly unique biosphere where much of the planet is covered in a fast-growing moss. There are two major human settlements – Placida and Santiago – and a number of smaller ones both planetside and in-system. Today, Nueva Castilla is a well-connected member of the Sol Central Government after over a century&#039;s worth of delays.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Demographics and Language&#039;&#039;&#039; ===&lt;br /&gt;
Nueva Castilla has developed a unique culture over the century and a half since its establishment, with significant influence from old-Earth Iberian pioneer culture as well as from Culebre&#039;s neighboring systems. Spacer cultures formed from a blend of Castillan and non-Castillan traditions are very common off-world.&lt;br /&gt;
&lt;br /&gt;
Zurich Accord Common is Nueva Castilla&#039;s primary trade language, and is taught as a first language in public education. Censuses dictate a majority of Castillans (but not all) speak a variety of languages in the Iberian linguistic family.&lt;br /&gt;
&lt;br /&gt;
A majority of the labour on the planet revolves around moss-based agriculture, ecological templating, and subsistence, whereas mining, commerce and heavy industrial labour are the focuses for those off-world.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Political Climate&#039;&#039;&#039; ===&lt;br /&gt;
Prior to the construction of the Culebre Gateway, Nueva Castilla was isolated from much of the Terran Commonwealth&#039;s (and later, the SCG&#039;s) political baggage. It is headed by the Nueva Castilla Constituency Body (NCCB), which interacts with corporate and public entities from the SCG and beyond. Members of the body are chosen in local elections.&lt;br /&gt;
&lt;br /&gt;
Castillans are demographically underrepresented outside Culebre, but they have a strong presence in the SCG&#039;s uniformed services. Following the formation of the SCG, Nueva Castilla was given a founding seat in the Solar Senate due to its history and physical adjacency to Sol.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Initial Discovery&#039;&#039;&#039; ===&lt;br /&gt;
A full-scale survey mission of the Culebre system began around the start of the 22nd century – primarily carried out by ships and crews originating from the Iberian Peninsula – as part of a joint project under the aegis of the United Nations. Research vessels confirmed the findings of observatories on Earth regarding Nueva Castilla&#039;s molten iron-rich core and moderate temperature variations. These, together with the planet&#039;s near-Earth mass and the presence of nearby ice comets in the system, made Nueva Castilla a promising candidate for terraforming. The planet was christened in honour of the mission&#039;s researchers and their origins.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Initial Settlement and Terraforming&#039;&#039;&#039; ===&lt;br /&gt;
The plan to terraform Nueva Castilla revolved around bringing down the icy orbital bodies in the Culebre system and putting them on a controlled course into the planet, saturating it with water and vapour. Nueva Castilla&#039;s surface, comprised mostly of high plains and ravines, grew into a series of islands, lagoons, and narrow stretches of water. This deorbiting effort was followed by geochemical intervention on the planet&#039;s soil through the use of moss, which assisted in cooling down the planet. This tactic was priorly tested on one of Nueva Castilla&#039;s moons, Idas, unsuccessfully.&lt;br /&gt;
&lt;br /&gt;
Settlement was properly finalised in the southern hemisphere – where terraforming efforts on the planet were modest and mostly fruitful – with a mixture of underground and enclosed above-ground structures.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Terran Commonwealth Contact&#039;&#039;&#039; ===&lt;br /&gt;
Nueva Castilla was still relatively unpopulated when it was incorporated into the Terran Commonwealth after the latter&#039;s founding in 2130. Castillans received the news with little fanfare and a small flag-changing ceremony. Over the next few decades, the colony would grow to be relatively stable, separated from the major politics of Sol. During this period, the [[Expeditionary Corps]] established a base and a number of space stations in the Culebre system as part of the exploration rush of the 2150s.&lt;br /&gt;
&lt;br /&gt;
While scientific advancement was afoot with the promise of resources and funding initiatives by the Terran Commonwealth, a shift away from the relatively slow progress of terraforming and towards the bluespace boom (along with rising tensions with the Ares Confederation) stole the limelight from Nueva Castilla.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;SCG Resurgence&#039;&#039;&#039; ===&lt;br /&gt;
With the fall of the Terran Commonwealth and the foundation of the Sol Central Government, promising colonies rose to the forefront of the young SCG. This lead to an influx of technical and cultural talent not only from Earth proper, but also from other colonies.&lt;br /&gt;
&lt;br /&gt;
This resurgence led to the partial construction of the Culebre Gateway, as well as the establishment of a [[Sol Central Government Fleet|SCG Fleet]] base for the purposes of flag-marking and system security. Additionally, the increase in Nueva Castilla&#039;s population – as well as the need to hasten terraforming practices – saw the rise of Santiago into a proper population center.&lt;br /&gt;
&lt;br /&gt;
This period was short-lived, as rising tensions with the [[Gilgamesh Colonial Confederation]] soon forced the SCG to retract much of its support. With corporate assets reducing operations soon after, the system returned to state of relative lull, with limited support from the SCG.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Post-Copernican Split Settlement&#039;&#039;&#039; ===&lt;br /&gt;
With the stabilisation of the GCC and SCG post-conflict, the SCG resumed its efforts in Culebre. With the aid of corporate assets (such as the Slate Sisters Engineering Corps, Vu-Cheong, [[Aether Atmospherics and Recycling|Aether Atmospherics]], and others) willing to invest in space travel, labour, and industry, the Culebre Gateway was finally fully built and operational by 2297. Trade and commercial establishments opened up shortly afterwards as part of a planned endeavour to kick-start economic interest in the system.&lt;br /&gt;
&lt;br /&gt;
With the 2311 secession of the Copernicus system, investors have begun touting Nueva Castilla as the SCG&#039;s next premier tourist hub, replacing [[Brahe]]: with its warm climate and plentiful lagoons, these entrepreneurs believe Nueva Castilla has the potential to become the perfect get-away spot for the rich.&lt;br /&gt;
&lt;br /&gt;
Development efforts are ongoing to temper out the northern hemisphere&#039;s dizzyingly hot climate and overall thinner atmosphere. New research suggests a few more decades until the planet is &amp;quot;perfect&amp;quot; – an estimate that has been deferred multiple times.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
While Nueva Castilla&#039;s southern hemisphere is more-or-less on par with other human worlds in terms of habitability, its climate is generally quite warm. Average temperatures sit above those of Earth and [[Gaia]], but below [[Tadmor]].&lt;br /&gt;
&lt;br /&gt;
The northern hemisphere&#039;s climate is swelteringly hot, and conditions are generally considered too extreme for unprotected human habitation. Currently, efforts are underway to moderate the region&#039;s temperatures to more livable levels. Structural instability of the land due to overgrown moss is also a concern – most caves and lagoons are uncharted in this region.&lt;br /&gt;
&lt;br /&gt;
The north has not recovered from the stress of terraforming caused by the rapid expansion of injected algae and moss throughout most of the planet. Several irregular natural formations have been discovered here, such as the &amp;quot;Floating Stilts&amp;quot; – a range of eroded hills currently in the form of standing cliff-faces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Notable Settlements&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Placida&#039;&#039;&#039; ===&lt;br /&gt;
The first named settlement on Nueva Castilla, Placida was founded in the earlier stages of terraforming and has since become the planet&#039;s capital. Located in the southern hemisphere, the town was initially built around the original encampment of the first survey team and gradually expanded to accommodate an ever-increasing number of settlers and technicians. Placida grew exponentially in the 2100s in the wake of the human exodus away from an ecologically unstable Earth – the promise of a new world as a potential vector for escape captured public interest at the time.&lt;br /&gt;
&lt;br /&gt;
A large amount of Placida&#039;s earliest facilities were dedicated to altering Nueva Castilla&#039;s surface – the Atmospheric Terraforming Central Facility is one of them. Composed of air monitoring stations and a chimney-like apparatus that emits oxygen and nitrogen, it is a popular tourist attraction and serves as a cultural monument.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Santiago&#039;&#039;&#039; ===&lt;br /&gt;
While Placida housed most first and second generation settlers – descendants of the UN-led expeditions who lived on orbital stations – Santiago was established in the interim before the [[Gaia Conflict]], and saw rapid growth as residents from not only Placida but also other colonies off-world flocked to the new city in the wake of Nueva Castilla&#039;s cultural boom. Only as the Gaia Conflict began did this wave of immigration slow.&lt;br /&gt;
&lt;br /&gt;
Santiago hosts vasts tracts of hydroponics and traditional agriculture moss farms, due to its establishment on a relatively flat terrain.&lt;br /&gt;
&lt;br /&gt;
Currently, Santiago&#039;s population is steadily increasing due to an influx of refugees from Copernicus.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Minor Settlements&#039;&#039;&#039; ===&lt;br /&gt;
While smaller settlements do exist outside of Santiago and Placida, they are typically either isolated research outposts or tourist and trading spots connecting the planet&#039;s two major settlements.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;NCDG Citadel&#039;&#039;&#039; ====&lt;br /&gt;
Site Citadel is a collection of military sites belonging to the Nueva Castilla Defense Group (NCDG), established between Placida and Santiago. Flying the flags of both the NCCB and the SCG, it is not uncommon to see [[SCG Army]] liaison elements present for training and joint exercises.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;SCGECO Cicada&#039;&#039;&#039; ====&lt;br /&gt;
The Cicada Weather Facility is an Expeditionary Corps facility established in Nueva Castilla&#039;s equatorial zone. Per its name, it conducts atmospheric research, provides weather forecast data, and also conducts occasional expeditions into the mostly uncharted northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
The facility is augmented by [[Xynergy]], and one may sometimes see [[Giant Armoured Serpentid|giant armoured serpentid]] assistants alongside the usual EC Cultural Exchange personnel.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Off-World&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Moons ====&lt;br /&gt;
Nueva Castilla has two moons, Idas and Lynceus, which are home to a variety of services.&lt;br /&gt;
&lt;br /&gt;
Idas is the central hub of Culebre&#039;s Gateway Administration. It is host to Gassantoda SFB – a temporary home to Second Fleet groups tasked on rotational deployments. Remnants from the time when the moon was used as the testing ground for geo-chemical terraforming can still be found underground, abandoned.&lt;br /&gt;
&lt;br /&gt;
Lynceus, on the other hand, is entirely relegated to the NCCB&#039;s off-world arm. They manage belt industries, as well as mining contracts to carve out the moon&#039;s vast water-ice deposits. These mining efforts are destined to eventually give the moon an irregular shape – a problem for another tomorrow.&lt;br /&gt;
&lt;br /&gt;
==== Gateway ====&lt;br /&gt;
The Culebre Gateway connects the system with the rest of the SCG via bluespace relay. It is managed by the Gateway Administration, with oversight from the Nueva Castilla Constituency Body. The finalization of the gateway in 2297 led to a trade boom in the system, and numerous commerce facilities have since cropped up around it.&lt;br /&gt;
&lt;br /&gt;
== Fun Facts ==&lt;br /&gt;
&lt;br /&gt;
* The initial survey camp – called Pioneer Square – still remains intact today, standing in the center of Placida as an open-air exhibit and monument to the original colonists.&lt;br /&gt;
* &amp;quot;Placida&#039;s Step&amp;quot; is celebrated as a national holiday in Placida and beyond. It commemorates the first explorers settling down on the partially-terraformed planet on March 12th, 2129.&lt;br /&gt;
* Conversely, &amp;quot;Santiago&#039;s Settlement&amp;quot; is a holiday specific to Santiago, celebrating the city&#039;s founding on September 19th, 2280.&lt;br /&gt;
* Moss cakes are a sweet local delicacy, often served on such occasions. These cakes can be made with a variety of species common to Nueva Castilla in some recipes, with heavy cream.&lt;br /&gt;
* Castillans tend to be taller than the galactic average. This has been attributed to the planet&#039;s thinner atmosphere when compared to Earth.&lt;br /&gt;
* Castillans enjoy a high quality of life with access to advanced health care, varied and adequate food, and broad personal freedoms.&lt;br /&gt;
* The flag&#039;s design comes from the initial asteroid-based terraforming attempts. While talks of changes to the flag were started during contact with the Terran Commonwealth, those efforts fizzled and the flag remains unchanged to this day.&lt;br /&gt;
* It is often said that during contact, while the collapse of the United Nations came as a surprise to Castillans, the continuation of purpose and intent was smoothly accepted. This, however, has come to conflict with various data-archaeologists across the SCG.&lt;br /&gt;
* The planet was officially declared breathable in 2230, though terraforming continues to this day. The recuperation of moss flora and introduction of  larger plant species, as well as the exploration, environmental taming and subsequent settlement of the northern hemisphere are slated to take more time.&lt;br /&gt;
* Idas revolves in prograde, while Lynceus revolves in retrograde. The subsequent eclipsing of the two bodies is considered a matter of significance in many religions practiced on the planet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Colonies]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3173</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3173"/>
		<updated>2025-03-14T11:01:38Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to instantly escape most restraints.&lt;br /&gt;
&lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5u (+10u/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Antagonist Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3172</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3172"/>
		<updated>2025-03-14T11:01:10Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to instantly escape most restraints.&lt;br /&gt;
&lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10u/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Antagonist Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3171</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3171"/>
		<updated>2025-03-14T11:00:20Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to instantly escape most restraints.&lt;br /&gt;
&lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Antagonist Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3170</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3170"/>
		<updated>2025-03-14T10:57:51Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to instantly escape most restraints. &lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the user&#039;s form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[index.php?title=Category:Antagonist Roles]][[index.php?title=Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3169</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3169"/>
		<updated>2025-03-14T10:56:44Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to instantly escape most restraints. &lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the user&#039;s form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Antagonist Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3168</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3168"/>
		<updated>2025-03-14T10:56:26Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to instantly escape most restraints. &lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the user&#039;s form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[index.php?title=Category:Antagonist Roles]][[index.php?title=Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3167</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3167"/>
		<updated>2025-03-14T10:54:27Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to instantly escape most restraints. &lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the user&#039;s form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Antagonist Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3166</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3166"/>
		<updated>2025-03-14T10:54:12Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039; and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to instantly escape most restraints. &lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the user&#039;s form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[index.php?title=Category:Antagonist Roles]][[index.php?title=Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3165</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3165"/>
		<updated>2025-03-14T10:53:03Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to instantly escape most restraints. &lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the user&#039;s form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Antagonist Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Changeling&amp;diff=3164</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Changeling&amp;diff=3164"/>
		<updated>2025-03-14T10:51:24Z</updated>

		<summary type="html">&lt;p&gt;Ryan: Changeling stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated&lt;br /&gt;
|reason = Pending updates from the November 2024 Changeling rework.}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 69, 69, 69&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|img = changeling.gif&lt;br /&gt;
|jobtitle = Changeling&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Nobody&lt;br /&gt;
|branches = Any&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Infiltrate the crew. Seed paranoia until they&#039;re at each other&#039;s throats. Eat people.&lt;br /&gt;
|guides = [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
Life always finds a way. However, life can sometimes take a more disturbing route. Humanity&#039;s extensive knowledge of xenobiological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone: An unknown alien specimen has incorporated itself into the crew. Its unique biology allows it to manipulate its own or anyone else&#039;s DNA. With the ability to copy faces, voices, and animals, but also to change the chemical make up of other people&#039;s bodies, its existence is a threat to the lives of everyone on board.&lt;br /&gt;
&lt;br /&gt;
If one or more of these traits describe you, you may be a &#039;&#039;&#039;changeling&#039;&#039;&#039;. Congratulations! Through whatever means, you&#039;ve found yourself on the [[SEV Torch]], and are just about ready to start snacking on the crew. If not – sorry, bud. Rewatch &#039;&#039;The Thing (1982)&#039;&#039; and try not to get eaten.&lt;br /&gt;
&lt;br /&gt;
== What To Do ==&lt;br /&gt;
Like most types of Antagonists, a changeling does not have fixed goals or motives – it&#039;s up to you to decide on a gimmick. Being a hostile shape-shifting alien organism, this will most likely involve infiltrating, terrorizing, and/or eating the crew. It doesn&#039;t have to, however: at the start of the round, it&#039;s recommended you take a moment to think up a story, pick your skills and abilities, and organize with any other changelings that might be haunting the station.&lt;br /&gt;
&lt;br /&gt;
As a changeling, you have a number of tools available to you. Most of these can be accessed through the Evolution Menu, including your ability to absorb the DNA of hapless crewmembers and to transform into your victims. Core abilities like these are unlocked to begin with, while additional abilities can be purchased with genome points, as discussed more thoroughly later. &lt;br /&gt;
&lt;br /&gt;
In addition, you also have access to the changeling hivemind: a communal link shared by all changelings, allowing them to communicate over long distances. You can communicate and potentially cooperate with other changelings via the hivemind, using &#039;&#039;&#039;,g&#039;&#039;&#039; as a prefix. This is not audible or visible to anyone around you – just be careful not to typo and announce your evil plans out loud. &lt;br /&gt;
&lt;br /&gt;
Do note, however, that changelings are not required to work together and can very well stab each other in the back – absorbing another changeling gives you all their abilities and collected DNA, after all!&lt;br /&gt;
&lt;br /&gt;
== The Evolution Menu ==&lt;br /&gt;
Changelings can view abilities and purchase new ones via the Evolution Menu. By default, all changelings start with the abilities &#039;&#039;&#039;Absorb DNA,&#039;&#039;&#039; &#039;&#039;&#039;Hive Absorb&#039;&#039;&#039;, &#039;&#039;&#039;Hive Channel&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative Stasis&#039;&#039;&#039;, and &#039;&#039;&#039;Transform&#039;&#039;&#039; unlocked for free – additional evolved abilities must be purchased with genome points. Changelings begin with 25 genome points to spend initially, and gain 2 genome points each time they absorb another creature (except other changelings, who give 2 + all their remaining genome points if absorbed).&lt;br /&gt;
&lt;br /&gt;
You can use your abilities by selecting them under the “Changeling” tab on your game window, or by using them as verbs in the chatbar. Most abilities have a chemical cost to use, drawing from the changeling&#039;s chemical storage – by default, a changeling&#039;s chemical storage refills at a rate of 0.5 units/tic, to a maximum of 50 units (though both can be improved with evolved abilities). When you run out of chemicals, you won&#039;t be able to use your abilities until they recharge.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Chem Use Cost&lt;br /&gt;
!Genome Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Absorb DNA&lt;br /&gt;
|0u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a victim&#039;s DNA, turning them into a lifeless husk. This requires a strong grip (i.e. kill grab) on the victim, and takes roughly 90 uninterrupted seconds to successfully complete. Only lifeforms with DNA (that is – of the Torch&#039;s species – humans and human variants, [[Unathi]], [[Skrell]], [[Giant Armoured Serpentid|GAS]], and certain non-sapient lifeforms like monkeys, stok, neaera, and farwa).&lt;br /&gt;
&lt;br /&gt;
On successfully absorbing a victim, you&#039;ll steal their DNA, allowing you to transform into them. Additionally, you&#039;ll receive all the victim&#039;s known languages, as well as 2 genome points and 10u chemicals. Absorbing a victim can be done lethally, or non-lethally via &#039;&#039;Toggle Absorb Type.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Absorbing another changeling gives you, additionally, all of that changeling&#039;s evolved abilities, collected DNA, and any of their remaining genome points and chemical charges.&lt;br /&gt;
|-&lt;br /&gt;
!Extract DNA&lt;br /&gt;
|40u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Silently stings a victim next to you, extracting their DNA and allowing you to transform into them. The victim is not harmed and receives no indication you&#039;ve stung them.&lt;br /&gt;
Works on most species with DNA, but some (namely [[Giant Armoured Serpentid|GAS]]) must be fully absorbed in order to obtain their DNA.&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Absorb&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Absorbs a single DNA that has been uploaded to the changeling hivemind, allowing you to use more disguises with help from your fellow changelings.&lt;br /&gt;
|-&lt;br /&gt;
!Hive Channel&lt;br /&gt;
|10u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Channels one of your collected DNAs to the changeling hivemind, allowing your fellow changelings to absorb it and transform into the target as if they acquired the DNA themselves. &lt;br /&gt;
&lt;br /&gt;
How altruistic!&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Stasis&lt;br /&gt;
|20u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Causes you to enter a regenerative coma, after which you will fully heal. Stasis lasts between 1 to 3 minutes, and can be used before or after death – using it while alive causes you to fake your death. Use the “Revive” verb to return to life.&lt;br /&gt;
&lt;br /&gt;
Note that regeneration only fails if the brain is destroyed, or with total destruction of the body (gibbing, incineration, etc.) – so don&#039;t ghost out when you die!&lt;br /&gt;
&lt;br /&gt;
Works during lesser form.&lt;br /&gt;
|-&lt;br /&gt;
!Self Respiration&lt;br /&gt;
| -&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Completely eliminates the need to breathe, allowing you to pause respiration - and preventing transfer of gases.&lt;br /&gt;
|-&lt;br /&gt;
!Transform&lt;br /&gt;
|5u&lt;br /&gt;
|N/A (Default Ability)&lt;br /&gt;
|Transforms you into a creature who&#039;s DNA you&#039;ve absorbed (either directly, or through Hive Absorb or Extract DNA). &lt;br /&gt;
&lt;br /&gt;
The trademark move of any changeling. Expect to go through disguises like tissue paper.&lt;br /&gt;
|-&lt;br /&gt;
!Boost Range / Ranged Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Gives you the ability to shoot stingers from a distance. When activated, your next sting ability can be used against targets 2 squares away.&lt;br /&gt;
|-&lt;br /&gt;
!Blind Sting&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, blinding them for a short time and causing lasting eye damage.&lt;br /&gt;
|-&lt;br /&gt;
!Deaf Sting&lt;br /&gt;
|5u&lt;br /&gt;
|1&lt;br /&gt;
|Silently stings a victim next to you, completely deafening them for a short time.&lt;br /&gt;
|-&lt;br /&gt;
!Death Sting&lt;br /&gt;
|40u&lt;br /&gt;
|7&lt;br /&gt;
|Stings a victim next to you and injects them with 40u of [[Guide to Chemistry#Lexorin|Lexorin]], a potent toxin. This attack is very obvious to any surrounding witnesses, so use it carefully!  &lt;br /&gt;
&lt;br /&gt;
Note that Lexorin, while deadly, can take a while to kill – you might want to have some other method of subduing them at the ready.&lt;br /&gt;
|-&lt;br /&gt;
!Silence Sting&lt;br /&gt;
|10u&lt;br /&gt;
|2&lt;br /&gt;
|Silently stings a victim next to you, completely silencing them for a short time. Does not provide a warning to a victim that they have been stung, until they try to speak and cannot.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination Sting&lt;br /&gt;
|15u&lt;br /&gt;
|3&lt;br /&gt;
|Silently stings a victim next to you, filling them with a powerful hallucinogen. The target does not notice they have been stung, and will begin to hallucinate shortly after.&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Injects 10u of Cryotoxin into the victim. It does not warn the victim of a sting - though they will be feeling it soon enough.&lt;br /&gt;
|-&lt;br /&gt;
!Delayed Toxic Sting&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|A silent sting that injects a potent chemical into a victim. This chemical comes to effect in about &#039;&#039;2 minutes&#039;&#039; from initial sting - causing internal damage.&lt;br /&gt;
|-&lt;br /&gt;
!Resonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that deafens everyone around you, and blows out any lights.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Dissonant Shriek&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Lets you emit a high-frequency shriek that disrupts radios around you.&lt;br /&gt;
Note that the range of this shriek is four tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Visible Camoflauge&lt;br /&gt;
|10u&lt;br /&gt;
|3&lt;br /&gt;
|You evolve your form to be able to bend light around your frame. Allowing you to be invisible to the naked eye. &lt;br /&gt;
&lt;br /&gt;
Costs 10u chemicals per tic while active. Works during lesser form.&lt;br /&gt;
&lt;br /&gt;
Note that running disables the invisibility, though its recursive evolution variant allows you to run.&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Surge&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves additional sacs of adrenaline throughout your body.&lt;br /&gt;
When activated, instantly recover from all stuns - and make you immune to future stuns while active. High chemical cost.&lt;br /&gt;
&lt;br /&gt;
Note that there is a build-up of toxicity on long-term use.&lt;br /&gt;
|-&lt;br /&gt;
!Engorged Chemical Glands&lt;br /&gt;
|–&lt;br /&gt;
|1&lt;br /&gt;
|Your chemical glands swell, allowing you to store an extra 30 units of chemicals (increasing your storage capacity from 50u to 80u).&lt;br /&gt;
|-&lt;br /&gt;
!Mimic Voice&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to shape your vocal glands, letting you alter your voice to sound like anything of your choosing.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Chemical-Synthesis&lt;br /&gt;
|–&lt;br /&gt;
|4&lt;br /&gt;
|Doubles the rate at which you naturally recharge chemicals, from 0.5u/tic to 1u/tic.&lt;br /&gt;
|-&lt;br /&gt;
!Endoarmor&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Grows a graft of hard, bone-like armour on the inside - granting additional damage resistance against brute sources.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Regeneration&lt;br /&gt;
|30u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Evolves the ability to rapidly regenerate brute and burn damage - as well as lost limbs and fractures. Requires the user to remain still.&lt;br /&gt;
Note that this ability is not silent, and anyone in the vicinity will know that you are regenerating.&lt;br /&gt;
|-&lt;br /&gt;
!Fleshmend&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the ability to conduct a slow regeneration of the form.&lt;br /&gt;
Note that this does not affect stuns or chemicals present in the body.&lt;br /&gt;
|-&lt;br /&gt;
!Regrow Limb&lt;br /&gt;
|25u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to regrow a lost limb of choice.&lt;br /&gt;
To use, target the specific limb to regrow.&lt;br /&gt;
|-&lt;br /&gt;
!Anatomic Panacea&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Purges all forms of toxins and radiation from your body. Any genetic damage caused by radiation or toxins is also reset.&lt;br /&gt;
|-&lt;br /&gt;
!Enrage&lt;br /&gt;
|30u&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to enter a period of berserk, allowing them to be immune to pain and other forms of stun - as well as giving them an extra bout of speed.&lt;br /&gt;
Note that one the period of about &#039;&#039;one minute&#039;&#039; has ended, the user will be overcome with exhaustion for a short while.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Tendons&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|Strengthens the form&#039;s leg muscles, allowing you to leap great distances instantly - as well as letting you be more athletic.&lt;br /&gt;
With two arm-weapons, leaping into a victim will cause a pounce attack.&lt;br /&gt;
|-&lt;br /&gt;
!Escape Restraints&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|Allows the user to instantly escape most restraints. &lt;br /&gt;
Note that more complex restraints (such as straitjackets) imbue a longer cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Hammer&lt;br /&gt;
|15u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic hammer. This hammer allows you to knock back enemies on &#039;&#039;disarm intent&#039;&#039;.&lt;br /&gt;
The hammer does moderate damage, with moderate armour penetration. It can be recursively evolved to do far greater armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Blade&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support an organic blade. This blade allows you to pry open airlocks, breaking them in the process. Having two allows you to pry open blast doors.&lt;br /&gt;
The blade does high damage, with low armour penetration and a high parry chance. It can be recursively evolved to do more armour penetration, with a higher parry chance.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Claw&lt;br /&gt;
|15u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves your frame to be able to support an organic claw. This claw allows you to instantly aggressively grab your enemies on &#039;&#039;grab intent&#039;&#039;.&lt;br /&gt;
The claw does low damage, with a modest parry chance. It can be recursively evolved to increase its damage and parry chance - as well as give it armour penetration.&lt;br /&gt;
|-&lt;br /&gt;
!Arm Shield&lt;br /&gt;
|20u&lt;br /&gt;
|2&lt;br /&gt;
|Evolves your frame to be able to support a chitinous shield.&lt;br /&gt;
The shield is equivalent to standard riot shields available on the Torch. It can be recursively evolved to increase its strength.&lt;br /&gt;
|-&lt;br /&gt;
!Organic Space Suit&lt;br /&gt;
|20u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to grow a mass of flesh around you, that acts as a space-proof suit.&lt;br /&gt;
|-&lt;br /&gt;
!Chitinous Space Armour&lt;br /&gt;
|20u&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to grow a hard, chitinous exterior around you. This acts as a space-proof exo-skeletal armour.&lt;br /&gt;
Note that this armour has high melee and ballistic protection - while having modest protection against energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
!Augmented Eyesight&lt;br /&gt;
|3u/tic&lt;br /&gt;
|2&lt;br /&gt;
|Extends the capacity of your eyes to track your victims through solid obstacles - granting you faux-thermal vision.&lt;br /&gt;
|-&lt;br /&gt;
!Bioelectrogenesis&lt;br /&gt;
|15u (+10u/shock)&lt;br /&gt;
|2&lt;br /&gt;
|Allows the cells in your hands to generate bio-electricity. You can recharge items on &#039;&#039;help intent&#039;&#039;, and can shock people by grabbing them and using the ability - or by using the ability on an empty hand and click on someone.&lt;br /&gt;
It can be recursively evolved to cost only &#039;&#039;+5u/shock&#039;&#039; as well as carrying a more potent charge.&lt;br /&gt;
|-&lt;br /&gt;
!Electric Lockpick&lt;br /&gt;
|5 (+10/use)&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to evolve your hand into an all-access lock-pick. Once used on a door, it will be very visibly held open.&lt;br /&gt;
|-&lt;br /&gt;
!Fabricate Clothing&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Evolves the user&#039;s form to resemble various articles of common clothing. This allows the user to utilise &#039;chameleon clothing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!False Identity&lt;br /&gt;
|10u&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take a form of your choosing. The form of choice does not necessarily have to be that of someone present on the Torch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Antagonising ==&lt;br /&gt;
&lt;br /&gt;
* Try to tailor your gimmick to the round. If there&#039;s only a handful of players around, killing and eating everyone on the ship won&#039;t make for a very fun game – try a less lethal approach.&lt;br /&gt;
* Changelings are very durable in combat, but have limited direct offensive abilities. If you plan on getting into a fight, you might want to compensate by picking a high [[Skills|Close Combat skill]], using weapons and armor, or finding some other means of attacking. A high Close Combat skill will also help you hold onto a victim while you&#039;re absorbing them!&lt;br /&gt;
* Most powers have extra (or enhanced) abilities when recursively evolved. &lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[index.php?title=Category:Antagonist Roles]][[index.php?title=Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sol_Central_Government_Fleet&amp;diff=3159</id>
		<title>Sol Central Government Fleet</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sol_Central_Government_Fleet&amp;diff=3159"/>
		<updated>2025-02-08T20:15:30Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo fleet.png|200x180px|thumb|SCGF Insignia]]&lt;br /&gt;
The Sol Central Government Fleet is the [[Sol Central Government]]&#039;s primary component of the Defence Forces. It consists of a huge assortment of vessels of varying sizes broken up into a number of smaller &amp;quot;Fleets&amp;quot;, each with their own areas of responsibility. The Fleet is the oldest component of the DF and has long been the backbone of the SCG. The Fleet, being the large, sprawling organisation it is, is made up of thousands and thousands of men and women (and more recently, a number of Sol [[Positronics|IPC]]&#039;s) spread across a variety of duties, tasks, and postings.&lt;br /&gt;
&lt;br /&gt;
The oldest component of the Defence Forces, the Fleet considers itself the pinnacle of human military accomplishment. It is well funded, but seen as complacent and bloated. Until recently, the Fleet have not had a serious enemy to deal with, but is generally respected by the populace due to their work keeping away pirates, putting down insurrections, destroying smugglers, and taking potshots at the occasional [[Vox]]. Major overhauls are currently ongoing to improve efficiency and capabilities, ostensibly to counter encroachment by the [[Gilgamesh Colonial Confederation]].&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
Being a large organisation with military objectives, and the need to support and man thousands of vessels and installations, the Fleet spends vast amounts of money and resources on recruitment and long term retention of its skilled personnel. Fleet enlistment periods are for a minimum of five years, with an option of renewal at the end. Service in the Fleet is restricted to SCG citizens and shackled IPCs, and is barred to those who have served in a foreign military service (notably blocking most adult former ICCG citizens, for whom state service is mandatory) and members of the Positronic Union.&lt;br /&gt;
&lt;br /&gt;
As a uniformed service, the Fleet has two routes of entry: Enlisted and Officer.&lt;br /&gt;
&lt;br /&gt;
=== Enlisted ===&lt;br /&gt;
[[File:Fleet Enlisted.png|thumb|Fleet Enlisted]]&lt;br /&gt;
Enlisted persons have minimal skill requirements, being able to join with only the minimum of secondary education, with no degree or advanced learning requirements. Many Enlisted are straight out of education, wide eyed and eager to learn a valuable set of skills, with most joining at eighteen or nineteen years of age.&lt;br /&gt;
&lt;br /&gt;
Fleet basic training, known colloquially as &amp;quot;boot camp&amp;quot; is ten weeks long, during which recruits are taught the fundamentals of life in the Fleet, ceremony, drill and all the basic requirements for service. This is concluded with basic EVA training, weapons handling, and how to conduct themselves during an emergency.&lt;br /&gt;
&lt;br /&gt;
Following the conclusion of this training, all Crewmen Recruits are promoted to Crewman Apprentice and go onto advanced schools related to their job specific training and qualification, where they are trained to &amp;quot;earn their rate,&amp;quot; referring to an Enlisted Person&#039;s Rating, that being their job specialisation E.G. Damage Control Technician, Engineer, Corpsman or Master at Arms.&lt;br /&gt;
&lt;br /&gt;
The length of time in advanced training varies from Rating to Rating, but is generally at least fourteen weeks in length for various &amp;quot;average&amp;quot; occupations such as maintenance, sanitation, and damage control and upward of fifty two weeks for advanced occupations, such as Corpsman.&lt;br /&gt;
&lt;br /&gt;
Outside of advanced professions and qualifications, most training is done &amp;quot;on the job&amp;quot; for lower ranking ratings, with experience being gained on assignment with tutoring by more experienced ratings.&lt;br /&gt;
&lt;br /&gt;
A key difference to other branches: only Petty Officers Third Class and above are considered to have &amp;quot;earned their rating.&amp;quot; Crewmen and below are learners, getting field experience or new to their job speciality and are not yet fully qualified for the rating they strive to achieve. This importance on rating means that the Fleet has far higher numbers of NCO&#039;s compared to the Army or Expeditionary Corps, though less importance is placed on leadership at the E-4 PO3 level, it instead being a sign of baseline competency and experience. That being said, they are still responsible for the training and education of new Crewmen.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
!Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Fe1.png|center|frameless]]&lt;br /&gt;
|Crewman Recruit&lt;br /&gt;
|Fresh Recruit.&lt;br /&gt;
|18&lt;br /&gt;
|As a Crewman Recruit you&#039;ve been sent to one of many enlisted training facilities where you&#039;re being run through the Fleet&#039;s own boot camp. You&#039;re being taught the basics and prepared for tougher things to come. You don&#039;t know a lot yet, but you&#039;re learning.&lt;br /&gt;
|-&lt;br /&gt;
!E2&lt;br /&gt;
|[[File:Fe2.png|center|frameless]]&lt;br /&gt;
|Crewman Apprentice&lt;br /&gt;
|Basic Crewman.&lt;br /&gt;
|18-19&lt;br /&gt;
|As a Crewman Apprentice, you know the basics and you may be being sent out for practical experience in a proper environment; you&#039;ve yet to earn your rating but you&#039;re working hard. You know the basics of your specialisation as well as the Fleet in general, but you&#039;re green as grass.&lt;br /&gt;
|-&lt;br /&gt;
!E3&lt;br /&gt;
|[[File:Fe3.png|center|frameless]]&lt;br /&gt;
|Crewman&lt;br /&gt;
|Unrated learner.&lt;br /&gt;
|19-20&lt;br /&gt;
|As a Crewman you&#039;ve passed a couple of exams related to your chosen specialisation and gotten some experience in. You&#039;re almost there — you can see that all important Petty Officer shoulder board — but you have some additional learning, training, and experience to get before you&#039;re finally considered a fully fledged rating.&lt;br /&gt;
|-&lt;br /&gt;
!E4&lt;br /&gt;
|[[File:Fe4.png|center|frameless]]&lt;br /&gt;
|Petty Officer Third Class&lt;br /&gt;
|Standard rating. Junior NCO.&lt;br /&gt;
|20-23&lt;br /&gt;
|As a Petty Officer Third Class, you&#039;ve finally earned your rating and are fully qualified, competent, and skilled in the job specialisation you originally chose; it&#039;s taken you a long time to get here but here you are. You&#039;re finally expected to be able to act independently and teach junior crewmen.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Fe5.png|center|frameless]]&lt;br /&gt;
|Petty Officer Second Class&lt;br /&gt;
|Skilled rating. Junior NCO.&lt;br /&gt;
|23-26&lt;br /&gt;
|As a Petty Officer Second Class, you&#039;ve gotten a couple more years experience under your belt and you&#039;ve been sent off for additional training, both in leadership and your area of expertise. You may find you&#039;re in more advanced positions within your area of work and are expected to handle a variety of tasks that you were not before, but you welcome the challenge!&lt;br /&gt;
|-&lt;br /&gt;
!E6&lt;br /&gt;
|[[File:Fe6.png|center|frameless]]&lt;br /&gt;
|Petty Officer First Class&lt;br /&gt;
|Experienced rating. Junior NCO.&lt;br /&gt;
|26-30&lt;br /&gt;
|As a Petty Officer First Class, you are the pinnacle of JNCO&#039;s. You are experienced, skilled, independent, a leader, and someone who is highly qualified in their area of work. You may be responsible for a small team or assigned to highly skilled posting that requires an experienced enlisted person. You are a professional soldier at this point, heavily invested in time and learning.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Fe7.png|center|frameless]]&lt;br /&gt;
|Chief Petty Officer&lt;br /&gt;
|Senior NCO, leader and educator.&lt;br /&gt;
|30-36&lt;br /&gt;
|As a Chief Petty Officer, you&#039;ve successfully gone before a board of Master Chiefs and sat a number of competitive examinations and training courses in order to be rated as a &amp;quot;Chief.&amp;quot; This is the first, baseline Senior Non-Commissioned Officer and you are highly experienced at this point, with a minimum of a decade of long service to the Fleet. You are an expert in your area and are responsible for the oversight, education, and discipline of a large team, or are assigned to a high risk/high skill posting. Chief Petty Officers are the backbone of the Fleet and are widely respected for their experience, dedication, and skill. On small stations and vessels, you may be the Senior Enlisted Advisor.&lt;br /&gt;
|-&lt;br /&gt;
!E8&lt;br /&gt;
|[[File:Fe8.png|center|frameless]]&lt;br /&gt;
|Senior Chief Petty Officer&lt;br /&gt;
|Senior NCO, leader, advisor, trainer.&lt;br /&gt;
|35-40&lt;br /&gt;
|As a Senior Chief Petty Officer you are one of the most senior NCO&#039;s the Fleet has, responsible for all the duties of a Chief Petty Officer as well as the education, instruction, and training of junior officers. A force to be reckoned with, you are a master of your job specialisation and may be involved in the coordination of multiple teams or the advisement of Senior Officers on vessel matters and enlisted concerns. On mid-sized vessels and stations, you may be the Senior Enlisted Advisor.&lt;br /&gt;
|-&lt;br /&gt;
!E9&lt;br /&gt;
|[[File:Fe9.png|center|frameless]]&lt;br /&gt;
|Master Chief Petty Officer&lt;br /&gt;
|Senior NCO, advisor and leader.&lt;br /&gt;
|38-50&lt;br /&gt;
|As a Master Chief Petty Officer (Or one of various equivalent rank titles) you are the pinnacle of Enlisted personnel. You may be responsible for assisting a Flag Officer, functioning as a Senior Enlisted Advisor, teaching at the Fleet&#039;s Officer Academy, or performing a myriad of high-level tasks and duties for senior officers. You are a long term member of the Fleet with a wealth of experience, expertise and knowledge which you regularly impart to both your senior officers, the junior officers you are meant to train, and the Chief Petty Officers you advise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Officer ===&lt;br /&gt;
[[File:Fleet Officer.png|thumb|Fleet Officer]]&lt;br /&gt;
Officers of the Fleet go through a very different process to their enlisted counterparts. Officer positions in the Fleet require a candidate to possess a university degree at the bachelor level. Most Officer candidates sign up for a period of seven years service with the Fleet, with options to renew afterwards.&lt;br /&gt;
&lt;br /&gt;
Prospective Officers, upon passing an interview and entry examinations, are sent to the Sol Fleet Base (SFB) Walter Raleigh (located in Alberta, Canada) for a thirty-week Officer Candidate School. Here they undergo training in leadership, drill, Fleet and naval history, life on a vessel, weapons training, navigation, and basic vessel handling. They are further schooled in Fleet leadership in space, naval tactics and strategy. After this, they spend the final three weeks on board a proper Fleet vessel putting their skills to use and demonstrating their knowledge in a live environment. At the end of this, successful candidates pass out of OCS and go onto advanced, specialised training which can last anywhere from fourteen to thirty weeks.&lt;br /&gt;
&lt;br /&gt;
Those officers who go on to command vessels additionally attend Fleet Warfare School, where they are taught vessel command practices, vessel leadership, coordination and are put through their paces to be rigorously qualified for the decision making necessary to run a vessel. Officers who pass warfare school go on to further learn and refine their skills as command crew on other vessels in a non-departmental capacity. Only those graduates of warfare school can hope to attain a position as an executive or commanding officer aboard a vessel.&lt;br /&gt;
&lt;br /&gt;
The process is different for Medical Corps Officers, Chaplains and legal experts who have a separate process, not attending Officer Candidate School. Instead, they are provided with their commission and rank on the merit of their professional skills in medicine, mental health, or religious areas. These officers then attend Officer Introductory School, where they are taught Fleet history, basic command, leadership, minor drill and military etiquette for life in the Fleet. Officer Introductory School lasts approximately twelve weeks, after which they go onto their initial postings, receiving further on the job training and experience. Unlike OCS commissioned officers these are not eligible for warfare school or the command of a vessel, and are instead locked into their relevant professional career path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
!Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!O1&lt;br /&gt;
|[[File:Fo1.png|center|frameless]]&lt;br /&gt;
|Ensign&lt;br /&gt;
|Junior Officer.&lt;br /&gt;
|22+&lt;br /&gt;
|As an Ensign, you have a degree in any number of fields of study, though it is likely relevant to your area of specialisation. You are freshly out of Officer Candidate School and will generally be at this rank for another year while you learn the ropes of life in the Fleet and your job.&lt;br /&gt;
|-&lt;br /&gt;
!O2&lt;br /&gt;
|[[File:Fo2.png|center|frameless]]&lt;br /&gt;
|Sub-Lieutenant&lt;br /&gt;
|Leader of a team on a small vessel or assigned to various duties. Junior Officer.&lt;br /&gt;
|23-25&lt;br /&gt;
|As a Sub-Lieutenant, you are still a junior officer, but you&#039;re now trusted with small independent tasks or duties; you are generally competent enough to handle most things on your own, but you still don&#039;t have a lot of experience.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Fo3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|Leader of a team or responsible for a small shuttle craft. Junior Officer.&lt;br /&gt;
|25-30&lt;br /&gt;
|As a Lieutenant, you&#039;re now trusted to be fully independent. With a few years of experience under your belt and the competency to match, you may be in charge of a section of a vessel, responsible for a number of servicemen and women, and expected to carry out your duties autonomously. You may also be in command of a very small vessel, with a crew no bigger than twenty.&lt;br /&gt;
|-&lt;br /&gt;
!O4&lt;br /&gt;
|[[File:Fo4.png|center|frameless]]&lt;br /&gt;
|Lieutenant Commander&lt;br /&gt;
|Responsible for a large team, small vessel or station, or the Executive Officer on a number of vessels. Junior Officer.&lt;br /&gt;
|30-36&lt;br /&gt;
|As a Lieutenant Commander, you are a senior department officer on a large vessel or the executive officer on a number of slightly smaller vessels. A Lieutenant Commander may serve as the Commanding Officer of a Corvette-size vessel in the Fleet and on larger vessels is usually in charge of a large department, critical station or serves as part of the senior bridge staff in the position of Navigation Officer. An experienced Officer, Lieutenant Commanders are fully capable and are expected to function with a high degree of skill and effectiveness in any position they occupy.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Fo5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Executive Officer on numerous vessels, Commanding Officer on mid-size ships or responsible for a space station/gateway outpost. Senior Officer.&lt;br /&gt;
|36-44&lt;br /&gt;
|As a Commander, you may be responsible for a wide variety of posts, serving as the Commanding Officer of a Frigate or Destroyer, or serving as the Executive Officer to a Captain on a larger vessel, Commanders are highly experienced Fleet officers with years of service to back up their authority. Fleet Commanders are trusted with many postings and are meant to be highly capable. You should possess unparalleled organisational skills and be an expert administrator, if nothing else.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
|[[File:Fo6.png|center|frameless]]&lt;br /&gt;
|Captain&lt;br /&gt;
|Vessel Commanding Officer, Base Commanding Officer. Senior Officer&lt;br /&gt;
|44-60&lt;br /&gt;
|As a Captain, you have been given a wide degree of autonomy; you are responsible for either a base or a large vessel — generally a cruiser, battlecruiser, or carrier. You may also serve as the Flag Captain for an Admiral&#039;s Flagship. If in control of a base, you are generally responsible for a high-level Fleet project, a large garrison, a training facility, or an engineering facility.&lt;br /&gt;
|-&lt;br /&gt;
!O7&lt;br /&gt;
|[[File:Fo7.png|center|frameless]]&lt;br /&gt;
|Commodore&lt;br /&gt;
|Leader of a Fleet Assault, Special or Support Group.&lt;br /&gt;
|48+&lt;br /&gt;
|As a Commodore, you are in charge of multiple vessels and are responsible for one of the &amp;quot;junior&amp;quot; groups within a Fleet, consisting of either support or aggressive vessels. Commodores are required to have a sound knowledge of both tactics and large battle strategy in order to coordinate some of the more vital or rapid components of any Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Fo8.png|center|frameless]]&lt;br /&gt;
|Rear Admiral&lt;br /&gt;
|Leader of a Carrier Group or Battle group. Flag Officer.&lt;br /&gt;
|55+&lt;br /&gt;
|As a Rear Admiral, you are responsible for one of the largest, most powerful components of any Fleet — a Battlegroup or a Carrier Group. The amount of force projection a Rear Admiral is capable of bringing to bear is a sight to behold. Rear Admirals are old, experienced career Fleet officers who know their business.&lt;br /&gt;
|-&lt;br /&gt;
!O9&lt;br /&gt;
|[[File:Fo9.png|center|frameless]]&lt;br /&gt;
|Vice Admiral&lt;br /&gt;
|Leader of a Fleet Flag Group. Flag Officer&lt;br /&gt;
|60+&lt;br /&gt;
|Vice Admirals are responsible for an entire Fleet, which they command from their personal Flag Group. There are four Vice Admirals in the entire Fleet and they are given great autonomy in the operation, execution, and organisation of the Fleets under their command. They are assisted by a Commodore, who serves as their Flag Captain.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Fo10.png|center|frameless]]&lt;br /&gt;
|Admiral of the Fleet&lt;br /&gt;
|Leader of the entire Fleet. Flag Officer.&lt;br /&gt;
|65+&lt;br /&gt;
|The Admiral of the Fleet (in its entirety) and the Flag Officer of the First Fleet, which they personally command with a Rear Admiral serving as their personal Flag Captain. The Admiral of the Fleet is responsible for setting Fleet and general DF policy, advising the secretary general on matters of defence and war, and the handling and administration of the Fleet at large.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* 2230: The Sol Central Government Fleet is established — along with the rest of the Sol Central Government — from the reorganisation of the Naval forces of the former Terran Commonwealth.&lt;br /&gt;
* 2255: The Fleet undergoes a number of widespread overhauls and reorganises into the four Fleet separation common until after the Gaia Campaign.&lt;br /&gt;
* 2270: The Fleet replaces a number of its older vessels, including the ill-suited Mako-class Corvettes and Terra-class Supercarriers.&lt;br /&gt;
* 2292: The [[Gaia Conflict]] begins and the Fleet is called into action for the first time in its history against a major foreign power. The First Fleet is decimated over Gaia in a failed relief effort; the Fourth Fleet is almost completely destroyed in its infamous last stand at the Helios Gateway installation; the Second Fleet spend three long years holding the line.&lt;br /&gt;
* 2293: Tales of the SFV Sugihara Chiune, an Orca-class carrier of the Fourth thought to have been destroyed the year before, make their way back to Sol. Rumours of their constant harassment of the Terran supply lines motivate Fleeties everywhere.&lt;br /&gt;
* 2294: The border of Sol space defended by the Third Fleet falls into lawlessness as the Third rushes to Gaia; insurrections abound, sparking a sharp decline in Sol authority and general safety along the border.&lt;br /&gt;
* 2295: The Third Fleet finally regroups fully in [[Tau Ceti]] and prepares for a mass push toward Gaia, the symbolic heart of the conflict and the logistical and strategic staging area of the Terran Navy.&lt;br /&gt;
* 2296: The Third take Gaia after a costly and near pyrrhic victory. The entire Fleet, exhausted, slowly begins to spread out and reclaim lost territory from the [[Gilgamesh Colonial Navy|ICCG Navy]].&lt;br /&gt;
* 2297: The Gaia Conflict ends in a stalemate with neither side being in a position to continue, following heavy losses. The Fleet, finding itself devastated, worn down, and lacking in a number of areas, withdraws to its normal dispersion before finding itself under rapid modernisation, including the establishment of the Fifth Fleet.&lt;br /&gt;
&lt;br /&gt;
== Current Organization ==&lt;br /&gt;
The SCG Fleet consists of a wide variety of ships, from small shuttlecraft to huge battlecruisers. See [[Vessels of the SCG Fleet]] for descriptions of ship classes.&lt;br /&gt;
&lt;br /&gt;
=== 1st Fleet (Reserve) ===&lt;br /&gt;
[[File:Logo 1stfleet.png|120x140px|thumb|First Fleet Insignia]]&lt;br /&gt;
A mainly ceremonial force after the creation of the Home Guard and Second Fleet, the First Fleet is permanently garrisoned in Sol and headquartered on Mars, and is where all new Fleet vessels are assigned until they are sent to another unit. The First Fleet occasionally sends individual vessels or groups of vessels for Public Relations missions, ceremonies, or to escort dignitaries between Sol and other systems. The First Fleet has seen little action in the entirety of its lifetime, with the exception of a number of highly publicized diplomatic escort incidents. Its main, notable exception to this was its use as a reserve force to relieve the overwhelmed Fourth Fleet at the beginning of the Gaia Conflict, during which it failed utterly to stabilize the situation and ultimately routed, leaving Gaia in the hands of the Terrans for four long years. The action, known as The Second Fall of Gaia, saw roughly half of the First Fleet, including then-Admiral of the Fleet Thomas Beckham, utterly destroyed in a pincer attack sprung by the Terran Navy while the rest fled for home via Helios and Tau Ceti, leaving the pursuing Terrans to fight it out with the Second and the remnants of the Fourth. The retreat left the reputation of the First tarnished with them gaining the nickname of &amp;quot;The Fleeing First.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!1st Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 1st Flag Group&lt;br /&gt;
** SFV Amazon (Admiral of the Fleet Christopher Hernandez)&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Ceremonial Group Terra&lt;br /&gt;
** SFV Terra (Historic Vessel)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 8x Cobra-class Patrol Craft&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Anne Boleyn (Aldrin-class)&lt;br /&gt;
** 1x Midway-class Battlecruiser&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Spartacus (Midway-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 1x Yari-class Destroyer&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Aryabhata (Charles De Gaulle-class)&lt;br /&gt;
** 3x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 4x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Lazarus (Nefertari-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 2x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 1st Naval Armsman Division (Elements)&lt;br /&gt;
** 20x Fleet Strike Squadrons&lt;br /&gt;
** 5x Fleet Recon Squadrons&lt;br /&gt;
** 5x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2nd Fleet ===&lt;br /&gt;
[[File:Logo 2ndfleet.png|120x140px|thumb|Second Fleet Insignia]]&lt;br /&gt;
The largest of the SGDF&#039;s fleets, and headquartered in [[Ceti Epsilon|Tau Ceti]], the Second Fleet is responsible for the direct security of the SCG&#039;s interior territories, especially the systems closest to Sol. In order to cover so much space, the Second Fleet includes four carrier strike groups and a large armsman complement. Its duties as the Fleet responsible for the defence and security of the interior territories, mean it is often used in police actions as opposed to purely military ones. Primarily based around planets of import or gateway installations, the Second Fleet generally handles some of the more well equipped pirates, terrorists, smugglers, and hostile criminal elements in the space between planets.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Second Fleet formed the bulwark of Sol, protecting and holding much Sol territory from the advances of the Terran Navy. For three years, the Second Fleet enforced a slow and gradual staggered retreat from the Terran occupied border, ensuring each win by the Terran Navy was costly. This action brought Sol time to rally, reorganize, and ultimately retake Gaia. The Second Fleet&#039;s resilience earned them the reputation as the shield of Sol. Its reputation has become a point of pride and many new recruits hope to live up to the reputation of &amp;quot;The Stony Second.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!2nd Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 2nd Flag Group (Vice Admiral Yamato Akito)&lt;br /&gt;
** SFV Resolution&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV New Benin (Aldrin-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 3x Somme-class Frigates&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV James Gideon (Scorpio-class)&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 3x Somme-class Frigates&lt;br /&gt;
* Carrier Group Charlie&lt;br /&gt;
** SFV StephenHawking (Nefertari-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 6x Somme-class Frigates&lt;br /&gt;
* Carrier Group Delta&lt;br /&gt;
** SFV James Monroe (Aldrin-class)&lt;br /&gt;
** 3x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 7x Somme-class Frigates&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Plato (Midway-class)&lt;br /&gt;
** 3x Midway-class Battlecruisers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 10x Antietam-class Destroyers&lt;br /&gt;
** 14x Somme-class Frigates&lt;br /&gt;
** 20x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Voltaire (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 10x Antietam-class Destroyers&lt;br /&gt;
** 4x Yari-class Destroyers&lt;br /&gt;
** 14x Somme-class Frigates&lt;br /&gt;
** 20x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Napoleon Bonaparte (Waterloo-class)&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 10x Dromedary-class Support Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Kirov (Orca-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 3x Antietam-class Destroyers&lt;br /&gt;
** 15x Somme-class Frigates&lt;br /&gt;
** 10x Dromedary-class Support Craft&lt;br /&gt;
** 4x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 2nd Naval Armsman Division (Elements)&lt;br /&gt;
** 60x Fleet Strike Squadrons&lt;br /&gt;
** 15x Fleet Recon Squadrons&lt;br /&gt;
** 15x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3rd Fleet ===&lt;br /&gt;
[[File:Logo 3rdfleet.png|120x140px|thumb|Third Fleet Insignia]]&lt;br /&gt;
Headquartered in [[Theia]] at SFB Halvarstrand and assigned to border security along with Fourth Fleet, the Third Fleet is considered one of the most experienced Fleets. Its operation on the more loosely controlled, less unified side of Sol space often forces it to deal with a myriad of rebels, pirates, smugglers, and the cleaning up the aftermath of the occasional Vox raid. Battle-hardened, most Third Fleet ships and crews are not without their scars. Long responsible for the vast, underpopulated, and unfriendly parts of the Sol border, the Third Fleet has had little interaction with the of alien races that the Fourth Fleet encounters, instead mainly dealing with the aftermath of Vox scavenger runs and rampant piracy that has become a staple of frontier life on this section of the Sol border. As a consequence of the struggles and destruction that routinely impact smaller colonies, the Third Fleet has a wealth of experience establishing, fortifying, and providing aid to fledgling colonies. Third Fleet hospital ships are well known for their medical experience and a number of ground construction battalions are present with the Third Fleet, focused on the maintenance, construction, and provision of vital ground works needed for these colonies to survive.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Third Fleet, far from the fighting and spread out over a great distance, was in no position to render any immediate aid. Though they reorganised, it would be a full three years before the Third Fleet in all its might was in a position to act as the spear of Sol. When they hit, however, they hit hard, forcing their way through the Terran lines and retaking great swathes of territory, though not without cost; a great many of the Third gave their lives for Sol in the effort to retake Gaia, though their sacrifice was not in vain. Eventually, with the Third Fleet in orbit around Gaia, the planet fell back into Sol control and the war concluded in a stalemate shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
However, this action cost the Third dearly; as much of their part of the border was left under-defended and under-patrolled for the duration of the conflict, many border worlds, colonies, and stations fell into rampant piracy and hostile hands, leaving the Third with a long cleanup and peacekeeping mission that persists even to this day. However, Sol remembers the Third as the sword to the Second&#039;s shield, and the Third enjoys a great reputation among the wider populace for the sacrifice and bravery of &amp;quot;The Fighting Third.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!3rd Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 3rd Flag Group&lt;br /&gt;
** SFV Warspite (Resolution-class) (Vice Admiral Rebecca Mountbatten)&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Damascus (Aldrin-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV Rasputin (Scorpio-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Mannerheim (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 2x Yari-class Destroyers&lt;br /&gt;
** 12x Somme-class Frigates&lt;br /&gt;
** 6x Nuum-class Missile Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
** 20x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Peter Romanov (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 3x Yari-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 6x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 20x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Pella (Charles De Gaulle-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Assault Group Bravo&lt;br /&gt;
** SFV Rattling (Charles De Gaulle-class)&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 12x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Special Group Alpha&lt;br /&gt;
** SFV Tomoe Gozen (Scorpio-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 2x Cartwheel-class Assault Corvettes&lt;br /&gt;
** 12x Rockfish-class Stealth Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Winston Churchill (Scorpio-class)&lt;br /&gt;
** 3x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 11x Somme-class Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Typhoon (Waterloo-class)&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 3x Antietam-class Destroyers&lt;br /&gt;
** 9x Somme-class Frigates&lt;br /&gt;
** 12x Dromedary-class Support Craft&lt;br /&gt;
** 2x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 3rd Naval Armsman Division (Elements)&lt;br /&gt;
** 50x Fleet Strike Squadrons&lt;br /&gt;
** 7x Fleet Recon Squadrons&lt;br /&gt;
** 7x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 4th Fleet ===&lt;br /&gt;
[[File:Logo 4thfleet.png|120x140px|thumb|Fourth Fleet Insignia]]&lt;br /&gt;
Headquartered in Helios and specifically assigned to secure the border of Skrell and Terran space, the Fourth Fleet has historically been considered the place where slackers are sent to languish, as officially they are only protecting the [[Skrell]] and Terran border (a location that, prior to the Gaia Conflict, was not expected to be a major source of hostilities). Not anticipating a war between the two powers, the Fourth Fleet was caught unawares and decimated by the superior Terran Navy in the early stages of the war. Having been found wanting and not fit for its duties, the Fourth Fleet has been undergoing rapid modernisation and improvement.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Fourth Fleet took the brunt of the initial fighting following a surprise attack by the Terran Navy. This led to their decimation as they were unprepared to fight a foe with a technologically and numerically superior fleet to their own. Suffering massive losses as they tried to rally in the face of an ongoing invasion, the Fourth lost control of Gaia early on before fighting a brutal, swift, and humiliating retreat to the Helios system where the core of what remained of the Fourth Fleet — lead by Rear Admiral Diwalli — fought a last stand against the Terran Navy before ultimately blowing up the system&#039;s Gateway, cutting themselves — and more importantly the Terrans — off from Sol and many other frontier systems. This action is still controversial even today; while it guaranteed the safety of the core systems from immediate Terran aggression, it also doomed much of the Frontier to languish under harsh Terran control for the next four years.&lt;br /&gt;
&lt;br /&gt;
The remainder of the Fourth Fleet, scattered, broken, and mostly without a way home, surrendered, their vessels held in Terran drydocks until the end of the war, when they were returned to Sol as part of the peace treaty. A few vessels did limp back to Sol via Tau Ceti, where they were absorbed into the Second and fewer still — mainly Orca Class vessels — continued to operate behind enemy lines, striking weak points and under-defended areas in the Terran occupation zone. The current Admiral of the Fourth Fleet, Lee Kyung, was one such Orca Captain during the Conflict who gained a reputation for the feats of his wolfpack in crippling raids against the Terran supply lines.&lt;br /&gt;
&lt;br /&gt;
Their conduct in the Gaia campaign has begun reversing their less than stellar reputation. In order to make it ready for the defence of a now more-contested section of space in the wake of the Gaia conflict, many incompetent or ineffective officers have been shown the door, with those that remain being either brand new or exceptionally battle-hardened, having faced the horrors of war head on. The new Fourth Fleet may have to prove its mettle before long.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!4th Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 4th Flag Group&lt;br /&gt;
** SFV Renown (Resolution-class) (Vice Admiral Lee Kyung)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Kalakaua (Nefertari-class)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV Caesar Agustus (Nefertari-class)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Bismarck (Scorpio-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Blackbeard (Midway-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Chiang Kai-shek (Orca-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 4th Naval Armsman Division (Elements)&lt;br /&gt;
** 38x Fleet Strike Squadrons&lt;br /&gt;
** 3x Fleet Recon Squadrons&lt;br /&gt;
** 3x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 5th Fleet ===&lt;br /&gt;
[[File:Logo 5thfleet.png|120x140px|thumb|Fifth Fleet Insignia]]&lt;br /&gt;
A recent creation headquartered in Sirius, still being organized and modified, the Fifth Fleet was created in 2297 by the Assemblies in order to act as a Quick Reaction Force. While it is still small, the Fifth Fleet is being staffed with some of the brightest minds of the Defence Forces and equipped with the latest technology. The Fifth Fleet finds itself regularly handling insurrections and incidents past the edge of Sol space when required, though most of the Fleet has seen little action outside of simulations, of which the Fifth Fleet has been trained extensively, using the latest virtual reality technology. As the newest Fleet, they have little going for them — no heritage and little to be proud of — though they enjoy the perks of being issued the latest equipment. They tend to be looked down upon by those in the Second and Third, and even many Fourth Fleet veterans. While the bulk of its junior officers and enlisted are new, the core of this new Fleet was taken from some of the best of the Second and Third, and was developed and built with the lessons and tactics learned by the wolfpack fleets of the Fourth during the Gaia Conflict. It has no clear mission, but it stands ready and firm to respond to any calls to arms that may come.&lt;br /&gt;
&lt;br /&gt;
Recently, the Fifth Fleet has had trouble with [[Timeline of Canon Events|radicalism and defection]]. In 2310, the SFV Nathan Hale of the Fifth Fleet&#039;s Special Group Alpha went rogue, firing on the [[SEV Torch]] before disappearing along with several other Special Group Alpha vessels. Several months later, these ships reappeared under the banner of the [[Frontier Alliance]]. While these defectors made up a tiny portion of the Fifth Fleet overall, the incident has cast suspicion on the Fifth from both other fleets and from Sol at large, much to the chagrin of loyal Fifth Fleet service-people.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!5th Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 5th Flag Group&lt;br /&gt;
** SFV Victorious (Amazon-class) (Vice Admiral Kiri Turei)&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 6x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Crusader (Scorpio-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Cunning (Midway-class)&lt;br /&gt;
** 1x Midway-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 3x Yari-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 8x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Old Riga (Resolution-class)&lt;br /&gt;
** 1x Midway-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 1x Yari-class Destroyer&lt;br /&gt;
** 12x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Nanjing (Charles De Gaulle-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 7x Somme-class Frigates&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Special Group Alpha&lt;br /&gt;
** SFV Nathan Hale (Scorpio-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** x Rockfish-class Stealth Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Tigris (Waterloo-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
** 6x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Euphrates (Waterloo-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
** 11x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 5th Naval Armsman Division (Elements)&lt;br /&gt;
** 28x Fleet Strike Squadrons&lt;br /&gt;
** 2x Fleet Recon Squadrons&lt;br /&gt;
** 2x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Hacking&amp;diff=3158</id>
		<title>Guide to Hacking</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Hacking&amp;diff=3158"/>
		<updated>2025-02-08T20:14:59Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You will need the following for this page:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Insulated Gloves&lt;br /&gt;
|[[File:Insulated gloves.png|frameless]]&lt;br /&gt;
|Hackables have power lines, and cutting/pulsing these without gloves can harm you.&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|[[File:Screwdriver.png|frameless]]&lt;br /&gt;
|For opening up panels and the like. A necessary tool.&lt;br /&gt;
|-&lt;br /&gt;
|Wirecutters&lt;br /&gt;
|[[File:Wirecutters.png|frameless]]&lt;br /&gt;
|For cutting and mending wires. Also a necessary tool.&lt;br /&gt;
|-&lt;br /&gt;
|Multitool&lt;br /&gt;
|[[File:Multitool.png|frameless]]&lt;br /&gt;
|For pulsing wires; not necessary for most hacking, but makes life a lot easier.&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|[[File:crowbar.png|frameless]]&lt;br /&gt;
|For prying the door open once you&#039;ve hacked it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Airlock.png|frameless]]  Airlocks ==&lt;br /&gt;
Both internal and external access airlocks are hackable, though hazard doors and privacy shutters 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). Remember, cutting power to the door will stop everything else from working.&lt;br /&gt;
&lt;br /&gt;
=== Finding the Right Wires (With a Multitool) ===&lt;br /&gt;
Wires are randomized, so you need to identify them every round. 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:Insulated gloves.png|frameless]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# With a [[File:Multitool.png|frameless]] 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 and can&#039;t be tripped until the 10 seconds has elapsed. Then, re-pulse the door bolts wire to raise them again, and close the wiring panel with your screwdriver. You can also manually cycle the test light by cutting it and mending it again, thereby bypassing the ten second timer.&lt;br /&gt;
&lt;br /&gt;
=== Airlock Hack (With a Multitool) ===&lt;br /&gt;
If you have a multitool, getting through doors gets a lot easier and faster.&lt;br /&gt;
&lt;br /&gt;
# Have the [[File:Multitool.png|frameless]] multiool in one hand and a [[File:Crowbar.png|frameless]] crowbar in another for quick switching. You&#039;ll only have 10 seconds (but you can retry if you fail).&lt;br /&gt;
# Pulse the &#039;&#039;&#039;Test light&#039;&#039;&#039; wire, then quickly switch to your crowbar and click on the door to pry it open while the power is off.&lt;br /&gt;
#* &#039;&#039;Note: The door will NOT stay open unless you also drop the bolts. If you want to close it immediately, click on it with the crowbar again, then use the screwdriver to close the wiring panel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Finding the Right Wires (Without a Multitool) ===&lt;br /&gt;
Make sure you choose a door that you and everyone else won&#039;t mind you breaking, because in most cases this will prevent the door from opening again until it&#039;s repaired by an Engineer.&lt;br /&gt;
&lt;br /&gt;
# Remember to equip [[File:Insulated gloves.png|frameless]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# Equip [[File:Wirecutters.png|frameless]] wirecutters.&lt;br /&gt;
# Click on the door to open the menu, then slowly &#039;&#039;&#039;Cut&#039;&#039;&#039; each wire until you see &amp;quot;The test light is off!&amp;quot; at the bottom of the menu and remember the colour of the wire. You can still find the test light even if you accidentally cut the door bolts wire.&lt;br /&gt;
# &#039;&#039;&#039;Mend&#039;&#039;&#039; all the wires and leave that door alone.&lt;br /&gt;
# Now that you know which wire controls the test light, move on to your intended door.&lt;br /&gt;
&lt;br /&gt;
=== Finding the Right Wires (With Electrical Engineering Skill) ===&lt;br /&gt;
&lt;br /&gt;
# Remember to equip [[File:Insulated gloves.png|frameless]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# Equip [[File:Wirecutters.png|frameless]] wirecutters.&lt;br /&gt;
# Depending on your Electrical Engineering skill (Experienced shows a few, Master shows most) the wires should be labelled. This can even negate the need for insulated gloves, if you can see the test/power wire.&lt;br /&gt;
# Now that you know which wire controls the test light, move on to your intended door.&lt;br /&gt;
&lt;br /&gt;
=== Airlock Hack (Without a Multitool) ===&lt;br /&gt;
&lt;br /&gt;
# Open the wiring panel with the [[File:Screwdriver.png|frameless]] screwdriver.&lt;br /&gt;
# Using the [[File:Wirecutters.png|frameless]] wirecutters, cut the test light wire that you found earlier.&lt;br /&gt;
# Use a [[File:Crowbar.png|frameless]] crowbar on the door to pry it open.&lt;br /&gt;
&lt;br /&gt;
=== Wire Functions ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ID wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will flash the &#039;access denied&#039; red light; &#039;&#039;cutting&#039;&#039; will prevent anyone from opening the door if it&#039;s a restricted door; otherwise, it lifts access restrictions.&lt;br /&gt;
* &#039;&#039;&#039;AI control wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will flash the &#039;AI control light&#039; off temporarily; &#039;&#039;cutting&#039;&#039; will prevent the AI and cyborgs from accessing and controlling the door.&lt;br /&gt;
* &#039;&#039;&#039;Main power wires&#039;&#039;&#039; (Test light wires): &#039;&#039;Pulsing&#039;&#039; will turn off the &#039;test light&#039; and kill the power for ten seconds; &#039;&#039;cutting&#039;&#039; will turn off the test light and make the door unusable until auxiliary power comes on.&lt;br /&gt;
* &#039;&#039;&#039;Backup power wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will turn off the &#039;test light&#039; kill the power for 10 seconds if the main power is out, otherwise, nothing. &#039;&#039;Cutting&#039;&#039; will obviously disable the backup power. There are two of these.&lt;br /&gt;
* &#039;&#039;&#039;Bolt control wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will toggle the bolts; &#039;&#039;cutting&#039;&#039; will drop the bolts.&lt;br /&gt;
* &#039;&#039;&#039;Door control wire&#039;&#039;&#039;: If the door is ID restricted, this is pretty much useless. If not, &#039;&#039;Pulsing&#039;&#039; will open/close the door and &#039;&#039;cutting&#039;&#039; will keep it that way, similar to bolting.&lt;br /&gt;
* &#039;&#039;&#039;Electrifying wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will electrify the door for 30 seconds; &#039;&#039;cutting&#039;&#039; will permanently electrify it until mended. You can find the wire easily because the door shoots sparks when pulsed or cut, sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Safety wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; &#039;&#039;and Cutting&#039;&#039; will cause the check wire light to flash red, causing anyone inside the airlock to be crushed when it closes. This causes around 30 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Timing wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will permanently change the door timing, making the door close faster. This can be useful in conjunction with disabling the safety wire. &#039;&#039;Cutting&#039;&#039; does absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Create an obstacle&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Remotely pulse an airlock&#039;&#039;&#039; by attaching a signaler, which when signaled pulses the wire it&#039;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;
* &#039;&#039;&#039;Hacking without gloves&#039;&#039;&#039;. 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.&lt;br /&gt;
* &#039;&#039;&#039;Deathtraps&#039;&#039;&#039; by cutting the door safety wire, when someone tries to go through the door, you can keep opening and closing it on them, until they die.&lt;br /&gt;
&lt;br /&gt;
== [[File:Apc.png|frameless]] 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;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on APC to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png|frameless]] multitool.&lt;br /&gt;
# Put [[File:Wirecutters.png|frameless]] wirecutters in your other hand to quickly &#039;&#039;&#039;Cut&#039;&#039;&#039; and &#039;&#039;&#039;Mend&#039;&#039;&#039; a wire if you short out the power accidentally (which will likely happen).&lt;br /&gt;
#* &#039;&#039;&#039;Power wires (2)&#039;&#039;&#039;: &#039;&#039;Pulse&#039;&#039; will short out the APC. You must &#039;&#039;cut and mend&#039;&#039; the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely.&lt;br /&gt;
#* &#039;&#039;&#039;AI control wire&#039;&#039;&#039;: Like the airlock, &#039;&#039;pulsing&#039;&#039; will flash the light off and on quickly; &#039;&#039;cutting&#039;&#039; will disable AI control&lt;br /&gt;
#* &#039;&#039;&#039;APC lock wire&#039;&#039;&#039;: This is the wining wire you want to pulse in order to unlock it.&lt;br /&gt;
# Use a [[File:Screwdriver.png|frameless]] screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:Air alarm.png|frameless]] Atmos Alarms ==&lt;br /&gt;
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png|frameless]] multitool and [[File:Wirecutters.png|frameless]] wirecutters.&lt;br /&gt;
#* &#039;&#039;&#039;Id Scan&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will unlock the alarm for 30 seconds. &#039;&#039;Cutting&#039;&#039; will not allow people to access the alarm even if they have the correct ID. &#039;&#039;Mending&#039;&#039; will allow normal operation.&lt;br /&gt;
#* &#039;&#039;&#039;Alarm&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; will cause an atmos alert in the area, and most likely alert the AI as well. &#039;&#039;Pulsing&#039;&#039; will reset the alarm status. &#039;&#039;Mending&#039;&#039; allows the alarm to work again.&lt;br /&gt;
#* &#039;&#039;&#039;Panic Syphon&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; or &#039;&#039;Pulsing&#039;&#039; this wire will activate the panic syphon. &#039;&#039;Mending&#039;&#039; does nothing, and it must be turned off from the actual alarm.&lt;br /&gt;
#* &#039;&#039;&#039;AI Control&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; this wire will prevent the AI from using the alarm. &#039;&#039;Pulsing&#039;&#039; it flashes the light on and off quickly. &#039;&#039;Mending&#039;&#039; allows AI control.&lt;br /&gt;
#* &#039;&#039;&#039;Power&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; this wire will deactivate the alarm. &#039;&#039;Pulsing&#039;&#039; it turns it off for 30 seconds. &#039;&#039;Mending&#039;&#039; restored power.&lt;br /&gt;
# Use a [[File:Screwdriver.png|frameless]] screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:Autolathe.gif|frameless]] Autolathes ==&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] 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 sensor&lt;br /&gt;
#* Bullets and other ammunition&lt;br /&gt;
#* Flame Throwers (Without fuel)&lt;br /&gt;
#* Tactical Knife&lt;br /&gt;
#* Mechanical Trap&lt;br /&gt;
&lt;br /&gt;
== [[File:Security camera.gif|frameless]] 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;
&lt;br /&gt;
# With a [[File:Screwdriver.png|frameless]] screwdriver in hand, click on the camera.&lt;br /&gt;
# After opening the panel, use your [[File:Wirecutters.png|frameless]] 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&#039;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&#039;s light, fixing it will allow the AI to use the camera light. Pulsing toggles it.&lt;br /&gt;
&lt;br /&gt;
== [[File:Safe.png|frameless]] Safes ==&lt;br /&gt;
You are here because you need something locked up in that stupid indestructible metal box. Either for something very dangerous, or just because you have a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Idiots Guide to Safe Cracking ===&lt;br /&gt;
&lt;br /&gt;
* 1. Hold stethoscope in one hand, interact with safe using empty hand.&lt;br /&gt;
* 2. Spin the dial to the right until you hear clunks, then keep spinning till you hear &#039;&#039;clicks&#039;&#039; and &#039;&#039;clacks&#039;&#039;.&lt;br /&gt;
* 3. Stop spinning to the right when you hear a &#039;&#039;&amp;quot;Klink&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Tink&amp;quot;&#039;&#039;, or &#039;&#039;&amp;quot;Plink&amp;quot;&#039;&#039;&lt;br /&gt;
* 4. Spin to the left until you hear &#039;&#039;clacks&#039;&#039; again.&lt;br /&gt;
* 5. Stop spinning when you hear a &#039;&#039;&#039;&amp;quot;Spring&amp;quot;, &amp;quot;Sprang&amp;quot;, &amp;quot;Sproing&amp;quot;, &amp;quot;Clunk&amp;quot;,&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Krunk&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
* 6. Open the safe.&lt;br /&gt;
&lt;br /&gt;
=== Turn Back All Who Enter Here! ===&lt;br /&gt;
Okay so you want to know how this infernal metal box works?&lt;br /&gt;
&lt;br /&gt;
Take a seat, cry in the corner and we can pick up once you are done.&lt;br /&gt;
&lt;br /&gt;
I want you to picture inside the safe a pair of metal wheels. These are the &amp;quot;tumblers&amp;quot; - the first one &#039;&#039;clacks&#039;&#039;, the second one &#039;&#039;clicks&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first of these wheels only start to spin when the dial is in the correct position, one click past the tumbler. The second wheel will only begin to turn when the first wheel has gone a full spin past the number on the dial that is one click past the tumbler on the second wheel.&lt;br /&gt;
&lt;br /&gt;
So from this it means we need to spin the dial until the first engages just past its tumbler, then once the first is engaged you will hear &#039;&#039;clacks&#039;&#039; and similar sounds, then spin to a full rotation past the seconds tumbler to engage the second disk. Once the second disk is engaged you will hear &#039;&#039;clicks&#039;&#039; and similar sounds, continue spinning until you hear a &#039;&#039;&amp;quot;Klink&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Tink&amp;quot;&#039;&#039;, or &#039;&#039;&amp;quot;Plink&amp;quot;&#039;&#039; this is the second tumbler.&lt;br /&gt;
&lt;br /&gt;
Now you want to spin in the opposite direction, engage the first disk as before, and spin to its tumbler, on its own this tumbler snapping into place will make a &#039;&#039;&amp;quot;Krunk&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Tonk&amp;quot;&#039;&#039;, or &#039;&#039;&amp;quot;Plunk&amp;quot;&#039;&#039; sound however if the second tumbler is in place already, instead you will hear a very loud &#039;&#039;&#039;&amp;quot;Spring&amp;quot;, &amp;quot;Sprang&amp;quot;, &amp;quot;Sproing&amp;quot;, &amp;quot;Clunk&amp;quot;,&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Krunk&amp;quot;&#039;&#039;&#039; sound, indicating the safe is open.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejoice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Fire alarm.png|frameless]] Fire alarm ==&lt;br /&gt;
Fire alarms, on getting cut, will not detect fire or activate the fire doors in the case of a fire or a breach.&lt;br /&gt;
&lt;br /&gt;
== [[File:Half gas mask.png|frameless]] Security Gasmask ==&lt;br /&gt;
Using a [[File:Screwdriver.png|frameless]] screwdriver on a Security Gasmask will change the lines it uses. A [[File:Wirecutters.png|frameless]] wirecutter will break the gasmasks&#039;s hailer, causing it to switch to a set of lines permanently. An emag will cause the hailer to spout a long string of curse words.&lt;br /&gt;
&lt;br /&gt;
== [[File:Shortwave.gif|frameless]] Radio &amp;amp; [[File:Signaller.png|frameless]] Signaler ==&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] 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&#039;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;
#* &#039;&#039;&#039;Output wire&#039;&#039;&#039; will disengage the speakers (or signal-receiving on a signaler)&lt;br /&gt;
#* &#039;&#039;&#039;Input wire&#039;&#039;&#039; will permanently disengage the microphone (or signal-sending on a signaler)&lt;br /&gt;
&lt;br /&gt;
Interestingly, tracking beacons and station intercoms also count as radios.&lt;br /&gt;
&lt;br /&gt;
== [[File:Secure briefcase.png|frameless]] Secure Briefcase &amp;amp; [[File:Secure wall safe.png|frameless]] Secure Safe ==&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring&lt;br /&gt;
# [[File:Multitool.png|frameless]] Multitool-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;
# [[File:Screwdriver.png|frameless]] Screwdriver the panel shut.&lt;br /&gt;
&lt;br /&gt;
== [[File:Vending machine.gif|frameless]] Vending machines ==&lt;br /&gt;
The only thing worth hacking!&lt;br /&gt;
&lt;br /&gt;
Four wires&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Firing wire&#039;&#039;&#039; when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light. (Fun to watch people scream about being hit by stuff.)&lt;br /&gt;
# &#039;&#039;&#039;Contraband wire&#039;&#039;&#039; does nothing when cut, when pulsed unlocks illegal or rare goods and turns on the green light.&lt;br /&gt;
# &#039;&#039;&#039;Access wire&#039;&#039;&#039; when cut it changes the purple/yellow, allowing for ID restricted machines (med and sec machines) to be used by anyone. yellow means any one can use it and purple means only certain people can use it&lt;br /&gt;
# &#039;&#039;&#039;Shock wire&#039;&#039;&#039; Like the firing wire in effects from hacking, except it shocks instead of shoots. Toggles the orange light&lt;br /&gt;
&lt;br /&gt;
(If you&#039;re an [[Traitor|Antagonist]], try shocking the clothing vendors. Great for doing light injury to people.)&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Engineering Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sol_Central_Government_Fleet&amp;diff=3157</id>
		<title>Sol Central Government Fleet</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sol_Central_Government_Fleet&amp;diff=3157"/>
		<updated>2025-02-08T20:14:12Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo fleet.png|200x180px|thumb|SCGF Insignia]]&lt;br /&gt;
The Sol Central Government Fleet is the [[Sol Central Government]]&#039;s primary component of the Defence Forces. It consists of a huge assortment of vessels of varying sizes broken up into a number of smaller &amp;quot;Fleets&amp;quot;, each with their own areas of responsibility. The Fleet is the oldest component of the DF and has long been the backbone of the SCG. The Fleet, being the large, sprawling organisation it is, is made up of thousands and thousands of men and women (and more recently, a number of Sol [[Positronics|IPC]]&#039;s) spread across a variety of duties, tasks, and postings.&lt;br /&gt;
&lt;br /&gt;
The oldest component of the Defence Forces, the Fleet considers itself the pinnacle of human military accomplishment. It is well funded, but seen as complacent and bloated. Until recently, the Fleet have not had a serious enemy to deal with, but is generally respected by the populace due to their work keeping away pirates, putting down insurrections, destroying smugglers, and taking potshots at the occasional [[Vox]]. Major overhauls are currently ongoing to improve efficiency and capabilities, ostensibly to counter encroachment by the [[Gilgamesh Colonial Confederation]].&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
Being a large organisation with military objectives, and the need to support and man thousands of vessels and installations, the Fleet spends vast amounts of money and resources on recruitment and long term retention of its skilled personnel. Fleet enlistment periods are for a minimum of five years, with an option of renewal at the end. Service in the Fleet is restricted to SCG citizens and shackled IPCs, and is barred to those who have served in a foreign military service (notably blocking most adult former ICCG citizens, for whom state service is mandatory) and members of the Positronic Union.&lt;br /&gt;
&lt;br /&gt;
As a uniformed service, the Fleet has two routes of entry: Enlisted and Officer.&lt;br /&gt;
&lt;br /&gt;
=== Enlisted ===&lt;br /&gt;
[[File:Fleet Enlisted.png|thumb|Fleet Enlisted]]&lt;br /&gt;
Enlisted persons have minimal skill requirements, being able to join with only the minimum of secondary education, with no degree or advanced learning requirements. Many Enlisted are straight out of education, wide eyed and eager to learn a valuable set of skills, with most joining at eighteen or nineteen years of age.&lt;br /&gt;
&lt;br /&gt;
Fleet basic training, known colloquially as &amp;quot;boot camp&amp;quot; is ten weeks long, during which recruits are taught the fundamentals of life in the Fleet, ceremony, drill and all the basic requirements for service. This is concluded with basic EVA training, weapons handling, and how to conduct themselves during an emergency.&lt;br /&gt;
&lt;br /&gt;
Following the conclusion of this training, all Crewmen Recruits are promoted to Crewman Apprentice and go onto advanced schools related to their job specific training and qualification, where they are trained to &amp;quot;earn their rate,&amp;quot; referring to an Enlisted Person&#039;s Rating, that being their job specialisation E.G. Damage Control Technician, Engineer, Corpsman or Master at Arms.&lt;br /&gt;
&lt;br /&gt;
The length of time in advanced training varies from Rating to Rating, but is generally at least fourteen weeks in length for various &amp;quot;average&amp;quot; occupations such as maintenance, sanitation, and damage control and upward of fifty two weeks for advanced occupations, such as Corpsman.&lt;br /&gt;
&lt;br /&gt;
Outside of advanced professions and qualifications, most training is done &amp;quot;on the job&amp;quot; for lower ranking ratings, with experience being gained on assignment with tutoring by more experienced ratings.&lt;br /&gt;
&lt;br /&gt;
A key difference to other branches: only Petty Officers Third Class and above are considered to have &amp;quot;earned their rating.&amp;quot; Crewmen and below are learners, getting field experience or new to their job speciality and are not yet fully qualified for the rating they strive to achieve. This importance on rating means that the Fleet has far higher numbers of NCO&#039;s compared to the Army or Expeditionary Corps, though less importance is placed on leadership at the E-4 PO3 level, it instead being a sign of baseline competency and experience. That being said, they are still responsible for the training and education of new Crewmen.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
!Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Fe1.png|center|frameless]]&lt;br /&gt;
|Crewman Recruit&lt;br /&gt;
|Fresh Recruit.&lt;br /&gt;
|18&lt;br /&gt;
|As a Crewman Recruit you&#039;ve been sent to one of many enlisted training facilities where you&#039;re being run through the Fleet&#039;s own boot camp. You&#039;re being taught the basics and prepared for tougher things to come. You don&#039;t know a lot yet, but you&#039;re learning.&lt;br /&gt;
|-&lt;br /&gt;
!E2&lt;br /&gt;
|[[File:Fe2.png|center|frameless]]&lt;br /&gt;
|Crewman Apprentice&lt;br /&gt;
|Basic Crewman.&lt;br /&gt;
|18-19&lt;br /&gt;
|As a Crewman Apprentice, you know the basics and you may be being sent out for practical experience in a proper environment; you&#039;ve yet to earn your rating but you&#039;re working hard. You know the basics of your specialisation as well as the Fleet in general, but you&#039;re green as grass.&lt;br /&gt;
|-&lt;br /&gt;
!E3&lt;br /&gt;
|[[File:Fe3.png|center|frameless]]&lt;br /&gt;
|Crewman&lt;br /&gt;
|Unrated learner.&lt;br /&gt;
|19-20&lt;br /&gt;
|As a Crewman you&#039;ve passed a couple of exams related to your chosen specialisation and gotten some experience in. You&#039;re almost there — you can see that all important Petty Officer shoulder board — but you have some additional learning, training, and experience to get before you&#039;re finally considered a fully fledged rating.&lt;br /&gt;
|-&lt;br /&gt;
!E4&lt;br /&gt;
|[[File:Fe4.png|center|frameless]]&lt;br /&gt;
|Petty Officer Third Class&lt;br /&gt;
|Standard rating. Junior NCO.&lt;br /&gt;
|20-23&lt;br /&gt;
|As a Petty Officer Third Class, you&#039;ve finally earned your rating and are fully qualified, competent, and skilled in the job specialisation you originally chose; it&#039;s taken you a long time to get here but here you are. You&#039;re finally expected to be able to act independently and teach junior crewmen.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Fe5.png|center|frameless]]&lt;br /&gt;
|Petty Officer Second Class&lt;br /&gt;
|Skilled rating. Junior NCO.&lt;br /&gt;
|23-26&lt;br /&gt;
|As a Petty Officer Second Class, you&#039;ve gotten a couple more years experience under your belt and you&#039;ve been sent off for additional training, both in leadership and your area of expertise. You may find you&#039;re in more advanced positions within your area of work and are expected to handle a variety of tasks that you were not before, but you welcome the challenge!&lt;br /&gt;
|-&lt;br /&gt;
!E6&lt;br /&gt;
|[[File:Fe6.png|center|frameless]]&lt;br /&gt;
|Petty Officer First Class&lt;br /&gt;
|Experienced rating. Junior NCO.&lt;br /&gt;
|26-30&lt;br /&gt;
|As a Petty Officer First Class, you are the pinnacle of JNCO&#039;s. You are experienced, skilled, independent, a leader, and someone who is highly qualified in their area of work. You may be responsible for a small team or assigned to highly skilled posting that requires an experienced enlisted person. You are a professional soldier at this point, heavily invested in time and learning.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Fe7.png|center|frameless]]&lt;br /&gt;
|Chief Petty Officer&lt;br /&gt;
|Senior NCO, leader and educator.&lt;br /&gt;
|30-36&lt;br /&gt;
|As a Chief Petty Officer, you&#039;ve successfully gone before a board of Master Chiefs and sat a number of competitive examinations and training courses in order to be rated as a &amp;quot;Chief.&amp;quot; This is the first, baseline Senior Non-Commissioned Officer and you are highly experienced at this point, with a minimum of a decade of long service to the Fleet. You are an expert in your area and are responsible for the oversight, education, and discipline of a large team, or are assigned to a high risk/high skill posting. Chief Petty Officers are the backbone of the Fleet and are widely respected for their experience, dedication, and skill. On small stations and vessels, you may be the Senior Enlisted Advisor.&lt;br /&gt;
|-&lt;br /&gt;
!E8&lt;br /&gt;
|[[File:Fe8.png|center|frameless]]&lt;br /&gt;
|Senior Chief Petty Officer&lt;br /&gt;
|Senior NCO, leader, advisor, trainer.&lt;br /&gt;
|35-40&lt;br /&gt;
|As a Senior Chief Petty Officer you are one of the most senior NCO&#039;s the Fleet has, responsible for all the duties of a Chief Petty Officer as well as the education, instruction, and training of junior officers. A force to be reckoned with, you are a master of your job specialisation and may be involved in the coordination of multiple teams or the advisement of Senior Officers on vessel matters and enlisted concerns. On mid-sized vessels and stations, you may be the Senior Enlisted Advisor.&lt;br /&gt;
|-&lt;br /&gt;
!E9&lt;br /&gt;
|[[File:Fe9.png|center|frameless]]&lt;br /&gt;
|Master Chief Petty Officer&lt;br /&gt;
|Senior NCO, advisor and leader.&lt;br /&gt;
|38-50&lt;br /&gt;
|As a Master Chief Petty Officer (Or one of various equivalent rank titles) you are the pinnacle of Enlisted personnel. You may be responsible for assisting a Flag Officer, functioning as a Senior Enlisted Advisor, teaching at the Fleet&#039;s Officer Academy, or performing a myriad of high-level tasks and duties for senior officers. You are a long term member of the Fleet with a wealth of experience, expertise and knowledge which you regularly impart to both your senior officers, the junior officers you are meant to train, and the Chief Petty Officers you advise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Officer ===&lt;br /&gt;
[[File:Fleet Officer.png|thumb|Fleet Officer]]&lt;br /&gt;
Officers of the Fleet go through a very different process to their enlisted counterparts. Officer positions in the Fleet require a candidate to possess a university degree at the bachelor level. Most Officer candidates sign up for a period of seven years service with the Fleet, with options to renew afterwards.&lt;br /&gt;
&lt;br /&gt;
Prospective Officers, upon passing an interview and entry examinations, are sent to the Sol Fleet Base (SFB) Walter Raleigh (located in Alberta, Canada) for a thirty-week Officer Candidate School. Here they undergo training in leadership, drill, Fleet and naval history, life on a vessel, weapons training, navigation, and basic vessel handling. They are further schooled in Fleet leadership in space, naval tactics and strategy. After this, they spend the final three weeks on board a proper Fleet vessel putting their skills to use and demonstrating their knowledge in a live environment. At the end of this, successful candidates pass out of OCS and go onto advanced, specialised training which can last anywhere from fourteen to thirty weeks.&lt;br /&gt;
&lt;br /&gt;
Those officers who go on to command vessels additionally attend Fleet Warfare School, where they are taught vessel command practices, vessel leadership, coordination and are put through their paces to be rigorously qualified for the decision making necessary to run a vessel. Officers who pass warfare school go on to further learn and refine their skills as command crew on other vessels in a non-departmental capacity. Only those graduates of warfare school can hope to attain a position as an executive or commanding officer aboard a vessel.&lt;br /&gt;
&lt;br /&gt;
The process is different for Medical Corps Officers, Chaplains and legal experts who have a separate process, not attending Officer Candidate School. Instead, they are provided with their commission and rank on the merit of their professional skills in medicine, mental health, or religious areas. These officers then attend Officer Introductory School, where they are taught Fleet history, basic command, leadership, minor drill and military etiquette for life in the Fleet. Officer Introductory School lasts approximately twelve weeks, after which they go onto their initial postings, receiving further on the job training and experience. Unlike OCS commissioned officers these are not eligible for warfare school or the command of a vessel, and are instead locked into their relevant professional career path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
!Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!O1&lt;br /&gt;
|[[File:Fo1.png|center|frameless]]&lt;br /&gt;
|Ensign&lt;br /&gt;
|Junior Officer.&lt;br /&gt;
|22+&lt;br /&gt;
|As an Ensign, you have a degree in any number of fields of study, though it is likely relevant to your area of specialisation. You are freshly out of Officer Candidate School and will generally be at this rank for another year while you learn the ropes of life in the Fleet and your job.&lt;br /&gt;
|-&lt;br /&gt;
!O2&lt;br /&gt;
|[[File:Fo2.png|center|frameless]]&lt;br /&gt;
|Sub-Lieutenant&lt;br /&gt;
|Leader of a team on a small vessel or assigned to various duties. Junior Officer.&lt;br /&gt;
|23-25&lt;br /&gt;
|As a Sub-Lieutenant, you are still a junior officer, but you&#039;re now trusted with small independent tasks or duties; you are generally competent enough to handle most things on your own, but you still don&#039;t have a lot of experience.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Fo3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|Leader of a team or responsible for a small shuttle craft. Junior Officer.&lt;br /&gt;
|25-30&lt;br /&gt;
|As a Lieutenant, you&#039;re now trusted to be fully independent. With a few years of experience under your belt and the competency to match, you may be in charge of a section of a vessel, responsible for a number of servicemen and women, and expected to carry out your duties autonomously. You may also be in command of a very small vessel, with a crew no bigger than twenty.&lt;br /&gt;
|-&lt;br /&gt;
!O4&lt;br /&gt;
|[[File:Fo4.png|center|frameless]]&lt;br /&gt;
|Lieutenant Commander&lt;br /&gt;
|Responsible for a large team, small vessel or station, or the Executive Officer on a number of vessels. Junior Officer.&lt;br /&gt;
|30-36&lt;br /&gt;
|As a Lieutenant Commander, you are a senior department officer on a large vessel or the executive officer on a number of slightly smaller vessels. A Lieutenant Commander may serve as the Commanding Officer of a Corvette-size vessel in the Fleet and on larger vessels is usually in charge of a large department, critical station or serves as part of the senior bridge staff in the position of Navigation Officer. An experienced Officer, Lieutenant Commanders are fully capable and are expected to function with a high degree of skill and effectiveness in any position they occupy.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Fo5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Executive Officer on numerous vessels, Commanding Officer on mid-size ships or responsible for a space station/gateway outpost. Senior Officer.&lt;br /&gt;
|36-44&lt;br /&gt;
|As a Commander, you may be responsible for a wide variety of posts, serving as the Commanding Officer of a Frigate or Destroyer, or serving as the Executive Officer to a Captain on a larger vessel, Commanders are highly experienced Fleet officers with years of service to back up their authority. Fleet Commanders are trusted with many postings and are meant to be highly capable. You should possess unparalleled organisational skills and be an expert administrator, if nothing else.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
|[[File:Fo6.png|center|frameless]]&lt;br /&gt;
|Captain&lt;br /&gt;
|Vessel Commanding Officer, Base Commanding Officer. Senior Officer&lt;br /&gt;
|44-60&lt;br /&gt;
|As a Captain, you have been given a wide degree of autonomy; you are responsible for either a base or a large vessel — generally a cruiser, battlecruiser, or carrier. You may also serve as the Flag Captain for an Admiral&#039;s Flagship. If in control of a base, you are generally responsible for a high-level Fleet project, a large garrison, a training facility, or an engineering facility.&lt;br /&gt;
|-&lt;br /&gt;
!O7&lt;br /&gt;
|[[File:Fo7.png|center|frameless]]&lt;br /&gt;
|Commodore&lt;br /&gt;
|Leader of a Fleet Assault, Special or Support Group.&lt;br /&gt;
|48+&lt;br /&gt;
|As a Commodore, you are in charge of multiple vessels and are responsible for one of the &amp;quot;junior&amp;quot; groups within a Fleet, consisting of either support or aggressive vessels. Commodores are required to have a sound knowledge of both tactics and large battle strategy in order to coordinate some of the more vital or rapid components of any Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Fo8.png|center|frameless]]&lt;br /&gt;
|Rear Admiral&lt;br /&gt;
|Leader of a Carrier Group or Battle group. Flag Officer.&lt;br /&gt;
|55+&lt;br /&gt;
|As a Rear Admiral, you are responsible for one of the largest, most powerful components of any Fleet — a Battlegroup or a Carrier Group. The amount of force projection a Rear Admiral is capable of bringing to bear is a sight to behold. Rear Admirals are old, experienced career Fleet officers who know their business.&lt;br /&gt;
|-&lt;br /&gt;
!O9&lt;br /&gt;
|[[File:Fo9.png|center|frameless]]&lt;br /&gt;
|Vice Admiral&lt;br /&gt;
|Leader of a Fleet Flag Group. Flag Officer&lt;br /&gt;
|60+&lt;br /&gt;
|Vice Admirals are responsible for an entire Fleet, which they command from their personal Flag Group. There are four Vice Admirals in the entire Fleet and they are given great autonomy in the operation, execution, and organisation of the Fleets under their command. They are assisted by a Commodore, who serves as their Flag Captain.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Fo10.png|center|frameless]]&lt;br /&gt;
|Admiral of the Fleet&lt;br /&gt;
|Leader of the entire Fleet. Flag Officer.&lt;br /&gt;
|65+&lt;br /&gt;
|The Admiral of the Fleet (in its entirety) and the Flag Officer of the First Fleet, which they personally command with a Rear Admiral serving as their personal Flag Captain. The Admiral of the Fleet is responsible for setting Fleet and general DF policy, advising the secretary general on matters of defence and war, and the handling and administration of the Fleet at large.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* 2230: The Sol Central Government Fleet is established — along with the rest of the Sol Central Government — from the reorganisation of the Naval forces of the former Terran Commonwealth.&lt;br /&gt;
* 2255: The Fleet undergoes a number of widespread overhauls and reorganises into the four Fleet separation common until after the Gaia Campaign.&lt;br /&gt;
* 2270: The Fleet replaces a number of its older vessels, including the ill-suited Mako-class Corvettes and Terra-class Supercarriers.&lt;br /&gt;
* 2292: The [[Gaia Conflict]] begins and the Fleet is called into action for the first time in its history against a major foreign power. The First Fleet is decimated over Gaia in a failed relief effort; the Fourth Fleet is almost completely destroyed in its infamous last stand at the Helios Gateway installation; the Second Fleet spend three long years holding the line.&lt;br /&gt;
* 2293: Tales of the SFV Sugihara Chiune, an Orca-class carrier of the Fourth thought to have been destroyed the year before, make their way back to Sol. Rumours of their constant harassment of the Terran supply lines motivate Fleeties everywhere.&lt;br /&gt;
* 2294: The border of Sol space defended by the Third Fleet falls into lawlessness as the Third rushes to Gaia; insurrections abound, sparking a sharp decline in Sol authority and general safety along the border.&lt;br /&gt;
* 2295: The Third Fleet finally regroups fully in [[Tau Ceti]] and prepares for a mass push toward Gaia, the symbolic heart of the conflict and the logistical and strategic staging area of the Terran Navy.&lt;br /&gt;
* 2296: The Third take Gaia after a costly and near pyrrhic victory. The entire Fleet, exhausted, slowly begins to spread out and reclaim lost territory from the [[Gilgamesh Colonial Navy|ICCG Navy]].&lt;br /&gt;
* 2297: The Gaia Conflict ends in a stalemate with neither side being in a position to continue, following heavy losses. The Fleet, finding itself devastated, worn down, and lacking in a number of areas, withdraws to its normal dispersion before finding itself under rapid modernisation, including the establishment of the Fifth Fleet.&lt;br /&gt;
&lt;br /&gt;
== Current Organization ==&lt;br /&gt;
The SCG Fleet consists of a wide variety of ships, from small shuttlecraft to huge battlecruisers. See [[Vessels of the SCG Fleet]] for descriptions of ship classes.&lt;br /&gt;
&lt;br /&gt;
=== 1st Fleet (Reserve) ===&lt;br /&gt;
[[File:Logo 1stfleet.png|120x140px|thumb|First Fleet Insignia]]&lt;br /&gt;
A mainly ceremonial force after the creation of the Home Guard and Second Fleet, the First Fleet is permanently garrisoned in Sol and headquartered on Mars, and is where all new Fleet vessels are assigned until they are sent to another unit. The First Fleet occasionally sends individual vessels or groups of vessels for Public Relations missions, ceremonies, or to escort dignitaries between Sol and other systems. The First Fleet has seen little action in the entirety of its lifetime, with the exception of a number of highly publicized diplomatic escort incidents. Its main, notable exception to this was its use as a reserve force to relieve the overwhelmed Fourth Fleet at the beginning of the Gaia Conflict, during which it failed utterly to stabilize the situation and ultimately routed, leaving Gaia in the hands of the Terrans for four long years. The action, known as The Second Fall of Gaia, saw roughly half of the First Fleet, including then-Admiral of the Fleet Thomas Beckham, utterly destroyed in a pincer attack sprung by the Terran Navy while the rest fled for home via Helios and Tau Ceti, leaving the pursuing Terrans to fight it out with the Second and the remnants of the Fourth. The retreat left the reputation of the First tarnished with them gaining the nickname of &amp;quot;The Fleeing First.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!1st Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 1st Flag Group&lt;br /&gt;
** SFV Amazon (Admiral of the Fleet Christopher Hernandez)&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Ceremonial Group Terra&lt;br /&gt;
** SFV Terra (Historic Vessel)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 8x Cobra-class Patrol Craft&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Anne Boleyn (Aldrin-class)&lt;br /&gt;
** 1x Midway-class Battlecruiser&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Spartacus (Midway-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 1x Yari-class Destroyer&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Aryabhata (Charles De Gaulle-class)&lt;br /&gt;
** 3x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 4x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Lazarus (Nefertari-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 2x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 1st Naval Armsman Division (Elements)&lt;br /&gt;
** 20x Fleet Strike Squadrons&lt;br /&gt;
** 5x Fleet Recon Squadrons&lt;br /&gt;
** 5x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2nd Fleet ===&lt;br /&gt;
[[File:Logo 2ndfleet.png|120x140px|thumb|Second Fleet Insignia]]&lt;br /&gt;
The largest of the SGDF&#039;s fleets, and headquartered in [[Ceti Epsilon|Tau Ceti]], the Second Fleet is responsible for the direct security of the SCG&#039;s interior territories, especially the systems closest to Sol. In order to cover so much space, the Second Fleet includes four carrier strike groups and a large armsman complement. Its duties as the Fleet responsible for the defence and security of the interior territories, mean it is often used in police actions as opposed to purely military ones. Primarily based around planets of import or gateway installations, the Second Fleet generally handles some of the more well equipped pirates, terrorists, smugglers, and hostile criminal elements in the space between planets.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Second Fleet formed the bulwark of Sol, protecting and holding much Sol territory from the advances of the Terran Navy. For three years, the Second Fleet enforced a slow and gradual staggered retreat from the Terran occupied border, ensuring each win by the Terran Navy was costly. This action brought Sol time to rally, reorganize, and ultimately retake Gaia. The Second Fleet&#039;s resilience earned them the reputation as the shield of Sol. Its reputation has become a point of pride and many new recruits hope to live up to the reputation of &amp;quot;The Stony Second.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!2nd Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 2nd Flag Group (Vice Admiral Yamato Akito)&lt;br /&gt;
** SFV Resolution&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV New Benin (Aldrin-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 3x Somme-class Frigates&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV James Gideon (Scorpio-class)&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 3x Somme-class Frigates&lt;br /&gt;
* Carrier Group Charlie&lt;br /&gt;
** SFV StephenHawking (Nefertari-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 6x Somme-class Frigates&lt;br /&gt;
* Carrier Group Delta&lt;br /&gt;
** SFV James Monroe (Aldrin-class)&lt;br /&gt;
** 3x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 7x Somme-class Frigates&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Plato (Midway-class)&lt;br /&gt;
** 3x Midway-class Battlecruisers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 10x Antietam-class Destroyers&lt;br /&gt;
** 14x Somme-class Frigates&lt;br /&gt;
** 20x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Voltaire (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 10x Antietam-class Destroyers&lt;br /&gt;
** 4x Yari-class Destroyers&lt;br /&gt;
** 14x Somme-class Frigates&lt;br /&gt;
** 20x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Napoleon Bonaparte (Waterloo-class)&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 10x Dromedary-class Support Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Kirov (Orca-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 3x Antietam-class Destroyers&lt;br /&gt;
** 15x Somme-class Frigates&lt;br /&gt;
** 10x Dromedary-class Support Craft&lt;br /&gt;
** 4x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 2nd Naval Armsman Division (Elements)&lt;br /&gt;
** 60x Fleet Strike Squadrons&lt;br /&gt;
** 15x Fleet Recon Squadrons&lt;br /&gt;
** 15x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3rd Fleet ===&lt;br /&gt;
[[File:Logo 3rdfleet.png|120x140px|thumb|Third Fleet Insignia]]&lt;br /&gt;
Headquartered in [[Theia]] at SFB Halvarstrand and assigned to border security along with Fourth Fleet, the Third Fleet is considered one of the most experienced Fleets. Its operation on the more loosely controlled, less unified side of Sol space often forces it to deal with a myriad of rebels, pirates, smugglers, and the cleaning up the aftermath of the occasional Vox raid. Battle-hardened, most Third Fleet ships and crews are not without their scars. Long responsible for the vast, underpopulated, and unfriendly parts of the Sol border, the Third Fleet has had little interaction with the of alien races that the Fourth Fleet encounters, instead mainly dealing with the aftermath of Vox scavenger runs and rampant piracy that has become a staple of frontier life on this section of the Sol border. As a consequence of the struggles and destruction that routinely impact smaller colonies, the Third Fleet has a wealth of experience establishing, fortifying, and providing aid to fledgling colonies. Third Fleet hospital ships are well known for their medical experience and a number of ground construction battalions are present with the Third Fleet, focused on the maintenance, construction, and provision of vital ground works needed for these colonies to survive.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Third Fleet, far from the fighting and spread out over a great distance, was in no position to render any immediate aid. Though they reorganised, it would be a full three years before the Third Fleet in all its might was in a position to act as the spear of Sol. When they hit, however, they hit hard, forcing their way through the Terran lines and retaking great swathes of territory, though not without cost; a great many of the Third gave their lives for Sol in the effort to retake Gaia, though their sacrifice was not in vain. Eventually, with the Third Fleet in orbit around Gaia, the planet fell back into Sol control and the war concluded in a stalemate shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
However, this action cost the Third dearly; as much of their part of the border was left under-defended and under-patrolled for the duration of the conflict, many border worlds, colonies, and stations fell into rampant piracy and hostile hands, leaving the Third with a long cleanup and peacekeeping mission that persists even to this day. However, Sol remembers the Third as the sword to the Second&#039;s shield, and the Third enjoys a great reputation among the wider populace for the sacrifice and bravery of &amp;quot;The Fighting Third.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!3rd Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 3rd Flag Group&lt;br /&gt;
** SFV Warspite (Resolution-class) (Vice Admiral Rebecca Mountbatten)&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Damascus (Aldrin-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV Rasputin (Scorpio-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Mannerheim (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 2x Yari-class Destroyers&lt;br /&gt;
** 12x Somme-class Frigates&lt;br /&gt;
** 6x Nuum-class Missile Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
** 20x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Peter Romanov (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 3x Yari-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 6x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 20x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Pella (Charles De Gaulle-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Assault Group Bravo&lt;br /&gt;
** SFV Rattling (Charles De Gaulle-class)&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 12x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Special Group Alpha&lt;br /&gt;
** SFV Tomoe Gozen (Scorpio-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 2x Cartwheel-class Assault Corvettes&lt;br /&gt;
** 12x Rockfish-class Stealth Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Winston Churchill (Scorpio-class)&lt;br /&gt;
** 3x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 11x Somme-class Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Typhoon (Waterloo-class)&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 3x Antietam-class Destroyers&lt;br /&gt;
** 9x Somme-class Frigates&lt;br /&gt;
** 12x Dromedary-class Support Craft&lt;br /&gt;
** 2x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 3rd Naval Armsman Division (Elements)&lt;br /&gt;
** 50x Fleet Strike Squadrons&lt;br /&gt;
** 7x Fleet Recon Squadrons&lt;br /&gt;
** 7x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 4th Fleet ===&lt;br /&gt;
[[File:Logo 4thfleet.png|120x140px|thumb|Fourth Fleet Insignia]]&lt;br /&gt;
Headquartered in Helios and specifically assigned to secure the border of Skrell and Terran space, the Fourth Fleet has historically been considered the place where slackers are sent to languish, as officially they are only protecting the [[Skrell]] and Terran border (a location that, prior to the Gaia Conflict, was not expected to be a major source of hostilities). Not anticipating a war between the two powers, the Fourth Fleet was caught unawares and decimated by the superior Terran Navy in the early stages of the war. Having been found wanting and not fit for its duties, the Fourth Fleet has been undergoing rapid modernisation and improvement.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Fourth Fleet took the brunt of the initial fighting following a surprise attack by the Terran Navy. This led to their decimation as they were unprepared to fight a foe with a technologically and numerically superior fleet to their own. Suffering massive losses as they tried to rally in the face of an ongoing invasion, the Fourth lost control of Gaia early on before fighting a brutal, swift, and humiliating retreat to the Helios system where the core of what remained of the Fourth Fleet — lead by Rear Admiral Diwalli — fought a last stand against the Terran Navy before ultimately blowing up the system&#039;s Gateway, cutting themselves — and more importantly the Terrans — off from Sol and many other frontier systems. This action is still controversial even today; while it guaranteed the safety of the core systems from immediate Terran aggression, it also doomed much of the Frontier to languish under harsh Terran control for the next four years.&lt;br /&gt;
&lt;br /&gt;
The remainder of the Fourth Fleet, scattered, broken, and mostly without a way home, surrendered, their vessels held in Terran drydocks until the end of the war, when they were returned to Sol as part of the peace treaty. A few vessels did limp back to Sol via Tau Ceti, where they were absorbed into the Second and fewer still — mainly Orca Class vessels — continued to operate behind enemy lines, striking weak points and under-defended areas in the Terran occupation zone. The current Admiral of the Fourth Fleet, Lee Kyung, was one such Orca Captain during the Conflict who gained a reputation for the feats of his wolfpack in crippling raids against the Terran supply lines.&lt;br /&gt;
&lt;br /&gt;
Their conduct in the Gaia campaign has begun reversing their less than stellar reputation. In order to make it ready for the defence of a now more-contested section of space in the wake of the Gaia conflict, many incompetent or ineffective officers have been shown the door, with those that remain being either brand new or exceptionally battle-hardened, having faced the horrors of war head on. The new Fourth Fleet may have to prove its mettle before long.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!4th Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 4th Flag Group&lt;br /&gt;
** SFV Renown (Resolution-class) (Vice Admiral Lee Kyung)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Kalakaua (Nefertari-class)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV Caesar Agustus (Nefertari-class)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Bismarck (Scorpio-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Blackbeard (Midway-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Chiang Kai-shek (Orca-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 4th Naval Armsman Division (Elements)&lt;br /&gt;
** 38x Fleet Strike Squadrons&lt;br /&gt;
** 3x Fleet Recon Squadrons&lt;br /&gt;
** 3x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 5th Fleet ===&lt;br /&gt;
[[File:Logo 5thfleet.png|120x140px|thumb|Fifth Fleet Insignia]]&lt;br /&gt;
A recent creation headquartered in Sirius, still being organized and modified, the Fifth Fleet was created in 2297 by the Assemblies in order to act as a Quick Reaction Force. While it is still small, the Fifth Fleet is being staffed with some of the brightest minds of the Defence Forces and equipped with the latest technology. The Fifth Fleet finds itself regularly handling insurrections and incidents past the edge of Sol space when required, though most of the Fleet has seen little action outside of simulations, of which the Fifth Fleet has been trained extensively, using the latest virtual reality technology. As the newest Fleet, they have little going for them — no heritage and little to be proud of — though they enjoy the perks of being issued the latest equipment. They tend to be looked down upon by those in the Second and Third, and even many Fourth Fleet veterans. While the bulk of its junior officers and enlisted are new, the core of this new Fleet was taken from some of the best of the Second and Third, and was developed and built with the lessons and tactics learned by the wolfpack fleets of the Fourth during the Gaia Conflict. It has no clear mission, but it stands ready and firm to respond to any calls to arms that may come.&lt;br /&gt;
&lt;br /&gt;
Recently, the Fifth Fleet has had trouble with [[Timeline of Canon Events|radicalism and defection]]. In 2310, the SFV Nathan Hale of the Fifth Fleet&#039;s Special Group Alpha went rogue, firing on the [[SEV Torch]] before disappearing along with several other Special Group Alpha vessels. Several months later, these ships reappeared under the banner of the [[Frontier Alliance]]. While these defectors made up a tiny portion of the Fifth Fleet overall, the incident has cast suspicion on the Fifth from both other fleets and from Sol at large, much to the chagrin of loyal Fifth Fleet service-people.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!5th Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 5th Flag Group&lt;br /&gt;
** SFV Victorious (Amazon-class) (Vice Admiral Kiri Turei)&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 6x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Crusader (Scorpio-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Cunning (Midway-class)&lt;br /&gt;
** 1x Midway-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 3x Yari-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 8x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Old Riga (Resolution-class)&lt;br /&gt;
** 1x Midway-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 1x Yari-class Destroyer&lt;br /&gt;
** 12x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Nanjing (Charles De Gaulle-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 7x Somme-class Frigates&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Special Group Alpha&lt;br /&gt;
** SFV Nathan Hale (Scorpio-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** x Rockfish-class Stealth Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Tigris (Waterloo-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
** 6x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Euphrates (Waterloo-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
** 11x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 5th Naval Armsman Division (Elements)&lt;br /&gt;
** 28x Fleet Strike Squadrons&lt;br /&gt;
** 2x Fleet Recon Squadrons&lt;br /&gt;
** 2x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Hacking&amp;diff=3156</id>
		<title>Guide to Hacking</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Hacking&amp;diff=3156"/>
		<updated>2025-02-08T16:22:57Z</updated>

		<summary type="html">&lt;p&gt;Ryan: /* Wire Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You will need the following for this page:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Insulated Gloves&lt;br /&gt;
|[[File:Insulated gloves.png|frameless]]&lt;br /&gt;
|Hackables have power lines, and cutting/pulsing these without gloves can harm you.&lt;br /&gt;
|-&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|[[File:Screwdriver.png|frameless]]&lt;br /&gt;
|For opening up panels and the like. A necessary tool.&lt;br /&gt;
|-&lt;br /&gt;
|Wirecutters&lt;br /&gt;
|[[File:Wirecutters.png|frameless]]&lt;br /&gt;
|For cutting and mending wires. Also a necessary tool.&lt;br /&gt;
|-&lt;br /&gt;
|Multitool&lt;br /&gt;
|[[File:Multitool.png|frameless]]&lt;br /&gt;
|For pulsing wires; not necessary for most hacking, but makes life a lot easier.&lt;br /&gt;
|-&lt;br /&gt;
|Crowbar&lt;br /&gt;
|[[File:crowbar.png|frameless]]&lt;br /&gt;
|For prying the door open once you&#039;ve hacked it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Airlock.png|frameless]]  Airlocks ==&lt;br /&gt;
Both internal and external access airlocks are hackable, though hazard doors and privacy shutters 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). Remember, cutting power to the door will stop everything else from working.&lt;br /&gt;
&lt;br /&gt;
=== Finding the Right Wires (With a Multitool) ===&lt;br /&gt;
Wires are randomized, so you need to identify them every round. 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:Insulated gloves.png|frameless]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# With a [[File:Multitool.png|frameless]] 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 and can&#039;t be tripped until the 10 seconds has elapsed. Then, re-pulse the door bolts wire to raise them again, and close the wiring panel with your screwdriver. You can also manually cycle the test light by cutting it and mending it again, thereby bypassing the ten second timer.&lt;br /&gt;
&lt;br /&gt;
=== Airlock Hack (With a Multitool) ===&lt;br /&gt;
If you have a multitool, getting through doors gets a lot easier and faster.&lt;br /&gt;
&lt;br /&gt;
# Have the [[File:Multitool.png|frameless]] multiool in one hand and a [[File:Crowbar.png|frameless]] crowbar in another for quick switching. You&#039;ll only have 10 seconds (but you can retry if you fail).&lt;br /&gt;
# Pulse the &#039;&#039;&#039;Test light&#039;&#039;&#039; wire, then quickly switch to your crowbar and click on the door to pry it open while the power is off.&lt;br /&gt;
#* &#039;&#039;Note: The door will NOT stay open unless you also drop the bolts. If you want to close it immediately, click on it with the crowbar again, then use the screwdriver to close the wiring panel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Finding the Right Wires (Without a Multitool) ===&lt;br /&gt;
Make sure you choose a door that you and everyone else won&#039;t mind you breaking, because in most cases this will prevent the door from opening again until it&#039;s repaired by an Engineer.&lt;br /&gt;
&lt;br /&gt;
# Remember to equip [[File:Insulated gloves.png|frameless]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# Equip [[File:Wirecutters.png|frameless]] wirecutters.&lt;br /&gt;
# Click on the door to open the menu, then slowly &#039;&#039;&#039;Cut&#039;&#039;&#039; each wire until you see &amp;quot;The test light is off!&amp;quot; at the bottom of the menu and remember the colour of the wire. You can still find the test light even if you accidentally cut the door bolts wire.&lt;br /&gt;
# &#039;&#039;&#039;Mend&#039;&#039;&#039; all the wires and leave that door alone.&lt;br /&gt;
# Now that you know which wire controls the test light, move on to your intended door.&lt;br /&gt;
&lt;br /&gt;
=== Finding the Right Wires (With Electrical Engineering Skill) ===&lt;br /&gt;
&lt;br /&gt;
# Remember to equip [[File:Insulated gloves.png|frameless]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# Equip [[File:Wirecutters.png|frameless]] wirecutters.&lt;br /&gt;
# Depending on your Electrical Engineering skill (Experienced shows a few, Master shows most) the wires should be labelled. This can even negate the need for insulated gloves, if you can see the test/power wire.&lt;br /&gt;
# Now that you know which wire controls the test light, move on to your intended door.&lt;br /&gt;
&lt;br /&gt;
=== Airlock Hack (Without a Multitool) ===&lt;br /&gt;
&lt;br /&gt;
# Open the wiring panel with the [[File:Screwdriver.png|frameless]] screwdriver.&lt;br /&gt;
# Using the [[File:Wirecutters.png|frameless]] wirecutters, cut the test light wire that you found earlier.&lt;br /&gt;
# Use a [[File:Crowbar.png|frameless]] crowbar on the door to pry it open.&lt;br /&gt;
&lt;br /&gt;
=== Wire Functions ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ID wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will flash the &#039;access denied&#039; red light; &#039;&#039;cutting&#039;&#039; will prevent anyone from opening the door if it&#039;s a restricted door; otherwise, it lifts access restrictions.&lt;br /&gt;
* &#039;&#039;&#039;AI control wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will flash the &#039;AI control light&#039; off temporarily; &#039;&#039;cutting&#039;&#039; will prevent the AI and cyborgs from accessing and controlling the door.&lt;br /&gt;
* &#039;&#039;&#039;Main power wires&#039;&#039;&#039; (Test light wires): &#039;&#039;Pulsing&#039;&#039; will turn off the &#039;test light&#039; and kill the power for ten seconds; &#039;&#039;cutting&#039;&#039; will turn off the test light and make the door unusable until auxiliary power comes on.&lt;br /&gt;
* &#039;&#039;&#039;Backup power wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will turn off the &#039;test light&#039; kill the power for 10 seconds if the main power is out, otherwise, nothing. &#039;&#039;Cutting&#039;&#039; will obviously disable the backup power. There are two of these.&lt;br /&gt;
* &#039;&#039;&#039;Bolt control wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will toggle the bolts; &#039;&#039;cutting&#039;&#039; will drop the bolts.&lt;br /&gt;
* &#039;&#039;&#039;Door control wire&#039;&#039;&#039;: If the door is ID restricted, this is pretty much useless. If not, &#039;&#039;Pulsing&#039;&#039; will open/close the door and &#039;&#039;cutting&#039;&#039; will keep it that way, similar to bolting.&lt;br /&gt;
* &#039;&#039;&#039;Electrifying wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will electrify the door for 30 seconds; &#039;&#039;cutting&#039;&#039; will permanently electrify it until mended. You can find the wire easily because the door shoots sparks when pulsed or cut, sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Safety wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; &#039;&#039;and Cutting&#039;&#039; will cause the check wire light to flash red, causing anyone inside the airlock to be crushed when it closes. This causes around 30 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Timing wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will permanently change the door timing, making the door close faster. This can be useful in conjunction with disabling the safety wire. &#039;&#039;Cutting&#039;&#039; does absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Create an obstacle&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Remotely pulse an airlock&#039;&#039;&#039; by attaching a signaler, which when signaled pulses the wire it&#039;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;
* &#039;&#039;&#039;Hacking without gloves&#039;&#039;&#039;. 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.&lt;br /&gt;
* &#039;&#039;&#039;Deathtraps&#039;&#039;&#039; by cutting the door safety wire, when someone tries to go through the door, you can keep opening and closing it on them, until they die.&lt;br /&gt;
&lt;br /&gt;
== [[File:Apc.png|frameless]] 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;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on APC to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png|frameless]] multitool.&lt;br /&gt;
# Put [[File:Wirecutters.png|frameless]] wirecutters in your other hand to quickly &#039;&#039;&#039;Cut&#039;&#039;&#039; and &#039;&#039;&#039;Mend&#039;&#039;&#039; a wire if you short out the power accidentally (which will likely happen).&lt;br /&gt;
#* &#039;&#039;&#039;Power wires (2)&#039;&#039;&#039;: &#039;&#039;Pulse&#039;&#039; will short out the APC. You must &#039;&#039;cut and mend&#039;&#039; the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely.&lt;br /&gt;
#* &#039;&#039;&#039;AI control wire&#039;&#039;&#039;: Like the airlock, &#039;&#039;pulsing&#039;&#039; will flash the light off and on quickly; &#039;&#039;cutting&#039;&#039; will disable AI control&lt;br /&gt;
#* &#039;&#039;&#039;APC lock wire&#039;&#039;&#039;: This is the wining wire you want to pulse in order to unlock it.&lt;br /&gt;
# Use a [[File:Screwdriver.png|frameless]] screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:Air alarm.png|frameless]] Atmos Alarms ==&lt;br /&gt;
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png|frameless]] multitool and [[File:Wirecutters.png|frameless]] wirecutters.&lt;br /&gt;
#* &#039;&#039;&#039;Id Scan&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will unlock the alarm for 30 seconds. &#039;&#039;Cutting&#039;&#039; will not allow people to access the alarm even if they have the correct ID. &#039;&#039;Mending&#039;&#039; will allow normal operation.&lt;br /&gt;
#* &#039;&#039;&#039;Alarm&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; will cause an atmos alert in the area, and most likely alert the AI as well. &#039;&#039;Pulsing&#039;&#039; will reset the alarm status. &#039;&#039;Mending&#039;&#039; allows the alarm to work again.&lt;br /&gt;
#* &#039;&#039;&#039;Panic Syphon&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; or &#039;&#039;Pulsing&#039;&#039; this wire will activate the panic syphon. &#039;&#039;Mending&#039;&#039; does nothing, and it must be turned off from the actual alarm.&lt;br /&gt;
#* &#039;&#039;&#039;AI Control&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; this wire will prevent the AI from using the alarm. &#039;&#039;Pulsing&#039;&#039; it flashes the light on and off quickly. &#039;&#039;Mending&#039;&#039; allows AI control.&lt;br /&gt;
#* &#039;&#039;&#039;Power&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; this wire will deactivate the alarm. &#039;&#039;Pulsing&#039;&#039; it turns it off for 30 seconds. &#039;&#039;Mending&#039;&#039; restored power.&lt;br /&gt;
# Use a [[File:Screwdriver.png|frameless]] screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:Autolathe.gif|frameless]] Autolathes ==&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] 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 sensor&lt;br /&gt;
#* Bullets and other ammunition&lt;br /&gt;
#* Flame Throwers (Without fuel)&lt;br /&gt;
#* Tactical Knife&lt;br /&gt;
#* Mechanical Trap&lt;br /&gt;
&lt;br /&gt;
== [[File:Security camera.gif|frameless]] 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;
&lt;br /&gt;
# With a [[File:Screwdriver.png|frameless]] screwdriver in hand, click on the camera.&lt;br /&gt;
# After opening the panel, use your [[File:Wirecutters.png|frameless]] 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&#039;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&#039;s light, fixing it will allow the AI to use the camera light. Pulsing toggles it.&lt;br /&gt;
&lt;br /&gt;
== [[File:Safe.png|frameless]] Safes ==&lt;br /&gt;
You are here because you need something locked up in that stupid indestructible metal box. Either for something very dangerous, or just because you have a good reason.&lt;br /&gt;
&lt;br /&gt;
=== Idiots Guide to Safe Cracking ===&lt;br /&gt;
&lt;br /&gt;
* 1. Hold stethoscope in one hand, interact with safe using empty hand.&lt;br /&gt;
* 2. Spin the dial to the right until you hear clunks, then keep spinning till you hear &#039;&#039;clicks&#039;&#039; and &#039;&#039;clacks&#039;&#039;.&lt;br /&gt;
* 3. Stop spinning to the right when you hear a &#039;&#039;&amp;quot;Klink&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Tink&amp;quot;&#039;&#039;, or &#039;&#039;&amp;quot;Plink&amp;quot;&#039;&#039;&lt;br /&gt;
* 4. Spin to the left until you hear &#039;&#039;clacks&#039;&#039; again.&lt;br /&gt;
* 5. Stop spinning when you hear a &#039;&#039;&#039;&amp;quot;Spring&amp;quot;, &amp;quot;Sprang&amp;quot;, &amp;quot;Sproing&amp;quot;, &amp;quot;Clunk&amp;quot;,&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Krunk&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
* 6. Open the safe.&lt;br /&gt;
&lt;br /&gt;
=== Turn Back All Who Enter Here! ===&lt;br /&gt;
Okay so you want to know how this infernal metal box works?&lt;br /&gt;
&lt;br /&gt;
Take a seat, cry in the corner and we can pick up once you are done.&lt;br /&gt;
&lt;br /&gt;
I want you to picture inside the safe a pair of metal wheels. These are the &amp;quot;tumblers&amp;quot; - the first one &#039;&#039;clacks&#039;&#039;, the second one &#039;&#039;clicks&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first of these wheels only start to spin when the dial is in the correct position, one click past the tumbler. The second wheel will only begin to turn when the first wheel has gone a full spin past the number on the dial that is one click past the tumbler on the second wheel.&lt;br /&gt;
&lt;br /&gt;
So from this it means we need to spin the dial until the first engages just past its tumbler, then once the first is engaged you will hear &#039;&#039;clacks&#039;&#039; and similar sounds, then spin to a full rotation past the seconds tumbler to engage the second disk. Once the second disk is engaged you will hear &#039;&#039;clicks&#039;&#039; and similar sounds, continue spinning until you hear a &#039;&#039;&amp;quot;Klink&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Tink&amp;quot;&#039;&#039;, or &#039;&#039;&amp;quot;Plink&amp;quot;&#039;&#039; this is the second tumbler.&lt;br /&gt;
&lt;br /&gt;
Now you want to spin in the opposite direction, engage the first disk as before, and spin to its tumbler, on its own this tumbler snapping into place will make a &#039;&#039;&amp;quot;Krunk&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Tonk&amp;quot;&#039;&#039;, or &#039;&#039;&amp;quot;Plunk&amp;quot;&#039;&#039; sound however if the second tumbler is in place already, instead you will hear a very loud &#039;&#039;&#039;&amp;quot;Spring&amp;quot;, &amp;quot;Sprang&amp;quot;, &amp;quot;Sproing&amp;quot;, &amp;quot;Clunk&amp;quot;,&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;Krunk&amp;quot;&#039;&#039;&#039; sound, indicating the safe is open.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejoice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Fire alarm.png|frameless]] Fire alarm ==&lt;br /&gt;
Fire alarms, on getting cut, will not detect fire or activate the fire doors in the case of a fire or a breach.&lt;br /&gt;
&lt;br /&gt;
== [[File:Half gas mask.png|frameless]] Security Gasmask ==&lt;br /&gt;
Using a [[File:Screwdriver.png|frameless]] screwdriver on a Security Gasmask will change the lines it uses. A [[File:Wirecutters.png|frameless]] wirecutter will break the gasmasks&#039;s hailer, causing it to switch to a set of lines permanently. An emag will cause the hailer to spout a long string of curse words.&lt;br /&gt;
&lt;br /&gt;
== [[File:Shortwave.gif|frameless]] Radio &amp;amp; [[File:Signaller.png|frameless]] Signaler ==&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] 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&#039;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;
#* &#039;&#039;&#039;Output wire&#039;&#039;&#039; will disengage the speakers (or signal-receiving on a signaler)&lt;br /&gt;
#* &#039;&#039;&#039;Input wire&#039;&#039;&#039; will permanently disengage the microphone (or signal-sending on a signaler)&lt;br /&gt;
&lt;br /&gt;
Interestingly, tracking beacons and station intercoms also count as radios.&lt;br /&gt;
&lt;br /&gt;
== [[File:Secure briefcase.png|frameless]] Secure Briefcase &amp;amp; [[File:Secure wall safe.png|frameless]] Secure Safe ==&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|frameless]] Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring&lt;br /&gt;
# [[File:Multitool.png|frameless]] Multitool-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;
# [[File:Screwdriver.png|frameless]] Screwdriver the panel shut.&lt;br /&gt;
&lt;br /&gt;
== [[File:Vending machine.gif|frameless]] Vending machines ==&lt;br /&gt;
The only thing worth hacking!&lt;br /&gt;
&lt;br /&gt;
Four wires&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Firing wire&#039;&#039;&#039; when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light. (Fun to watch people scream about being hit by stuff.)&lt;br /&gt;
# &#039;&#039;&#039;Contraband wire&#039;&#039;&#039; does nothing when cut, when pulsed unlocks illegal or rare goods and turns on the green light.&lt;br /&gt;
# &#039;&#039;&#039;Access wire&#039;&#039;&#039; when cut it changes the purple/yellow, allowing for ID restricted machines (med and sec machines) to be used by anyone. yellow means any one can use it and purple means only certain people can use it&lt;br /&gt;
# &#039;&#039;&#039;Shock wire&#039;&#039;&#039; Like the firing wire in effects from hacking, except it shocks instead of shoots. Toggles the orange light&lt;br /&gt;
&lt;br /&gt;
(If you&#039;re an [[Traitor|Antagonist]], try shocking the clothing vendors. Great for doing light injury to people.)&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[index.php?title=Category:Engineering Guides]][[index.php?title=Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sol_Central_Government_Fleet&amp;diff=3155</id>
		<title>Sol Central Government Fleet</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sol_Central_Government_Fleet&amp;diff=3155"/>
		<updated>2025-02-08T13:06:14Z</updated>

		<summary type="html">&lt;p&gt;Ryan: /* 2nd Fleet */  minor typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo fleet.png|200x180px|thumb|SCGF Insignia]]&lt;br /&gt;
The Sol Central Government Fleet is the [[Sol Central Government]]&#039;s primary component of the Defence Forces. It consists of a huge assortment of vessels of varying sizes broken up into a number of smaller &amp;quot;Fleets&amp;quot;, each with their own areas of responsibility. The Fleet is the oldest component of the DF and has long been the backbone of the SCG. The Fleet, being the large, sprawling organisation it is, is made up of thousands and thousands of men and women (and more recently, a number of Sol [[Positronics|IPC]]&#039;s) spread across a variety of duties, tasks, and postings.&lt;br /&gt;
&lt;br /&gt;
The oldest component of the Defence Forces, the Fleet considers itself the pinnacle of human military accomplishment. It is well funded, but seen as complacent and bloated. Until recently, the Fleet have not had a serious enemy to deal with, but is generally respected by the populace due to their work keeping away pirates, putting down insurrections, destroying smugglers, and taking potshots at the occasional [[Vox]]. Major overhauls are currently ongoing to improve efficiency and capabilities, ostensibly to counter encroachment by the [[Gilgamesh Colonial Confederation]].&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
Being a large organisation with military objectives, and the need to support and man thousands of vessels and installations, the Fleet spends vast amounts of money and resources on recruitment and long term retention of its skilled personnel. Fleet enlistment periods are for a minimum of five years, with an option of renewal at the end. Service in the Fleet is restricted to SCG citizens and shackled IPCs, and is barred to those who have served in a foreign military service (notably blocking most adult former ICCG citizens, for whom state service is mandatory) and members of the Positronic Union.&lt;br /&gt;
&lt;br /&gt;
As a uniformed service, the Fleet has two routes of entry: Enlisted and Officer.&lt;br /&gt;
&lt;br /&gt;
=== Enlisted ===&lt;br /&gt;
[[File:Fleet Enlisted.png|thumb|Fleet Enlisted]]&lt;br /&gt;
Enlisted persons have minimal skill requirements, being able to join with only the minimum of secondary education, with no degree or advanced learning requirements. Many Enlisted are straight out of education, wide eyed and eager to learn a valuable set of skills, with most joining at eighteen or nineteen years of age.&lt;br /&gt;
&lt;br /&gt;
Fleet basic training, known colloquially as &amp;quot;boot camp&amp;quot; is ten weeks long, during which recruits are taught the fundamentals of life in the Fleet, ceremony, drill and all the basic requirements for service. This is concluded with basic EVA training, weapons handling, and how to conduct themselves during an emergency.&lt;br /&gt;
&lt;br /&gt;
Following the conclusion of this training, all Crewmen Recruits are promoted to Crewman Apprentice and go onto advanced schools related to their job specific training and qualification, where they are trained to &amp;quot;earn their rate,&amp;quot; referring to an Enlisted Person&#039;s Rating, that being their job specialisation E.G. Damage Control Technician, Engineer, Corpsman or Master at Arms.&lt;br /&gt;
&lt;br /&gt;
The length of time in advanced training varies from Rating to Rating, but is generally at least fourteen weeks in length for various &amp;quot;average&amp;quot; occupations such as maintenance, sanitation, and damage control and upward of fifty two weeks for advanced occupations, such as Corpsman.&lt;br /&gt;
&lt;br /&gt;
Outside of advanced professions and qualifications, most training is done &amp;quot;on the job&amp;quot; for lower ranking ratings, with experience being gained on assignment with tutoring by more experienced ratings.&lt;br /&gt;
&lt;br /&gt;
A key difference to other branches: only Petty Officers Third Class and above are considered to have &amp;quot;earned their rating.&amp;quot; Crewmen and below are learners, getting field experience or new to their job speciality and are not yet fully qualified for the rating they strive to achieve. This importance on rating means that the Fleet has far higher numbers of NCO&#039;s compared to the Army or Expeditionary Corps, though less importance is placed on leadership at the E-4 PO3 level, it instead being a sign of baseline competency and experience. That being said, they are still responsible for the training and education of new Crewmen.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
!Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Fe1.png|center|frameless]]&lt;br /&gt;
|Crewman Recruit&lt;br /&gt;
|Fresh Recruit.&lt;br /&gt;
|18&lt;br /&gt;
|As a Crewman Recruit you&#039;ve been sent to one of many enlisted training facilities where you&#039;re being run through the Fleet&#039;s own boot camp. You&#039;re being taught the basics and prepared for tougher things to come. You don&#039;t know a lot yet, but you&#039;re learning.&lt;br /&gt;
|-&lt;br /&gt;
!E2&lt;br /&gt;
|[[File:Fe2.png|center|frameless]]&lt;br /&gt;
|Crewman Apprentice&lt;br /&gt;
|Basic Crewman.&lt;br /&gt;
|18-19&lt;br /&gt;
|As a Crewman Apprentice, you know the basics and you may be being sent out for practical experience in a proper environment; you&#039;ve yet to earn your rating but you&#039;re working hard. You know the basics of your specialisation as well as the Fleet in general, but you&#039;re green as grass.&lt;br /&gt;
|-&lt;br /&gt;
!E3&lt;br /&gt;
|[[File:Fe3.png|center|frameless]]&lt;br /&gt;
|Crewman&lt;br /&gt;
|Unrated learner.&lt;br /&gt;
|19-20&lt;br /&gt;
|As a Crewman you&#039;ve passed a couple of exams related to your chosen specialisation and gotten some experience in. You&#039;re almost there — you can see that all important Petty Officer shoulder board — but you have some additional learning, training, and experience to get before you&#039;re finally considered a fully fledged rating.&lt;br /&gt;
|-&lt;br /&gt;
!E4&lt;br /&gt;
|[[File:Fe4.png|center|frameless]]&lt;br /&gt;
|Petty Officer Third Class&lt;br /&gt;
|Standard rating. Junior NCO.&lt;br /&gt;
|20-23&lt;br /&gt;
|As a Petty Officer Third Class, you&#039;ve finally earned your rating and are fully qualified, competent, and skilled in the job specialisation you originally chose; it&#039;s taken you a long time to get here but here you are. You&#039;re finally expected to be able to act independently and teach junior crewmen.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Fe5.png|center|frameless]]&lt;br /&gt;
|Petty Officer Second Class&lt;br /&gt;
|Skilled rating. Junior NCO.&lt;br /&gt;
|23-26&lt;br /&gt;
|As a Petty Officer Second Class, you&#039;ve gotten a couple more years experience under your belt and you&#039;ve been sent off for additional training, both in leadership and your area of expertise. You may find you&#039;re in more advanced positions within your area of work and are expected to handle a variety of tasks that you were not before, but you welcome the challenge!&lt;br /&gt;
|-&lt;br /&gt;
!E6&lt;br /&gt;
|[[File:Fe6.png|center|frameless]]&lt;br /&gt;
|Petty Officer First Class&lt;br /&gt;
|Experienced rating. Junior NCO.&lt;br /&gt;
|26-30&lt;br /&gt;
|As a Petty Officer First Class, you are the pinnacle of JNCO&#039;s. You are experienced, skilled, independent, a leader, and someone who is highly qualified in their area of work. You may be responsible for a small team or assigned to highly skilled posting that requires an experienced enlisted person. You are a professional soldier at this point, heavily invested in time and learning.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Fe7.png|center|frameless]]&lt;br /&gt;
|Chief Petty Officer&lt;br /&gt;
|Senior NCO, leader and educator.&lt;br /&gt;
|30-36&lt;br /&gt;
|As a Chief Petty Officer, you&#039;ve successfully gone before a board of Master Chiefs and sat a number of competitive examinations and training courses in order to be rated as a &amp;quot;Chief.&amp;quot; This is the first, baseline Senior Non-Commissioned Officer and you are highly experienced at this point, with a minimum of a decade of long service to the Fleet. You are an expert in your area and are responsible for the oversight, education, and discipline of a large team, or are assigned to a high risk/high skill posting. Chief Petty Officers are the backbone of the Fleet and are widely respected for their experience, dedication, and skill. On small stations and vessels, you may be the Senior Enlisted Advisor.&lt;br /&gt;
|-&lt;br /&gt;
!E8&lt;br /&gt;
|[[File:Fe8.png|center|frameless]]&lt;br /&gt;
|Senior Chief Petty Officer&lt;br /&gt;
|Senior NCO, leader, advisor, trainer.&lt;br /&gt;
|35-40&lt;br /&gt;
|As a Senior Chief Petty Officer you are one of the most senior NCO&#039;s the Fleet has, responsible for all the duties of a Chief Petty Officer as well as the education, instruction, and training of junior officers. A force to be reckoned with, you are a master of your job specialisation and may be involved in the coordination of multiple teams or the advisement of Senior Officers on vessel matters and enlisted concerns. On mid-sized vessels and stations, you may be the Senior Enlisted Advisor.&lt;br /&gt;
|-&lt;br /&gt;
!E9&lt;br /&gt;
|[[File:Fe9.png|center|frameless]]&lt;br /&gt;
|Master Chief Petty Officer&lt;br /&gt;
|Senior NCO, advisor and leader.&lt;br /&gt;
|38-50&lt;br /&gt;
|As a Master Chief Petty Officer (Or one of various equivalent rank titles) you are the pinnacle of Enlisted personnel. You may be responsible for assisting a Flag Officer, functioning as a Senior Enlisted Advisor, teaching at the Fleet&#039;s Officer Academy, or performing a myriad of high-level tasks and duties for senior officers. You are a long term member of the Fleet with a wealth of experience, expertise and knowledge which you regularly impart to both your senior officers, the junior officers you are meant to train, and the Chief Petty Officers you advise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Officer ===&lt;br /&gt;
[[File:Fleet Officer.png|thumb|Fleet Officer]]&lt;br /&gt;
Officers of the Fleet go through a very different process to their enlisted counterparts. Officer positions in the Fleet require a candidate to possess a university degree at the bachelor level. Most Officer candidates sign up for a period of seven years service with the Fleet, with options to renew afterwards.&lt;br /&gt;
&lt;br /&gt;
Prospective Officers, upon passing an interview and entry examinations, are sent to the Sol Fleet Base (SFB) Walter Raleigh (located in Alberta, Canada) for a thirty-week Officer Candidate School. Here they undergo training in leadership, drill, Fleet and naval history, life on a vessel, weapons training, navigation, and basic vessel handling. They are further schooled in Fleet leadership in space, naval tactics and strategy. After this, they spend the final three weeks on board a proper Fleet vessel putting their skills to use and demonstrating their knowledge in a live environment. At the end of this, successful candidates pass out of OCS and go onto advanced, specialised training which can last anywhere from fourteen to thirty weeks.&lt;br /&gt;
&lt;br /&gt;
Those officers who go on to command vessels additionally attend Fleet Warfare School, where they are taught vessel command practices, vessel leadership, coordination and are put through their paces to be rigorously qualified for the decision making necessary to run a vessel. Officers who pass warfare school go on to further learn and refine their skills as command crew on other vessels in a non-departmental capacity. Only those graduates of warfare school can hope to attain a position as an executive or commanding officer aboard a vessel.&lt;br /&gt;
&lt;br /&gt;
The process is different for Medical Corps Officers, Chaplains and legal experts who have a separate process, not attending Officer Candidate School. Instead, they are provided with their commission and rank on the merit of their professional skills in medicine, mental health, or religious areas. These officers then attend Officer Introductory School, where they are taught Fleet history, basic command, leadership, minor drill and military etiquette for life in the Fleet. Officer Introductory School lasts approximately twelve weeks, after which they go onto their initial postings, receiving further on the job training and experience. Unlike OCS commissioned officers these are not eligible for warfare school or the command of a vessel, and are instead locked into their relevant professional career path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
!Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!O1&lt;br /&gt;
|[[File:Fo1.png|center|frameless]]&lt;br /&gt;
|Ensign&lt;br /&gt;
|Junior Officer.&lt;br /&gt;
|22+&lt;br /&gt;
|As an Ensign, you have a degree in any number of fields of study, though it is likely relevant to your area of specialisation. You are freshly out of Officer Candidate School and will generally be at this rank for another year while you learn the ropes of life in the Fleet and your job.&lt;br /&gt;
|-&lt;br /&gt;
!O2&lt;br /&gt;
|[[File:Fo2.png|center|frameless]]&lt;br /&gt;
|Sub-Lieutenant&lt;br /&gt;
|Leader of a team on a small vessel or assigned to various duties. Junior Officer.&lt;br /&gt;
|23-25&lt;br /&gt;
|As a Sub-Lieutenant, you are still a junior officer, but you&#039;re now trusted with small independent tasks or duties; you are generally competent enough to handle most things on your own, but you still don&#039;t have a lot of experience.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Fo3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|Leader of a team or responsible for a small shuttle craft. Junior Officer.&lt;br /&gt;
|25-30&lt;br /&gt;
|As a Lieutenant, you&#039;re now trusted to be fully independent. With a few years of experience under your belt and the competency to match, you may be in charge of a section of a vessel, responsible for a number of servicemen and women, and expected to carry out your duties autonomously. You may also be in command of a very small vessel, with a crew no bigger than twenty.&lt;br /&gt;
|-&lt;br /&gt;
!O4&lt;br /&gt;
|[[File:Fo4.png|center|frameless]]&lt;br /&gt;
|Lieutenant Commander&lt;br /&gt;
|Responsible for a large team, small vessel or station, or the Executive Officer on a number of vessels. Junior Officer.&lt;br /&gt;
|30-36&lt;br /&gt;
|As a Lieutenant Commander, you are a senior department officer on a large vessel or the executive officer on a number of slightly smaller vessels. A Lieutenant Commander may serve as the Commanding Officer of a Corvette-size vessel in the Fleet and on larger vessels is usually in charge of a large department, critical station or serves as part of the senior bridge staff in the position of Navigation Officer. An experienced Officer, Lieutenant Commanders are fully capable and are expected to function with a high degree of skill and effectiveness in any position they occupy.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Fo5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Executive Officer on numerous vessels, Commanding Officer on mid-size ships or responsible for a space station/gateway outpost. Senior Officer.&lt;br /&gt;
|36-44&lt;br /&gt;
|As a Commander, you may be responsible for a wide variety of posts, serving as the Commanding Officer of a Frigate or Destroyer, or serving as the Executive Officer to a Captain on a larger vessel, Commanders are highly experienced Fleet officers with years of service to back up their authority. Fleet Commanders are trusted with many postings and are meant to be highly capable. You should possess unparalleled organisational skills and be an expert administrator, if nothing else.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
|[[File:Fo6.png|center|frameless]]&lt;br /&gt;
|Captain&lt;br /&gt;
|Vessel Commanding Officer, Base Commanding Officer. Senior Officer&lt;br /&gt;
|44-60&lt;br /&gt;
|As a Captain, you have been given a wide degree of autonomy; you are responsible for either a base or a large vessel — generally a cruiser, battlecruiser, or carrier. You may also serve as the Flag Captain for an Admiral&#039;s Flagship. If in control of a base, you are generally responsible for a high-level Fleet project, a large garrison, a training facility, or an engineering facility.&lt;br /&gt;
|-&lt;br /&gt;
!O7&lt;br /&gt;
|[[File:Fo7.png|center|frameless]]&lt;br /&gt;
|Commodore&lt;br /&gt;
|Leader of a Fleet Assault, Special or Support Group.&lt;br /&gt;
|48+&lt;br /&gt;
|As a Commodore, you are in charge of multiple vessels and are responsible for one of the &amp;quot;junior&amp;quot; groups within a Fleet, consisting of either support or aggressive vessels. Commodores are required to have a sound knowledge of both tactics and large battle strategy in order to coordinate some of the more vital or rapid components of any Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Fo8.png|center|frameless]]&lt;br /&gt;
|Rear Admiral&lt;br /&gt;
|Leader of a Carrier Group or Battle group. Flag Officer.&lt;br /&gt;
|55+&lt;br /&gt;
|As a Rear Admiral, you are responsible for one of the largest, most powerful components of any Fleet — a Battlegroup or a Carrier Group. The amount of force projection a Rear Admiral is capable of bringing to bear is a sight to behold. Rear Admirals are old, experienced career Fleet officers who know their business.&lt;br /&gt;
|-&lt;br /&gt;
!O9&lt;br /&gt;
|[[File:Fo9.png|center|frameless]]&lt;br /&gt;
|Vice Admiral&lt;br /&gt;
|Leader of a Fleet Flag Group. Flag Officer&lt;br /&gt;
|60+&lt;br /&gt;
|Vice Admirals are responsible for an entire Fleet, which they command from their personal Flag Group. There are four Vice Admirals in the entire Fleet and they are given great autonomy in the operation, execution, and organisation of the Fleets under their command. They are assisted by a Commodore, who serves as their Flag Captain.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Fo10.png|center|frameless]]&lt;br /&gt;
|Admiral of the Fleet&lt;br /&gt;
|Leader of the entire Fleet. Flag Officer.&lt;br /&gt;
|65+&lt;br /&gt;
|The Admiral of the Fleet (in its entirety) and the Flag Officer of the First Fleet, which they personally command with a Rear Admiral serving as their personal Flag Captain. The Admiral of the Fleet is responsible for setting Fleet and general DF policy, advising the secretary general on matters of defence and war, and the handling and administration of the Fleet at large.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* 2230: The Sol Central Government Fleet is established — along with the rest of the Sol Central Government — from the reorganisation of the Naval forces of the former Terran Commonwealth.&lt;br /&gt;
* 2255: The Fleet undergoes a number of widespread overhauls and reorganises into the four Fleet separation common until after the Gaia Campaign.&lt;br /&gt;
* 2270: The Fleet replaces a number of its older vessels, including the ill-suited Mako-class Corvettes and Terra-class Supercarriers.&lt;br /&gt;
* 2292: The [[Gaia Conflict]] begins and the Fleet is called into action for the first time in its history against a major foreign power. The First Fleet is decimated over Gaia in a failed relief effort; the Fourth Fleet is almost completely destroyed in its infamous last stand at the Helios Gateway installation; the Second Fleet spend three long years holding the line.&lt;br /&gt;
* 2293: Tales of the SFV Sugihara Chiune, an Orca-class carrier of the Fourth thought to have been destroyed the year before, make their way back to Sol. Rumours of their constant harassment of the Terran supply lines motivate Fleeties everywhere.&lt;br /&gt;
* 2294: The border of Sol space defended by the Third Fleet falls into lawlessness as the Third rushes to Gaia; insurrections abound, sparking a sharp decline in Sol authority and general safety along the border.&lt;br /&gt;
* 2295: The Third Fleet finally regroups fully in [[Tau Ceti]] and prepares for a mass push toward Gaia, the symbolic heart of the conflict and the logistical and strategic staging area of the Terran Navy.&lt;br /&gt;
* 2296: The Third take Gaia after a costly and near pyrrhic victory. The entire Fleet, exhausted, slowly begins to spread out and reclaim lost territory from the [[Gilgamesh Colonial Navy|ICCG Navy]].&lt;br /&gt;
* 2297: The Gaia Conflict ends in a stalemate with neither side being in a position to continue, following heavy losses. The Fleet, finding itself devastated, worn down, and lacking in a number of areas, withdraws to its normal dispersion before finding itself under rapid modernisation, including the establishment of the Fifth Fleet.&lt;br /&gt;
&lt;br /&gt;
== Current Organization ==&lt;br /&gt;
The SCG Fleet consists of a wide variety of ships, from small shuttlecraft to huge battlecruisers. See [[Vessels of the SCG Fleet]] for descriptions of ship classes.&lt;br /&gt;
&lt;br /&gt;
=== 1st Fleet (Reserve) ===&lt;br /&gt;
[[File:Logo 1stfleet.png|120x140px|thumb|First Fleet Insignia]]&lt;br /&gt;
A mainly ceremonial force after the creation of the Home Guard and Second Fleet, the First Fleet is permanently garrisoned in Sol and headquartered on Mars, and is where all new Fleet vessels are assigned until they are sent to another unit. The First Fleet occasionally sends individual vessels or groups of vessels for Public Relations missions, ceremonies, or to escort dignitaries between Sol and other systems. The First Fleet has seen little action in the entirety of its lifetime, with the exception of a number of highly publicized diplomatic escort incidents. Its main, notable exception to this was its use as a reserve force to relieve the overwhelmed Fourth Fleet at the beginning of the Gaia Conflict, during which it failed utterly to stabilize the situation and ultimately routed, leaving Gaia in the hands of the Terrans for four long years. The action, known as The Second Fall of Gaia, saw roughly half of the First Fleet, including then-Admiral of the Fleet Thomas Beckham, utterly destroyed in a pincer attack sprung by the Terran Navy while the rest fled for home via Helios and Tau Ceti, leaving the pursuing Terrans to fight it out with the Second and the remnants of the Fourth. The retreat left the reputation of the First tarnished with them gaining the nickname of &amp;quot;The Fleeing First.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!1st Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 1st Flag Group&lt;br /&gt;
** SFV Amazon (Admiral of the Fleet Christopher Hernandez)&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Ceremonial Group Terra&lt;br /&gt;
** SFV Terra (Historic Vessel)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 8x Cobra-class Patrol Craft&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Anne Boleyn (Aldrin-class)&lt;br /&gt;
** 1x Midway-class Battlecruiser&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Spartacus (Midway-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 1x Yari-class Destroyer&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Aryabhata (Charles De Gaulle-class)&lt;br /&gt;
** 3x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 4x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Lazarus (Nefertari-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 2x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 1st Naval Armsman Division (Elements)&lt;br /&gt;
** 20x Fleet Strike Squadrons&lt;br /&gt;
** 5x Fleet Recon Squadrons&lt;br /&gt;
** 5x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2nd Fleet ===&lt;br /&gt;
[[File:Logo 2ndfleet.png|120x140px|thumb|Second Fleet Insignia]]&lt;br /&gt;
The largest of the SGDF&#039;s fleets, and headquartered in [[Ceti Epsilon|Tau Ceti]], the Second Fleet is responsible for the direct security of the SCG&#039;s interior territories, especially the systems closest to Sol. In order to cover so much space, the Second Fleet includes four carrier strike groups and a large armsman complement. Its duties as the Fleet responsible for the defence and security of the interior territories, mean it is often used in police actions as opposed to purely military ones. Primarily based around planets of import or gateway installations, the Second Fleet generally handles some of the more well equipped pirates, terrorists, smugglers, and hostile criminal elements in the space between planets.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Second Fleet formed the bulwark of Sol, protecting and holding much Sol territory from the advances of the Terran Navy. For three years, the Second Fleet enforced a slow and gradual staggered retreat from the Terran occupied border, ensuring each win by the Terran Navy was costly. This action brought Sol time to rally, reorganize, and ultimately retake Gaia. The Second Fleet&#039;s resilience earned them the reputation as the shield of Sol. Its reputation has become a point of pride and many new recruits hope to live up to the reputation of &amp;quot;The Stony Second.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!2nd Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 2nd Flag Group (Vice Admiral Yamato Akito)&lt;br /&gt;
** SFV Resolution&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV New Benin (Aldrin-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 3x Somme-class Frigates&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV James Gideon (Scorpio-class)&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 3x Somme-class Frigates&lt;br /&gt;
* Carrier Group Charlie&lt;br /&gt;
** SFV StephenHawking (Nefertari-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 6x Somme-class Frigates&lt;br /&gt;
* Carrier Group Delta&lt;br /&gt;
** SFV James Monroe (Aldrin-class)&lt;br /&gt;
** 3x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 7x Somme-class Frigates&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Plato (Midway-class)&lt;br /&gt;
** 3x Midway-class Battlecruisers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 10x Antietam-class Destroyers&lt;br /&gt;
** 14x Somme-class Frigates&lt;br /&gt;
** 20x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Voltaire (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 10x Antietam-class Destroyers&lt;br /&gt;
** 4x Yari-class Destroyers&lt;br /&gt;
** 14x Somme-class Frigates&lt;br /&gt;
** 20x Lexington-class Corvettes&lt;br /&gt;
** 10x Cobra-class Patrol Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Napoleon Bonaparte (Waterloo-class)&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 10x Dromedary-class Support Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Kirov (Orca-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 3x Antietam-class Destroyers&lt;br /&gt;
** 15x Somme-class Frigates&lt;br /&gt;
** 10x Dromedary-class Support Craft&lt;br /&gt;
** 4x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 2nd Naval Armsman Division (Elements)&lt;br /&gt;
** 60x Fleet Strike Squadrons&lt;br /&gt;
** 15x Fleet Recon Squadrons&lt;br /&gt;
** 15x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3rd Fleet ===&lt;br /&gt;
[[File:Logo 3rdfleet.png|120x140px|thumb|Third Fleet Insignia]]&lt;br /&gt;
Headquartered in [[Theia]] at SFB Halvarstrand and assigned to border security along with Fourth Fleet, the Third Fleet is considered one of the most experienced Fleets. Its operation on the more loosely controlled, less unified side of Sol space often forces it to deal with a myriad of rebels, pirates, smugglers, and the cleaning up the aftermath of the occasional Vox raid. Battle-hardened, most Third Fleet ships and crews are not without their scars. Long responsible for the vast, underpopulated, and unfriendly parts of the Sol border, the Third Fleet has had little interaction with the of alien races that the Fourth Fleet encounters, instead mainly dealing with the aftermath of Vox scavenger runs and rampant piracy that has become a staple of frontier life on this section of the Sol border. As a consequence of the struggles and destruction that routinely impact smaller colonies, the Third Fleet has a wealth of experience establishing, fortifying, and providing aid to fledgling colonies. Third Fleet hospital ships are well known for their medical experience and a number of ground construction battalions are present with the Third Fleet, focused on the maintenance, construction, and provision of vital ground works needed for these colonies to survive.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Third Fleet, far from the fighting and spread out over a great distance, was in no position to render any immediate aid. Though they reorganised, it would be a full three years before the Third Fleet in all its might was in a position to act as the spear of Sol. When they hit, however, they hit hard, forcing their way through the Terran lines and retaking great swathes of territory, though not without cost; a great many of the Third gave their lives for Sol in the effort to retake Gaia, though their sacrifice was not in vain. Eventually, with the Third Fleet in orbit around Gaia, the planet fell back into Sol control and the war concluded in a stalemate shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
However, this action cost the Third dearly; as much of their part of the border was left under-defended and under-patrolled for the duration of the conflict, many border worlds, colonies, and stations fell into rampant piracy and hostile hands, leaving the Third with a long cleanup and peacekeeping mission that persists even to this day. However, Sol remembers the Third as the sword to the Second&#039;s shield, and the Third enjoys a great reputation among the wider populace for the sacrifice and bravery of &amp;quot;The Fighting Third.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!3rd Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 3rd Flag Group&lt;br /&gt;
** SFV Warspite (Resolution-class) (Vice Admiral Rebecca Mountbatten)&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Damascus (Aldrin-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV Rasputin (Scorpio-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Mannerheim (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 8x Antietam-class Destroyers&lt;br /&gt;
** 2x Yari-class Destroyers&lt;br /&gt;
** 12x Somme-class Frigates&lt;br /&gt;
** 6x Nuum-class Missile Frigates&lt;br /&gt;
** 16x Lexington-class Corvettes&lt;br /&gt;
** 20x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Peter Romanov (Midway-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 6x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 3x Yari-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 6x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 20x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Pella (Charles De Gaulle-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Assault Group Bravo&lt;br /&gt;
** SFV Rattling (Charles De Gaulle-class)&lt;br /&gt;
** 1x Charles De Gaulle-class Battlecruiser&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 12x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Special Group Alpha&lt;br /&gt;
** SFV Tomoe Gozen (Scorpio-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 2x Cartwheel-class Assault Corvettes&lt;br /&gt;
** 12x Rockfish-class Stealth Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Winston Churchill (Scorpio-class)&lt;br /&gt;
** 3x Orca-class Escort Carriers&lt;br /&gt;
** 1x Antietam-class Destroyer&lt;br /&gt;
** 11x Somme-class Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Typhoon (Waterloo-class)&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 3x Antietam-class Destroyers&lt;br /&gt;
** 9x Somme-class Frigates&lt;br /&gt;
** 12x Dromedary-class Support Craft&lt;br /&gt;
** 2x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 3rd Naval Armsman Division (Elements)&lt;br /&gt;
** 50x Fleet Strike Squadrons&lt;br /&gt;
** 7x Fleet Recon Squadrons&lt;br /&gt;
** 7x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 4th Fleet ===&lt;br /&gt;
[[File:Logo 4thfleet.png|120x140px|thumb|Fourth Fleet Insignia]]&lt;br /&gt;
Headquartered in Helios and specifically assigned to secure the border of Skrell and Terran space, the Fourth Fleet has historically been considered the place where slackers are sent to languish, as officially they are only protecting the [[Skrell]] and Terran border (a location that, prior to the Gaia Conflict, was not expected to be a major source of hostilities). Not anticipating a war between the two powers, the Fourth Fleet was caught unawares and decimated by the superior Terran Navy in the early stages of the war. Having been found wanting and not fit for its duties, the Fourth Fleet has been undergoing rapid modernisation and improvement.&lt;br /&gt;
&lt;br /&gt;
During the Gaia Conflict, the Fourth Fleet took the brunt of the initial fighting following a surprise attack by the Terran Navy. This led to their decimation as they were unprepared to fight a foe with a technologically and numerically superior fleet to their own. Suffering massive losses as they tried to rally in the face of an ongoing invasion, the Fourth lost control of Gaia early on before fighting a brutal, swift, and humiliating retreat to the Helios system where the core of what remained of the Fourth Fleet — lead by Rear Admiral Diwalli — fought a last stand against the Terran Navy before ultimately blowing up the system&#039;s Gateway, cutting themselves — and more importantly the Terrans — off from Sol and many other frontier systems. This action is still controversial even today; while it guaranteed the safety of the core systems from immediate Terran aggression, it also doomed much of the Frontier to languish under harsh Terran control for the next four years.&lt;br /&gt;
&lt;br /&gt;
The remainder of the Fourth Fleet, scattered, broken, and mostly without a way home, surrendered, their vessels held in Terran drydocks until the end of the war, when they were returned to Sol as part of the peace treaty. A few vessels did limp back to Sol via Tau Ceti, where they were absorbed into the Second and fewer still — mainly Orca Class vessels — continued to operate behind enemy lines, striking weak points and under-defended areas in the Terran occupation zone. The current Admiral of the Fourth Fleet, Lee Kyung, was one such Orca Captain during the Conflict who gained a reputation for the feats of his wolfpack in crippling raids against the Terran supply lines.&lt;br /&gt;
&lt;br /&gt;
Their conduct in the Gaia campaign has begun reversing their less than stellar reputation. In order to make it ready for the defence of a now more-contested section of space in the wake of the Gaia conflict, many incompetent or ineffective officers have been shown the door, with those that remain being either brand new or exceptionally battle-hardened, having faced the horrors of war head on. The new Fourth Fleet may have to prove its mettle before long.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!4th Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 4th Flag Group&lt;br /&gt;
** SFV Renown (Resolution-class) (Vice Admiral Lee Kyung)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Kalakaua (Nefertari-class)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 2x Somme-class Frigates&lt;br /&gt;
* Carrier Group Bravo&lt;br /&gt;
** SFV Caesar Agustus (Nefertari-class)&lt;br /&gt;
** 1x Waterloo-class Cruiser&lt;br /&gt;
** 1x Nefertari-class Carrier&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 1x Somme-class Frigate&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Bismarck (Scorpio-class)&lt;br /&gt;
** 2x Midway-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Blackbeard (Midway-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Chiang Kai-shek (Orca-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 2x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 8x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 4th Naval Armsman Division (Elements)&lt;br /&gt;
** 38x Fleet Strike Squadrons&lt;br /&gt;
** 3x Fleet Recon Squadrons&lt;br /&gt;
** 3x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 5th Fleet ===&lt;br /&gt;
[[File:Logo 5thfleet.png|120x140px|thumb|Fifth Fleet Insignia]]&lt;br /&gt;
A recent creation headquartered in Sirius, still being organized and modified, the Fifth Fleet was created in 2297 by the Assemblies in order to act as a Quick Reaction Force. While it is still small, the Fifth Fleet is being staffed with some of the brightest minds of the Defence Forces and equipped with the latest technology. The Fifth Fleet finds itself regularly handling insurrections and incidents past the edge of Sol space when required, though most of the Fleet has seen little action outside of simulations, of which the Fifth Fleet has been trained extensively, using the latest virtual reality technology. As the newest Fleet, they have little going for them — no heritage and little to be proud of — though they enjoy the perks of being issued the latest equipment. They tend to be looked down upon by those in the Second and Third, and even many Fourth Fleet veterans. While the bulk of its junior officers and enlisted are new, the core of this new Fleet was taken from some of the best of the Second and Third, and was developed and built with the lessons and tactics learned by the wolfpack fleets of the Fourth during the Gaia Conflict. It has no clear mission, but it stands ready and firm to respond to any calls to arms that may come.&lt;br /&gt;
&lt;br /&gt;
Recently, the Fifth Fleet has had trouble with [[Timeline of Canon Events|radicalism and defection]]. In 2310, the SFV Nathan Hale of the Fifth Fleet&#039;s Special Group Alpha went rogue, firing on the [[SEV Torch]] before disappearing along with several other Special Group Alpha vessels. Several months later, these ships reappeared under the banner of the [[Frontier Alliance]]. While these defectors made up a tiny portion of the Fifth Fleet overall, the incident has cast suspicion on the Fifth from both other fleets and from Sol at large, much to the chagrin of loyal Fifth Fleet service-people.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!5th Fleet Composition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* 5th Flag Group&lt;br /&gt;
** SFV Victorious (Amazon-class) (Vice Admiral Kiri Turei)&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 6x Somme-class Frigates&lt;br /&gt;
** 4x Nuum-class Missile Frigates&lt;br /&gt;
* Carrier Group Alpha&lt;br /&gt;
** SFV Crusader (Scorpio-class)&lt;br /&gt;
** 2x Nefertari-class Carriers&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 4x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
* Battle Group Alpha&lt;br /&gt;
** SFV Cunning (Midway-class)&lt;br /&gt;
** 1x Midway-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 7x Antietam-class Destroyers&lt;br /&gt;
** 3x Yari-class Destroyers&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 8x Cobra-class Patrol Craft&lt;br /&gt;
* Battle Group Bravo&lt;br /&gt;
** SFV Old Riga (Resolution-class)&lt;br /&gt;
** 1x Midway-class Battlecruisers&lt;br /&gt;
** 4x Waterloo-class Cruisers&lt;br /&gt;
** 6x Antietam-class Destroyers&lt;br /&gt;
** 1x Yari-class Destroyer&lt;br /&gt;
** 12x Somme-class Frigates&lt;br /&gt;
** 2x Nuum-class Missile Frigates&lt;br /&gt;
** 14x Lexington-class Corvettes&lt;br /&gt;
** 5x Cobra-class Patrol Craft&lt;br /&gt;
* Assault Group Alpha&lt;br /&gt;
** SFV Nanjing (Charles De Gaulle-class)&lt;br /&gt;
** 2x Charles De Gaulle-class Battlecruisers&lt;br /&gt;
** 3x Waterloo-class Cruisers&lt;br /&gt;
** 2x Orca-class Escort Carriers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 7x Somme-class Frigates&lt;br /&gt;
** 8x Cartwheel-class Assault Corvettes&lt;br /&gt;
* Special Group Alpha&lt;br /&gt;
** SFV Nathan Hale (Scorpio-class)&lt;br /&gt;
** 2x Waterloo-class Cruisers&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 8x Somme-class Frigates&lt;br /&gt;
** x Rockfish-class Stealth Craft&lt;br /&gt;
* Support Group Alpha&lt;br /&gt;
** SFV Tigris (Waterloo-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 4x Antietam-class Destroyers&lt;br /&gt;
** 5x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
** 6x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Support Group Bravo&lt;br /&gt;
** SFV Euphrates (Waterloo-class)&lt;br /&gt;
** 1x Orca-class Escort Carrier&lt;br /&gt;
** 10x Somme-class Frigates&lt;br /&gt;
** 1x Nuum-class Missile Frigate&lt;br /&gt;
** 11x Dromedary-class Support Craft&lt;br /&gt;
** 1x Lubna-class Medical Craft&lt;br /&gt;
* Complement&lt;br /&gt;
** 5th Naval Armsman Division (Elements)&lt;br /&gt;
** 28x Fleet Strike Squadrons&lt;br /&gt;
** 2x Fleet Recon Squadrons&lt;br /&gt;
** 2x Fleet Support Squadrons&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Chemistry&amp;diff=3128</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Chemistry&amp;diff=3128"/>
		<updated>2025-01-16T12:58:12Z</updated>

		<summary type="html">&lt;p&gt;Ryan: Put Powdered right under Pill, for some consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With access to a chemistry lab, you have the ability to make medicines, foam, toxins, explosions, smoke, and anything else, the likes of which are only inhibited by your imagination (and the game engine). Take caution in the lab, however, as uncontrolled reactions and not knowing what you&#039;re making can be very quickly hazardous to your health. Experiment at your own risk!&lt;br /&gt;
&lt;br /&gt;
This guide will primarily be useful for [[Pharmacist|Pharmacists]], but is required reading for any [[Physician]] or [[Medical Technician]] as well, and may come in handy to any player – especially [[Traitor|Traitors]].&lt;br /&gt;
&lt;br /&gt;
== Chemical Forms ==&lt;br /&gt;
Chemicals can appear in various forms in-game: Liquid, pill, smoke, foam, or powdered.&lt;br /&gt;
&lt;br /&gt;
=== Liquid ===&lt;br /&gt;
Liquid is the main state of chemicals that any Pharmacist will be working with. This is the form of chemicals, reagents, drinks, etc., in beakers, bottles, cups, or other liquid containers.&lt;br /&gt;
&lt;br /&gt;
Chemicals can be dispensed from a Chemistry Dispenser in liquid form, or converted from pill form to liquid form using a Reagent Grinder or by dropping a pill into a container with a liquid in it.&lt;br /&gt;
&lt;br /&gt;
Chemicals and medicines in liquid form can be consumed or administered in the following ways:&lt;br /&gt;
&lt;br /&gt;
* By drinking directly from the container. This transfers the reagents to the mob&#039;s stomach instead of their blood.&lt;br /&gt;
* By splashing the container on a mob using HARM intent.&lt;br /&gt;
* By injecting the chemical into a mob with a syringe.&lt;br /&gt;
* By using an eye-dropper with the reagent on a mob&#039;s eyes.&lt;br /&gt;
* By using an eye-dropper with the reagent on an open incision during surgery. This allows transferring the reagent directly to an organ.&lt;br /&gt;
* By using an auto-injector, which can be pre-filled with any chemical and allows for faster injection than a syringe.&lt;br /&gt;
&lt;br /&gt;
=== Pill ===&lt;br /&gt;
Pills are pre-measured chemicals in a solid form, which can be swallowed by any mob with a mouth or force-fed by another mob. Pills are commonly found in the game world in pill bottles and emergency treatment kits.&lt;br /&gt;
&lt;br /&gt;
Pills can be created using the ChemMaster 3000 by inserting a beaker with the desired chemicals, transferring them to the buffer, and selecting one of the ‘create pill’ options.&lt;br /&gt;
&lt;br /&gt;
Pills can be consumed or administered by clicking on yourself or another mob with the pill in your active hand. Note that the target must have a mouth and cannot be wearing a mask or helmet that covers the mouth. Unlike injections, pills deposit chemicals into the mob&#039;s stomach instead of the bloodstream.&lt;br /&gt;
&lt;br /&gt;
=== Powdered ===&lt;br /&gt;
Powdered chemicals are a solid form of chemical that can be snorted.&lt;br /&gt;
&lt;br /&gt;
Powdered chemicals can be made using an ID card or a sharp object or tool on a pill, such as a knife.&lt;br /&gt;
&lt;br /&gt;
Powdered chemicals can be inhaled by clicking on them using a straw or physical money. This transfers the chemical directly to your bloodstream. Pills can also be put into food, beakers, or other containers.&lt;br /&gt;
&lt;br /&gt;
=== Smoke ===&lt;br /&gt;
Smoke results from a chemical reaction and carries any other chemicals present in the container during the reaction. Any mobs within this smoke that are not breathing through internals or do not have a gas mask inhale these chemicals and are transferred to the mob&#039;s bloodstream. Additionally, any mobs or objects caught within the smoke are subject to any effects the chemical may have when touched or under physical contact, i.e., acid. This is commonly used for custom chemical smoke grenades and is the mechanism which tear gas grenades use.&lt;br /&gt;
&lt;br /&gt;
=== Foam ===&lt;br /&gt;
Foam results from a chemical reaction and carries any other chemicals present in the container during the reaction. Any mobs or objects caught within the foam are subject to any effects the chemical may have when touched or under physical contact, i.e., acid. This is commonly used for custom chemical foam grenades.&lt;br /&gt;
&lt;br /&gt;
== Metabolism Rates ==&lt;br /&gt;
Different chemicals have different metabolism rates, which is how fast a reagent is removed from inside a person.&lt;br /&gt;
	&lt;br /&gt;
The server will make a best effort to &amp;quot;tick&amp;quot; or process every creature once every two seconds.&lt;br /&gt;
	&lt;br /&gt;
If you were to inject 15 units of Inaprovaline into a patient, with a metabolism rate of 0.1/t (per tick), or ~0.05/second, the patient&#039;s Inaprovaline would have completely metabolized in five minutes.&lt;br /&gt;
	&lt;br /&gt;
Note that a patient&#039;s metabolism rate can be affected by [[Guide to Medicine#Stasis|stasis]].&lt;br /&gt;
&lt;br /&gt;
== Managing the Lab ==&lt;br /&gt;
Being a Pharmacist mostly consists of sitting in your laboratory and moving beakers back and forth between the Chemical Dispenser and the ChemMaster 3000. When a beaker is in the Chemical Dispenser, you can put chemicals into it, and any reactions will take place automatically within the beaker. Once you have some medicine mixed up, move the beaker to the ChemMaster 3000 and create some bottles or pills, then put those in the Refrigerated Medicine Storage. This will allow the Physicians, Medical Technicians, and other Medical personnel to access them easily.&lt;br /&gt;
&lt;br /&gt;
The primary base chemicals a Pharmacist uses are Acetone and Carbon. At the start of the round, it&#039;s advisable you order extra reagent cartridges through Supply to make sure you don&#039;t run out at an inopportune time.&lt;br /&gt;
&lt;br /&gt;
Most medication in the game is built out from a handful of more basic formulas. Inaprovaline and Dylovene form the bases for many more complex medications. Both of these are pre-made and available throughout the infirmary, in bottled and pill form. As most Medical Technicians keep bottles of Inaprovaline and Dylovene on hand for emergencies, it is advised you use the pill bottles that can be found in the pill cabinets and medical storage; make sure the Physician or [[Chief Medical Officer]] is okay with you doing so.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
The following machinery is available in order for you to mix your chemicals. In addition, your lab contains a variety of beakers, syringes, pills, and pill bottles at your disposal. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Dispenser&lt;br /&gt;
|[[File:Chemistry chemmaster 3000.png|frameless]]&lt;br /&gt;
|This is one of your two primary tools when performing pharmaceutical work. To operate it, load it with a container and choose the chemical and amount of chemical you want to dispense. You&#039;ll use this for much of your mixing work, so look up recipes below and go to town.&lt;br /&gt;
&lt;br /&gt;
The Chemical Dispenser has limited amounts of its various chemicals available (500u). In order to replace the empty cartridge, use a  screwdriver on the dispenser and remove the empty cartridge, then use the new cartridge on the dispenser itself.&lt;br /&gt;
&lt;br /&gt;
You can refill and rename the empty cartridges, allowing you to add commonly used non-basic chemicals to enable faster mixing of more complex chemicals. Click on the cartridge while it&#039;s in your hand to remove the cap and fill it, as with any other liquid container. Right-click and set label to change the name, then reinsert into the Chemical Dispenser.&lt;br /&gt;
&lt;br /&gt;
The chemicals that can be found in your dispenser are listed in the Base Chemicals section below.&lt;br /&gt;
|-&lt;br /&gt;
|ChemMaster 3000&lt;br /&gt;
|[[File:Chemistry dispenser.png|frameless]]&lt;br /&gt;
|The other of your primary tools for creating medication. The ChemMaster 3000, like the Chemical Dispenser, can have beakers or bottles loaded into it. Rather than adding things &#039;&#039;to&#039;&#039; the beaker, though, the ChemMaster 3000 &#039;&#039;removes&#039;&#039; them, and places them into new bottles or pills for easy injection or consumption. This is how you take the medicines you&#039;ve mixed up and put them into bottles for your Physicians to use.&lt;br /&gt;
|-&lt;br /&gt;
|All-In-One Grinder&lt;br /&gt;
|[[File:Chemistry reagent grinder.png|frameless]]&lt;br /&gt;
|The grinder takes whatever you can load into it and breaks it down into a liquid chemical form. You can use it to grind Phoron crystals into liquid, as you need it for several medications, but you can also use it to grind various pills into liquid form for easy mixing and bottling. It also serves as a handy &amp;quot;oops&amp;quot; button in case you create pills with the wrong dosage and need to start over.&lt;br /&gt;
|-&lt;br /&gt;
|Refrigerated Medicine Storage&lt;br /&gt;
|[[File:Chemistry fridge.png|frameless]]&lt;br /&gt;
|This is where the medications you&#039;ve bottled up, or the pill bottles you&#039;ve filled, are stored. It&#039;s accessible from the Infirmary storage room, and is where most of your interaction with the rest of Medical staff will take place – they arrive here, dispense the medications they want, and are on their merry way, while you yell at them for draining your precious stores just to keep a handful of schmucks from killing themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Chemicals ==&lt;br /&gt;
The following chemicals serve as the building blocks for all other chemical recipes (barring a few exotic ingredients). They can all be found in your Chemical Dispenser, except for Phoron and Uranium, which must be obtained by grinding mineral sheets – several sheets of Phoron are available in your laboratory. Effects of these base chemicals (if any) are included below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Chemical&lt;br /&gt;
!Effect&lt;br /&gt;
!Chemical&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/div&amp;gt;&lt;br /&gt;
|Toxic. Dissolves ink when applied to books or paper.&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Aluminum&amp;quot;&amp;gt;Aluminum&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/div&amp;gt;&lt;br /&gt;
|Slightly toxic.&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Carbon&amp;quot;&amp;gt;Carbon&amp;lt;/div&amp;gt;&lt;br /&gt;
|Slowly removes other chemicals from your system.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Copper&amp;quot;&amp;gt;Copper&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Ethanol&amp;quot;&amp;gt;Ethanol&amp;lt;/div&amp;gt;&lt;br /&gt;
|Incredibly alcoholic. Toxic and flammable. Dissolves ink when applied to books or paper.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Hydrazine&amp;quot;&amp;gt;Hydrazine&amp;lt;/div&amp;gt;&lt;br /&gt;
|Toxic and flammable.&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Hydrochloric Acid&amp;quot;&amp;gt;Hydrochloric Acid&amp;lt;/div&amp;gt;&lt;br /&gt;
|A highly-corrosive acid. Causes melting and chemical burns on contact with objects and living beings.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Iron&amp;quot;&amp;gt;Iron&amp;lt;/div&amp;gt;&lt;br /&gt;
|Slowly restores blood volume.&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Lithium&amp;quot;&amp;gt;Lithium&amp;lt;/div&amp;gt;&lt;br /&gt;
|Causes twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Mercury&amp;quot;&amp;gt;Mercury&amp;lt;/div&amp;gt;&lt;br /&gt;
|Causes brain damage, as well as twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
!Phosphorus&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Potassium&amp;quot;&amp;gt;Potassium&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Phoron&amp;quot;&amp;gt;Phoron&amp;lt;/div&amp;gt;&lt;br /&gt;
|Extremely toxic, extremely flammable. Creates phoron gas when spilled. Not available in the Chemical Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Radium&amp;quot;&amp;gt;Radium&amp;lt;/div&amp;gt;&lt;br /&gt;
|Radioactive. Leaves glowing green goo on the floor when spilled.&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Silicon&amp;quot;&amp;gt;Silicon&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Sodium&amp;quot;&amp;gt;Sodium&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Sugar&amp;quot;&amp;gt;Sugar&amp;lt;/div&amp;gt;&lt;br /&gt;
|Restores some nutrition. Causes confusion and hallucinations in Unathi, and in high doses (50u+) brain damage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Sulfur&amp;quot;&amp;gt;Sulfur&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Sulphuric Acid&amp;quot;&amp;gt;Sulphuric Acid&amp;lt;/div&amp;gt;&lt;br /&gt;
|A highly-corrosive acid. Causes melting and chemical burns on contact with objects and living beings.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Tungsten&amp;quot;&amp;gt;Tungsten&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Uranium&amp;quot;&amp;gt;Uranium&amp;lt;/div&amp;gt;&lt;br /&gt;
|Radioactive. Leaves glowing green goo on the floor when spilled. Not available in the Chemical Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Water&amp;quot;&amp;gt;Water&amp;lt;/div&amp;gt;&lt;br /&gt;
|Restores some hydration. Freezes at 0C, and boils at 100C.&lt;br /&gt;
!&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
These are the vast majority of chemical mixtures available in-game. There may or may not be others if you can get your hands on more exotic ingredients, like slime cores, but their effects can be wild and dangerous if you aren&#039;t careful. Experiment at your own risk!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; When a reagent in a recipe is labeled &amp;quot;(catalyst)&amp;quot;, that means it will not be consumed in the reaction.&lt;br /&gt;
&lt;br /&gt;
=== Medicine ===&lt;br /&gt;
The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance.&lt;br /&gt;
&lt;br /&gt;
An &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; chemical indicates it is a compound chemical and requires additional reactions, or is otherwise unavailable directly from the Chemical Dispenser and requires additional steps to obtain.  Links lead to the corresponding chemicals or plants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Recipes&lt;br /&gt;
!Application&lt;br /&gt;
!Metabolism Rate&lt;br /&gt;
!Overdose Limit&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Adrenaline&amp;quot;&amp;gt;Adrenaline&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Inaprovaline|&amp;lt;u&amp;gt;Inaprovaline&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Hyperzine|&amp;lt;u&amp;gt;Hyperzine&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Dexalin Plus|&amp;lt;u&amp;gt;Dexalin Plus&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Used as a cardiac stimulant.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Any dose over 4u can restart a flat-lined heart. Note that the heart will stop again if the underlying cause isn&#039;t treat. Also acts as a weak painkiller. Can cause shaking, increased heart rate, and minor heart damage.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.1/t&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Alkysine&amp;quot;&amp;gt;Alkysine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Hydrochloric Acid&amp;lt;br&amp;gt;1u Ammonia&lt;br /&gt;
|Treats brain damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Requires at least 85% of maximum blood oxygenation to work. Causes dizziness, blurred vision, and intermittent blackouts.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.05/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Antidexafen&amp;quot;&amp;gt;Antidexafen&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Paracetamol|&amp;lt;u&amp;gt;Paracetamol&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Carbon&lt;br /&gt;
|Treats bacterial infections, raising the immunity level of the patient to combat them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Overdose can cause mild drugged state and hallucinations.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.01/t&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Arithrazine&amp;quot;&amp;gt;Arithrazine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Hyronalin|&amp;lt;u&amp;gt;Hyronalin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Hydrazine&lt;br /&gt;
|Removes radiation from patient&#039;s body more quickly and efficiently than [[Guide to Chemistry#Hyronalin|Hyronalin]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Causes moderate brute damage to patient at random. Does not treat genetic degradation. In most cases, should be administered with [[Guide to Chemistry#Dylovene|Dylovene]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.05/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Bicaridine&amp;quot;&amp;gt;Bicaridine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Inaprovaline|&amp;lt;u&amp;gt;Inaprovaline&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Carbon&lt;br /&gt;
|Treats brute damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Will eventually stop external bleeding. Seals most wounds, including surgical incisions. Overdose can treat internal bleeding.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Blood&amp;quot;&amp;gt;Blood&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|Restores a patient&#039;s blood volume when injected or administer intraveniously. Must be the correct blood type and species for the patient, or else will cause blood poisoning.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Available in IV bags, which can be found in Medical or ordered from Supply. Also found in humans and many other lifeforms. Also found in [[Guide to Hydroponics#Blood Tomato|blood tomatos]], though this blood is untyped and will cause poisoning in all patients.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|1/t&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Citalopram&amp;quot;&amp;gt;Citalopram&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Mindbreaker Toxin|&amp;lt;u&amp;gt;Mindbreaker Toxin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Carbon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 3u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Mild antidepressant, mechanically does nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Stabilizes the mind, used in treating mild depression and anxiety.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.01/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Clonexadone&amp;quot;&amp;gt;Clonexadone&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Cryoxadone|&amp;lt;u&amp;gt;Cryoxadone&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Sodium&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature below -75C&lt;br /&gt;
|More effective than Cryoxadone.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Requires temperatures below 170K to function. Treats organ damage and genetic degradation when administered via Cryotube, and provides oxygenation. Decomposes into equal parts Cryoxadone and Sodium at temperatures above 50C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.1/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Coagulant&amp;quot;&amp;gt;Coagulant&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|An experimental coagulant capable of staunching both internal and external bleeding.&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;An Antagonist-only chemical found in [[Guide to Uplinks#Combat Stimulants|Combat Stimulants]]. Capable of closing external bleeding as well as internal arterial bleeds.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.01/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Cryoxadone&amp;quot;&amp;gt;Cryoxadone&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dexalin|&amp;lt;u&amp;gt;Dexalin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Water&amp;lt;br&amp;gt;1u Acetone&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature below -25C&lt;br /&gt;
|Used in cryotanks. Treats brute and burn damage. Treats genetic degradation. Provides oxygenation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Requires temperatures below 170K to function. Do not inject or swallow. Treats organ damage.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.1/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Crystallizing Agent&amp;quot;&amp;gt;Crystallizing Agent&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Polytrinic Acid|&amp;lt;u&amp;gt;Polytrinic Acid&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Silicon&amp;lt;br&amp;gt;1u Tungsten&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature 150C to 200C&lt;br /&gt;
|Used to treat damage to crystalline entities, such as Golems.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Do not use on organic patients. Can also be isolated from an adamantine slime core.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Deletrathol&amp;quot;&amp;gt;Deletrathol&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|An effective painkiller that causes confusion.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Found only in autoinjectors in medical pouches.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.02/t&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Dermaline&amp;quot;&amp;gt;Dermaline&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Kelotane|&amp;lt;u&amp;gt;Kelotane&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Acetone&amp;lt;br&amp;gt;1u Phosphorus&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature below -50C&lt;br /&gt;
|Treats burn damage. Prevents infection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;More effective than Kelotane in every respect.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Dexalin&amp;quot;&amp;gt;Dexalin&amp;lt;/div&amp;gt;&lt;br /&gt;
|2u Acetone&amp;lt;br&amp;gt;0.1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 2.1u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Supplies artificial oxygen to the bloodstream, causing the brain to act as though it is receiving 50% of maximum oxygen from the lungs even if the lungs have failed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Removes [[Guide to Chemistry#Lexorin|Lexorin]] from bloodstream. Requires blood flow to function. [[Guide to Chemistry#Dexalin Plus|Dexalin Plus]] is usually preferred over Dexalin. Can be administered in a sleeper.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Dexalin Plus&amp;quot;&amp;gt;Dexalin Plus&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dexalin|&amp;lt;u&amp;gt;Dexalin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Carbon&amp;lt;br&amp;gt;1u Iron&lt;br /&gt;
|As [[Guide to Chemistry#Dexalin|Dexalin]], but 80% oxygenation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Removes [[Guide to Chemistry#Lexorin|Lexorin]] from bloodstream. Requires blood flow to function. Usually preferred over Dexalin.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Dylovene&amp;quot;&amp;gt;Dylovene&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Silicon&amp;lt;br&amp;gt;1u Ammonia&amp;lt;br&amp;gt;1u Potassium&lt;br /&gt;
|A broad-spectrum anti-toxin. Treats toxin damage, shortens the duration of drug-related hallucinations and sleepiness, and removes toxic substances from the blood.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Provides minor healing to the liver, as long as it is not decaying or necrotic. Can be administered in a sleeper.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Ethylredoxrazine&amp;quot;&amp;gt;Ethylredoxrazine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Acetone&amp;lt;br&amp;gt;1u Carbon&lt;br /&gt;
|Neutralizes alcohol in the blood stream. Also treats dizziness, sleepiness, and stuttering.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Produces water when combined with ethanol.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Glucose&amp;quot;&amp;gt;Glucose&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|Restores nutrition to the patient. Unlike other forms of nutrients, can be administered intravenously via IV injection or syringe. Particularly useful for species with hyperactive metabolisms, such as [[Unathi]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Found in glucose IV bags, available in the Medical Bay. More bags can be ordered from Supply.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
|0.8/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Hyronalin&amp;quot;&amp;gt;Hyronalin&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Radium&lt;br /&gt;
|Removes radiation from the patient&#039;s system.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Does not treat toxin damage. Does not treat genetic degradation. In most cases, should be administered with [[Guide to Chemistry#Dylovene|Dylovene]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.05/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Imidazoline&amp;quot;&amp;gt;Imidazoline&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Hydrazine&amp;lt;br&amp;gt;1u Carbon&lt;br /&gt;
|Treats damage to the eyes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Does not treat damage caused by genetic degradation. Will not revive decaying or necrotic eyes.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Immunobooster&amp;quot;&amp;gt;Immunobooster&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Cryptobiolin|&amp;lt;u&amp;gt;Cryptobiolin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature above 40C&lt;br /&gt;
|Treats immune system damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Will only restore immune system to half strength. Requires large doses.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Inaprovaline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Acetone&amp;lt;br&amp;gt;1u Carbon&amp;lt;br&amp;gt;1u Sugar&lt;br /&gt;
|Reduces bleeding. Brings a slowed or elevated pulse closer towards baseline. Allows a patient undergoing cardiac arrest to breathe. Heals minor brain damage and reduces brain damage dealt by lack of oxygen flow. Helps against suffocation effects of opioid ([[Guide to Chemistry#Tramadol|Tramadol]] or [[Guide to Chemistry#Oxycodone|Oxycodone]]) poisoning.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Will not allow breathing if lungs have also failed. Can be administered in a sleeper.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.1/t&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Kelotane&amp;quot;&amp;gt;Kelotane&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Silicon&amp;lt;br&amp;gt;1u Carbon&lt;br /&gt;
|Treats burn damage. Prevents infection.&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Leporazine&amp;quot;&amp;gt;Leporazine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Silicon&amp;lt;br&amp;gt;1u Copper&amp;lt;br&amp;gt;5u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; &#039;&#039;(catalyst)&#039;&#039;&lt;br /&gt;
|Stabilizes body temperature.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Heating or cooling will create Pyrogenic or Cryogenic Leporazine, which raise or lower body temperature, respectively. Cool Pyrogenic or heat Cryogenic to turn it back into normal Leporazine.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Methylphenidate&amp;quot;&amp;gt;Methylphenidate&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Mindbreaker Toxin|&amp;lt;u&amp;gt;Mindbreaker Toxin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Lithium&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 3u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Helps you concentrate. Mechanically does nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Used in treatment of ADHD.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.01/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Nanite Fluid&amp;quot;&amp;gt;Nanite Fluid&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Cryoxadone|&amp;lt;u&amp;gt;Cryoxadone&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Aluminium&amp;lt;br&amp;gt;1u Iron&amp;lt;br&amp;gt;5u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; &#039;&#039;(catalyst)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature below -25C&lt;br /&gt;
|Heals prosthetic body parts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Must be used in conjunction with Cryoxadone and/or [[Guide to Chemistry#Clonexadone|Clonexadone]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Nanoblood&amp;quot;&amp;gt;NanoBlood&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dexalin Plus|&amp;lt;u&amp;gt;Dexalin Plus&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Iron&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Blood|&amp;lt;u&amp;gt;Blood&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Turns into blood when injected, restoring the patient&#039;s blood volume. 1u of NanoBlood provides 4u of normal blood.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Very low OD threshold, administer through an IV to be safe. If used a lot in same patient (~70u), can lower their anti-viral immunity, as most of blood has been replaced.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|1.0/t&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Noexcutite&amp;quot;&amp;gt;Noexcutite&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Oxycodone|&amp;lt;u&amp;gt;Oxycodone&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Prevents convulsions and jitters.&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Oxycodone&amp;quot;&amp;gt;Oxycodone&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Tramadol|&amp;lt;u&amp;gt;Tramadol&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Ethanol&amp;lt;br&amp;gt;5u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; &#039;&#039;(catalyst)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Powerful painkiller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Opioid; highly addictive. Causes slurring, slowed movement, and falling in higher doses. Becomes toxic and suppresses breathing if taken with alcohol. Reacts negatively with [[Guide to Chemistry#Hyperzine|&amp;lt;u&amp;gt;Hyperzine&amp;lt;/u&amp;gt;]], causing loss of breath, slowed movement, and in high doses, heart failure and cardiac arrest. Controlled substance.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.02/t&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Paracetamol&amp;quot;&amp;gt;Paracetamol&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Tramadol|&amp;lt;u&amp;gt;Tramadol&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Sugar&amp;lt;br&amp;gt;1u Water&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 3u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Mild painkiller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Essentially Tylenol. Can be administered in a sleeper.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.02/t&lt;br /&gt;
|60u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Paroxetine&amp;quot;&amp;gt;Paroxetine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Mindbreaker Toxin|&amp;lt;u&amp;gt;Mindbreaker Toxin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Inaprovaline|&amp;lt;u&amp;gt;Inaprovaline&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Acetone&lt;br /&gt;
|Strong antidepressant, can cause hallucinations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Prescribed for extreme depression.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.01/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Peridaxon&amp;quot;&amp;gt;Peridaxon&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Bicaridine|&amp;lt;u&amp;gt;Bicaridine&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Clonexadone|&amp;lt;u&amp;gt;Clonexadone&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;5u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; &#039;&#039;(catalyst)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Treats damage to organs, so long as they are not dead or necrotic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Does not treat brain damage. When administering 1u surgically, will revive decaying organs. Cannot revive necrotic organs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.1/t&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Resin Globule&amp;quot;&amp;gt;Resin Globule&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Crystallizing Agent|&amp;lt;u&amp;gt;Crystallizing Agent&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;2u Silicon&amp;lt;br&amp;gt;1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; &#039;&#039;(catalyst)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces a stack of three resin globules)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|A lump of slick, shiny resin. Used to repair damage to inorganic body parts, though risks causing damage and brittleness.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Heals both brute and burn damage. Can be used to treat cybernetic limbs, as well as mechanical and crystalline lifeforms (such as IPC and Adherents). Does not work on station-bound robots.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Has a 30% chance to cause prosthetic limbs to become brittle, which makes the limb more susceptible to damage and requires [[Guide to Robotics#Reinforce Robotic Limb|Robotic Limb Reinforcement]] to fix. Additionally, has a chance to deal brute damage to the limb, dependent on Complex Devices skill. The chance increases by 20% for each skill level below Master.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|–&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Rezadone&amp;quot;&amp;gt;Rezadone&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Carpotoxin|&amp;lt;u&amp;gt;Carpotoxin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Cryptobiolin|&amp;lt;u&amp;gt;Cryptobiolin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Copper&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 3u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|A powder with almost magical properties – rapidly heals damage to organs so long as they are not necrotic, and treats burn, brute, and genetic damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Causes disfigurement if administered in doses higher than 3u.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Ryetalyn&amp;quot;&amp;gt;Ryetalyn&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Arithrazine|&amp;lt;u&amp;gt;Arithrazine&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Carbon&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Treats disabilities and mutations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Any amount of 0.1 or more is fully effective.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Spaceacillin&amp;quot;&amp;gt;Spaceacillin&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Inaprovaline|&amp;lt;u&amp;gt;Inaprovaline&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Cryptobiolin|&amp;lt;u&amp;gt;Cryptobiolin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|A theta-lactam antibiotic. Slows progression of diseases. Treats infections.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Has a chance to permanently damage a patient&#039;s immune system if overdosed.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.02/t&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Synaptizine&amp;quot;&amp;gt;Synaptizine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Lithium&amp;lt;br&amp;gt;1u Sugar&amp;lt;br&amp;gt;1u Water&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature above 30C&lt;br /&gt;
|Treats hallucinations, paralysis, and stunned or weakened patients&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Highly toxic. Recommended dosage at under 5 units. Metabolizes very slowly. Controlled substance.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.01/t&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Tramadol&amp;quot;&amp;gt;Tramadol&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Inaprovaline|&amp;lt;u&amp;gt;Inaprovaline&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Ethanol&amp;lt;br&amp;gt;1u Acetone&lt;br /&gt;
|Painkiller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Stronger than [[Guide to Chemistry#Paracetamol|Paracetamol]]. Weaker than [[Guide to Chemistry#Oxycodone|Oxycodone]]. Will prevent patients from entering cardiac arrest due to pain. Opioid; causes slurring, slowed movement, and falling in higher doses. Becomes toxic and suppresses breathing if taken with alcohol. Reacts negatively with [[Guide to Chemistry#Hyperzine|&amp;lt;u&amp;gt;Hyperzine&amp;lt;/u&amp;gt;]], causing loss of breath, slowed movement, and in high doses, heart failure and cardiac arrest.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.05/t&lt;br /&gt;
|30u&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Tricordrazine&amp;quot;&amp;gt;Tricordrazine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Inaprovaline|&amp;lt;u&amp;gt;Inaprovaline&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Heals both brute and burn damage, albeit slowly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can be administered in a sleeper (by mixing Dylovene and Inaprovaline).&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.2/t&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Venaxilin&amp;quot;&amp;gt;Venaxilin&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Spaceacillin|&amp;lt;u&amp;gt;Spaceacillin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Spider Venom|&amp;lt;u&amp;gt;Spider Venom&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature 50C to 100C&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 3u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Neutralizes venom in the blood&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;A powerful anti-venom, good for dealing with spider attacks. To get the necessary venom, perform dialysis on a spider victim.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|0.04/t&lt;br /&gt;
|–&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Recipes ===&lt;br /&gt;
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
An underlined chemical indicates it is a compound chemical and requires additional reactions, or is otherwise unavailable directly from the Chemical Dispenser and requires additional steps to obtain. All links lead to the corresponding chemicals. All links lead to the corresponding chemicals.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Recipes&lt;br /&gt;
!Application&lt;br /&gt;
!Controlled Substance&lt;br /&gt;
!Immediate Reaction&lt;br /&gt;
!Injectable&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Advanced Mutation Toxin&amp;quot;&amp;gt;Advanced Mutation Toxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Inject 1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; into a black slime core.&lt;br /&gt;
|An advanced corruptive toxin produced by slimes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Turns the recipient into a slime.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Amaspores&amp;quot;&amp;gt;Amaspores&amp;lt;/div&amp;gt;&lt;br /&gt;
|Byproduct of Amatoxin poisoning.&lt;br /&gt;
|The secondary component to Amatoxin poisoning, remaining dormant for a time before causing the victim to rapidly vomit blood from the mouth, causing massive blood loss as well as an extreme chest trauma.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Amatoxin&amp;quot;&amp;gt;Amatoxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Destroying Angel|Destroying Angel]] or [[Guide to Hydroponics#Fly Amanita|Fly Amanita]].&lt;br /&gt;
|A powerful delayed poison derived from certain species of mushrooms. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Slowly generates Amaspores while in the victim&#039;s system – 1u Amatoxin metabolizes at a rate of 0.1u/t and produces 2u Amaspores. While the Amatoxin is present in the victim&#039;s system, the spores remain dormant and the victim experiences minor symptoms including heightened heart rate, sore throat, and sporadic chest pain. Once the Amatoxin fully metabolizes, the spores activate and rapidly grow in the victim&#039;s chest, causing the victim to vomit blood from the mouth. This causes rapid blood loss and extreme chest trauma.&amp;lt;/small&amp;gt;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Azosurfactant&amp;quot;&amp;gt;Azosurfactant&amp;lt;/div&amp;gt;&lt;br /&gt;
|2u Hydrazine&amp;lt;br&amp;gt;2u Carbon&amp;lt;br&amp;gt;1u Sulphuric Acid&lt;br /&gt;
|Creates a large cloud of foam when mixed with an equal amount of water.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Best used with [[Guide to Chemistry#Space Cleaner|Space Cleaner]]. Or vomit and blood.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Bamboo Pulp&amp;quot;&amp;gt;Bamboo Pulp&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Bamboo|Bamboo]].&lt;br /&gt;
|A mass of wood fibers.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Boron&amp;quot;&amp;gt;Boron&amp;lt;/div&amp;gt;&lt;br /&gt;
|By-product of breathing boron gas.&lt;br /&gt;
|A chemical that is highly valued for its potential in fusion energy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Somewhat toxic.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Bromide&amp;quot;&amp;gt;Bromide&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Algae|Algae]].&lt;br /&gt;
|A dark, nearly opaque, red-orange, toxic element used in the production of various pestkillers.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Capilliumate&amp;quot;&amp;gt;Capilliumate&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Radium&amp;lt;br&amp;gt;1u [[Guide to Cooking#Animal Protein|&amp;lt;u&amp;gt;Protein&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Unstable Mutagen|&amp;lt;u&amp;gt;Unstable Mutagen&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Causes rapid hair and beard growth when applied. Usually used after radiation hair loss. Often combined with [[Guide to Chemistry#Hair Dye|Hair Dye]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Used across the Sol system by balding men to retrieve their lost youth.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Carbon Monoxide&amp;quot;&amp;gt;Carbon Monoxide&amp;lt;/div&amp;gt;&lt;br /&gt;
|By-product of breathing carbon monoxide gas.&lt;br /&gt;
|A dangerous carbon combustion byproduct.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Causes dizziness, shortness of breath, and oxygen loss when allowed to build up in the bloodstream.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Carpotoxin&amp;quot;&amp;gt;Carpotoxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Cooking#Space Carp Fillet|Carp Meat]].&lt;br /&gt;
|A deadly toxin produced by the dreaded space carp, that greatly interferes with blood circulation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Chloral Hydrate&amp;quot;&amp;gt;Chloral Hydrate&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Ethanol&amp;lt;br&amp;gt;3u Hydrochloric Acid&amp;lt;br&amp;gt;1u Water&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 5u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|A powerful sedative which causes near instant sleepiness and can be deadly in large quantities.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Effect is countered by [[Guide to Chemistry#Dylovene|Dylovene]]. Can be mixed with Soporific to make a surgical sedative!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Chlorine&amp;quot;&amp;gt;Chlorine&amp;lt;/div&amp;gt;&lt;br /&gt;
|By-product of breathing in chlorine gas.&lt;br /&gt;
|A highly poisonous liquid. Smells strongly of bleach.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Condensed Capsaicin&amp;quot;&amp;gt;Condensed Capsaicin&amp;lt;/div&amp;gt;&lt;br /&gt;
|2u [[Guide to Cooking#Capsaicin|&amp;lt;u&amp;gt;Capsaicin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;5u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; (catalyst)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Spiciness, now in crunchy, deadly form.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Coolant&amp;quot;&amp;gt;Coolant&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Tungsten&amp;lt;br&amp;gt;1u Acetone&amp;lt;br&amp;gt;1u Water&lt;br /&gt;
|An industrial cooling substance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Twice as efficient as water at cooling, but may cool to temperatures below 20C, potentially causing issues with freezing.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Crayon Dust&amp;quot;&amp;gt;Crayon Dust&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind a crayon.&lt;br /&gt;
|Intensely coloured powder obtained by grinding crayons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Used to make paint. Crayons can be bought from &amp;quot;Good Clean Fun&amp;quot; vendors. Colour depends on the crayon used. Embrace your inner child!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Cryotoxin&amp;quot;&amp;gt;Cryotoxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Injected by certain giant spiders (the icy blue ones) into their victims.&lt;br /&gt;
|A biological agent that rapidly lowers a victims body temperature, and persists for quite some time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Cryptobiolin&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Potassium&amp;lt;br&amp;gt;1u Acetone&amp;lt;br&amp;gt;1u Sugar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature 30C to 60C&lt;br /&gt;
|Causes confusion and dizziness on its own, but is an essential component of [[Guide to Chemistry#Spaceacillin|Spaceacillin]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into equal parts potassium, acetone, and sugar at temperatures above 60C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Crystallizing Agent&amp;quot;&amp;gt;Crystallizing Agent&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Silicon&amp;lt;br&amp;gt;1u Tungsten&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Polytrinic Acid|&amp;lt;u&amp;gt;Polytrinic Acid&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature 150C to 200C&lt;br /&gt;
|Used to treat damage to crystalline entities, such as Golems. Do not use on organic patients.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can also be isolated from an adamantine slime core.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Cyanide&amp;quot;&amp;gt;Cyanide&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Poison Apple|Poison Apple]].&lt;br /&gt;
|A highly toxic chemical.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Causes severe and rapid damage to the heart, putting the victim into nearly instant cardiac arrest.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Ammonia&amp;lt;br&amp;gt;1u Ethanol&lt;br /&gt;
|A very potent fertilizer.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Win over the Botanist&#039;s heart with this concoction!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Denatured Toxin&amp;quot;&amp;gt;Denatured Toxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Heat 1u [[Guide to Chemistry#Toxin|&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;]], [[Guide to Chemistry#Amatoxin|&amp;lt;u&amp;gt;Amatoxin&amp;lt;/u&amp;gt;]], [[Guide to Chemistry#Carpotoxin|&amp;lt;u&amp;gt;Carpotoxin&amp;lt;/u&amp;gt;]], or [[Guide to Chemistry#Spider Venom|&amp;lt;u&amp;gt;Spider Venom&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature above 100C.&lt;br /&gt;
|The product of heating certain toxic or poisonous chemicals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Once toxic, now harmless.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Deuterium&amp;quot;&amp;gt;Deuterium&amp;lt;/div&amp;gt;&lt;br /&gt;
|10u Water&amp;lt;br&amp;gt;5u [[Guide to Chemistry#Oxyphoron|&amp;lt;u&amp;gt;Oxyphoron&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1 Deuterium ingot)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Deuterium is very useful for fusion, especially the RUST Engine!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Fuck up enough with mixing Phoron and water? You get something useful! Yay.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Dye&amp;quot;&amp;gt;Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|Non-toxic artificial coloration used for food and drinks. When mixed with reagents, the compound will take on the dye&#039;s coloration.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Comes in regular and extra-strength varieties.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;EMP&amp;quot;&amp;gt;EMP&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u &amp;lt;u&amp;gt;Uranium&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;1u Iron&lt;br /&gt;
|Creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;More quantity that reacts causes a larger EMP. ~100 for an EMP a bit smaller than an EMP grenade, ~200 for 4 tiles larger.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Explosion&amp;quot;&amp;gt;Explosion&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Potassium&amp;lt;br&amp;gt;1u Water&amp;lt;br&amp;gt;&#039;&#039;&#039;- OR -&#039;&#039;&#039;&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Gunpowder|&amp;lt;u&amp;gt;Gunpowder&amp;lt;/u&amp;gt;]] heated above 200C&lt;br /&gt;
|Basic explosion mostly used in grenade production.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can cause serious damage. More units mixed at once, more damage.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Flash Powder&amp;quot;&amp;gt;Flash Powder&amp;lt;/div&amp;gt;&lt;br /&gt;
| 1u Sulfur&amp;lt;br&amp;gt;1u Potassium&amp;lt;br&amp;gt;1u Aluminium&lt;br /&gt;
|Creates a flash and loud bang on mixing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Used in flash bangs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Foaming Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Lithium&amp;lt;br&amp;gt;1u Hydrazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 2u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Makes foam such as that required in metal foam grenades.&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Foam&amp;quot;&amp;gt;Foam&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Azosurfactant|&amp;lt;u&amp;gt;Azosurfactant&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Water &lt;br /&gt;
|Makes a large amount of foam upon mixing. Carries any reagents in the container with it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Useful for filling grenades with [[Guide to Chemistry#Space Cleaner|Space Cleaner]] - or other, more dubious chemicals.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/div&amp;gt;&lt;br /&gt;
|3u [[Guide to Cooking#Corn Oil|&amp;lt;u&amp;gt;Corn Oil&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Sulphuric Acid&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 4u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|This is only useful in other reactions.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Gold&amp;quot;&amp;gt;Gold&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind a gold bar or [[Guide to Hydroponics#Golden Apple|Golden Apple]].&lt;br /&gt;
|A dense, soft, shiny metal and the most malleable and ductile metal known.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Gunpowder&amp;quot;&amp;gt;Gunpowder&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Sodium Chloride|&amp;lt;u&amp;gt;Sodium Chloride&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Potassium Nitrate|&amp;lt;u&amp;gt;Potassium Nitrate&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Sulfur&lt;br /&gt;
|The earliest chemical explosive known to mankind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Creates a mid-sized explosion when heated above 200C. More powerful than Potassium-Water explosions, less powerful than high-grade explosives like [[Guide to Chemistry#Nitroglycerin|Nitroglycerin]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No &lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Hair Dye&amp;quot;&amp;gt;Hair Dye&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Ammonia&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Universal Enzyme|&amp;lt;u&amp;gt;Universal Enzyme&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Colours the user&#039;s hair into the colour that was mixed in. Usually combined with [[Guide to Chemistry#Capilliumate|Capilliumate]] for maximum style freedom.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Hair dye by itself does nothing; it must be first combined with Crayon Dust. Outside of the base crayon colours, Black is Red+Blue+Yellow, Light Brown is Brown + Universal Enzyme and White is Grey + Universal Enzyme. If you&#039;re feeling lucky, you can mix the hair dye with [[Guide to Chemistry#Unstable Mutagen|Unstable Mutagen]] for a chaotic, random colour result.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Hair Remover&amp;quot;&amp;gt;Hair Remover&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Radium&amp;lt;br&amp;gt;1u Potassium&amp;lt;br&amp;gt;1u Hydrochloric Acid&lt;br /&gt;
|Does what it says on the tin.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;It really does.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Helium&amp;quot;&amp;gt;Helium&amp;lt;/div&amp;gt;&lt;br /&gt;
|By-product of breathing helium gas.&lt;br /&gt;
|A noble gas. It makes your voice squeaky.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Hextromycosalinate&amp;quot;&amp;gt;Hextromycosalinate&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Mercury&amp;lt;br&amp;gt;1u Sugar&amp;lt;br&amp;gt;1u Lithium&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature above 50C&lt;br /&gt;
|An illegal compound which induces a number of effects such as loss of balance and hallucinations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Colloquially known as &amp;quot;Space Drugs&amp;quot;. Gives you confusion and makes you drool, giggle, moan and twitch.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Holy Water&amp;quot;&amp;gt;Holy Water&amp;lt;/div&amp;gt;&lt;br /&gt;
|Have a [[Chaplain]] bless water.&lt;br /&gt;
|An ashen-obsidian-water mix, this solution will alter certain sections of the brain&#039;s rationality.&lt;br /&gt;
Can de-convert [[Cultist|Cultists]].&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Hyperzine&amp;quot;&amp;gt;Hyperzine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Sugar&amp;lt;br&amp;gt;1u Phosphorous&amp;lt;br&amp;gt;1u Sulphur&lt;br /&gt;
|Muscle stimulant. Allows greater freedom of movement.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Side effects include twitching, nervousness and addiction. Can cause minor heart damage due to high BPM. Reacts negatively with opioids like [[Guide to Chemistry#Tramadol|&amp;lt;u&amp;gt;Tramadol&amp;lt;/u&amp;gt;]] and [[Guide to Chemistry#Oxycodone|&amp;lt;u&amp;gt;Oxycodone&amp;lt;/u&amp;gt;]], causing loss of breath, slowed movement, and in high doses, heart failure and cardiac arrest.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes &lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Impedrezene&amp;quot;&amp;gt;Impedrezene&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Mercury&amp;lt;br&amp;gt;1u Acetone&amp;lt;br&amp;gt;1u Sugar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 2u instead of 3u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Causes massive brain damage, confusion, drooling and jitteriness.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Irritant Toxin&amp;quot;&amp;gt;Irritant Toxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Injected by certain giant spiders (the red and brown ones) into their victims.&lt;br /&gt;
|A biological agent that acts similarly to pepper spray. This compound seems to be particularly cruel, however, capable of permeating the barriers of blood vessels. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Mimics the effects of [[Guide to Chemistry#Condensed Capsaicin|Condensed Capsaicin]] when injected intravenously.&amp;lt;/small&amp;gt;&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Lactic Acid&amp;quot;&amp;gt;Lactic Acid&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|A chemical produced by the body during strenuous exercise.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;It often correlates with elevated heart rate, shortness of breath, and general exhaustion.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Lexorin&amp;quot;&amp;gt;Lexorin&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;1u Hydrazine&amp;lt;br&amp;gt;1u Ammonia&lt;br /&gt;
| Temporarily stops respiration and reacts with oxygen in the blood to cause tissue damage, extremely dangerous and skin permeable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Countered by [[Guide to Chemistry#Dexalin|Dexalin]] and [[Guide to Chemistry#Dexalin Plus|Dexalin Plus]]. Frequently used by Traitors and Changelings!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
| No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Lipozine&amp;quot;&amp;gt;Lipozine&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Sodium Chloride|&amp;lt;u&amp;gt;Sodium Chloride&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Ethanol&amp;lt;br&amp;gt;1u Radium&lt;br /&gt;
| Causes weight loss upon consumption (lowers satiation level).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can prove quite deadly to any species that requires nutrition to survive – particularly Unathi.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Luminol&amp;quot;&amp;gt;Luminol&amp;lt;/div&amp;gt;&lt;br /&gt;
|2u Hydrazine&amp;lt;br&amp;gt;2u Carbon&amp;lt;br&amp;gt;2u Ammonia&lt;br /&gt;
|Reveals blood!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;A space noir detective&#039;s best friend.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Menthol&amp;quot;&amp;gt;Menthol&amp;lt;/div&amp;gt;&lt;br /&gt;
|– &lt;br /&gt;
|Tastes naturally minty, and imparts a very mild numbing sensation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Found in some flavors of cigarette and e-cig.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Metal Foam&amp;quot;&amp;gt;Metal Foam&amp;lt;/div&amp;gt;&lt;br /&gt;
|3u Iron/Aluminium&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Foaming Agent|&amp;lt;u&amp;gt;Foaming Agent&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Polytrinic Acid|&amp;lt;u&amp;gt;Polytrinic Acid&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Engineers will love you if you make this grenade.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Methyl Bromide&amp;quot;&amp;gt;Methyl Bromide&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Bromide|&amp;lt;u&amp;gt;Bromide&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Ethanol&amp;lt;br&amp;gt;1u Hydrazine&lt;br /&gt;
|Methyl Bromide kills spiderlings and egg sacs when injected.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Algae also produce it as a gas.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Mindbreaker Toxin&amp;quot;&amp;gt;Mindbreaker Toxin&amp;lt;/div&amp;gt;&lt;br /&gt;
| 1u Silicon&amp;lt;br&amp;gt;1u Hydrazine&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature from 75C to 100C&lt;br /&gt;
|A potent hallucinogenic compound. Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Causes hallucinations. Is used in certain implant devices for potency.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Mutation Toxin&amp;quot;&amp;gt;Mutation Toxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Inject 1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; into a green slime core.&lt;br /&gt;
|A corruptive toxin produced by slimes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Turns the recipient into a slimeperson. Be sure to isolate mutation toxin from the slime jelly inside the core before application, unless you would like to die horribly.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Napalm&amp;quot;&amp;gt;Napalm&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Aluminium&amp;lt;br&amp;gt;1u Sulphuric Acid&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Glycerol|&amp;lt;u&amp;gt;Glycerol&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&#039;&#039;&#039;- OR -&#039;&#039;&#039;&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Plasticide|&amp;lt;u&amp;gt;Plasticide&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Welding Fuel|&amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Creates a large fire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Hot hot ooph ouchie hot hot&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Nicotine&amp;quot;&amp;gt;Nicotine&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Succulent Tobacco|Succulent Tobacco]], or take up smoking. &lt;br /&gt;
|A sickly yellow liquid sourced from tobacco leaves. Stimulates and relaxes the mind and body.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Also produced when smoking tobacco. Can result in an increased heart rate at high doses.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Nitroglycerin&amp;quot;&amp;gt;Nitroglycerin&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Glycerol|&amp;lt;u&amp;gt;Glycerol&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Polytrinic Acid|&amp;lt;u&amp;gt;Polytrinic Acid&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Sulphuric Acid&lt;br /&gt;
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. EXPLODES!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Makes a reasonably sized bang.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/div&amp;gt;&lt;br /&gt;
|Found in oil jugs and inside most synthetics.&lt;br /&gt;
|A thick greasy industrial lubricant. Commonly found in Robotics.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Oxygen&amp;quot;&amp;gt;Oxygen&amp;lt;/div&amp;gt;&lt;br /&gt;
|By-product of breathing oxygen gas.&lt;br /&gt;
|An ubiquitous oxidizing agent.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Toxic to [[Vox]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Oxyphoron&amp;quot;&amp;gt;Oxyphoron&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Water&amp;lt;br&amp;gt;1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;&lt;br /&gt;
|Made from mixing water and phoron. Very flammable!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Usually made by a novice Pharmacist accidentally mixing water and Phoron. Always remove water before adding Phoron!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Paint (Crayon Dust)&amp;quot;&amp;gt;Paint (Crayon Dust)&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Plasticide|&amp;lt;u&amp;gt;Plasticide&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;3u Water&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Crayon Dust|&amp;lt;u&amp;gt;Crayon Dust&amp;lt;/u&amp;gt;]]&lt;br /&gt;
|Paint, the non-makeshift kind. Replace crayon dust with aluminium for white paint.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Paint the Chapel in a new color, then get arrested for vandalizing the Chemistry wall.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No &lt;br /&gt;
|No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Paint (Makeshift)&amp;quot;&amp;gt;Paint (Makeshift)&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Plasticide|&amp;lt;u&amp;gt;Plasticide&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;3u Water&amp;lt;br&amp;gt;5u &amp;lt;u&amp;gt;&#039;Coloring Agent&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 5u instead of 9u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Paint, the ghetto kind. Coloring agents include [[Guide to Chemistry#Blood|blood]], [[Guide to Drinks#Milk|milk]], [[Guide to Drinks#Orange Juice|orange juice]], [[Guide to Drinks#Tomato Juice|tomato juice]], [[Guide to Drinks#Lime Juice|lime juice]], [[Guide to Drinks#Carrot Juice|carrot juice]], [[Guide to Drinks#Berry Juice|berry juice]], [[Guide to Drinks#Grape Juice|grape juice]], [[Guide to Drinks#Poison Berry Juice|poison berry juice]], [[Guide to Drinks#Watermelon Juice|watermelon juice]], [[Guide to Drinks#Lemon Juice|lemon juice]], [[Guide to Drinks#Banana Juice|banana juice]], [[Guide to Drinks#Potato Juice|potato juice]], carbon, or aluminum.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Make your maintenance stowaway sanctuary into a love shack with these simple tricks!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Phlogiston&amp;quot;&amp;gt;Phlogiston&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Aluminium&amp;lt;br&amp;gt;1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;1u Sulphuric Acid&lt;br /&gt;
|Creates a spreading phoron fire upon mixing.&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Watch out!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Plant-B-Gone&amp;quot;&amp;gt;Plant-B-Gone&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Toxin|&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;4u Water&lt;br /&gt;
|A potent herbicide which is useful to replace the limited supply the botany garden starts with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into one part Toxin and four parts water at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Does not in fact work on Dionaea. Stop spritzing them!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Plastic&amp;quot;&amp;gt;Plastic&amp;lt;/div&amp;gt;&lt;br /&gt;
|10u [[Guide to Chemistry#Polytrinic Acid|&amp;lt;u&amp;gt;Polytrinic Acid&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;20u [[Guide to Chemistry#Plasticide|&amp;lt;u&amp;gt;Plasticide&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1 sheet of Plastic)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Create your complex polymer, today!&lt;br /&gt;
|No&lt;br /&gt;
|Yes &lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Plasticide&amp;quot;&amp;gt;Plasticide&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Plastellium|Plastellium]].&lt;br /&gt;
|Liquid plastic. Do not eat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Used in the production of various polymers and paints.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Polytrinic Acid&amp;quot;&amp;gt;Polytrinic Acid&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Potassium&amp;lt;br&amp;gt;1u Sulphuric Acid&amp;lt;br&amp;gt;1u Hydrochloric Acid&lt;br /&gt;
|An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Does extreme damage to organics. Use it seriously... or put it in the [[Guide to Chemistry#Space Cleaner|Space Cleaner]] bottle.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Potassium Chloride&amp;quot;&amp;gt;Potassium Chloride&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Potassium&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Sodium Chloride|&amp;lt;u&amp;gt;Sodium Chloride&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature above 60C&lt;br /&gt;
|A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Potassium Chlorophoride&amp;quot;&amp;gt;Potassium Chlorophoride&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Potassium Chloride|&amp;lt;u&amp;gt;Potassium Chloride&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Chloral Hydrate|&amp;lt;u&amp;gt;Chloral Hydrate&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 3u instead of 4u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Despite the description, can be used as a spice by [[Traitor|Traitors]]. Very tasty!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No &lt;br /&gt;
|Yes &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Potassium Nitrate&amp;quot;&amp;gt;Potassium Nitrate&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Acetone&amp;lt;br&amp;gt;1u Potassium&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Welding Fuel|&amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature above 200C&lt;br /&gt;
|Also known as Saltpetre. Useful as a fertilizer.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Greatly boosts plant yield.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No &lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Psilocybin&amp;quot;&amp;gt;Psilocybin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Reishi|Reishi]], [[Guide to Hydroponics#O&#039;krri Mushroom|O’krri Mushroom]], [[Guide to Hydroponics#Iridast|Iridast]], [[Guide to Hydroponics#Destroying Angel|Destroying Angel]], or [[Guide to Hydroponics#Fly Amanita|Fly Amanita]].&lt;br /&gt;
|A strong psychotropic derived from certain species of mushroom.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Far out, man.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Pyrotoxin&amp;quot;&amp;gt;Pyrotoxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Injected by certain giant spiders (the orange ones) into their victims.&lt;br /&gt;
|A biologically produced compound capable of melting steel or other metals, similarly to thermite. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Causes the victim to spontaneously combust when injected intravenously.&amp;lt;/small&amp;gt;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Resin Pulp&amp;quot;&amp;gt;Resin Pulp&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Resin Plant|Resin Plant]].&lt;br /&gt;
|A mass of goopy resin.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Serotropic Venom&amp;quot;&amp;gt;Serotropic Venom&amp;lt;/div&amp;gt;&lt;br /&gt;
|Injected by certain giant spiders (the tunneling ones) into their victims.&lt;br /&gt;
|A chemical compound that promotes concentrated production of the serotonin neurotransmitter in humans. This appears to be a biologically produced form, resulting in a specifically toxic nature.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Damages the brain and kidneys, and causes random blinking and shivering.&amp;lt;/small&amp;gt;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Silver&amp;quot;&amp;gt;Silver&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind a silver bar.&lt;br /&gt;
|A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Slime Jelly&amp;quot;&amp;gt;Slime Jelly&amp;lt;/div&amp;gt;&lt;br /&gt;
|Extract from a slime core.&lt;br /&gt;
|A gooey semi-liquid produced from one of the deadliest lifeforms in existence.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Extremely toxic.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Smoke&amp;quot;&amp;gt;Smoke&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Potassium&amp;lt;br&amp;gt;1u Sugar&amp;lt;br&amp;gt;1u Phosphorous&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Not very useful if not made in a bomb.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Best used by robust Pharmacists and Traitors alike. Make everything from [[Guide to Chemistry#Bicaridine|Bicaridine]]-bombs to [[Guide to Chemistry#Chloral Hydrate|Chloral Hydrate]]-bombs!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Sodium Chloride&amp;quot;&amp;gt;Sodium Chloride&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Sodium&amp;lt;br&amp;gt;1u Hydrochloric Acid&lt;br /&gt;
|Commonly known as salt, used in seasoning foods. &lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Solid Phoron&amp;quot;&amp;gt;Solid Phoron&amp;lt;/div&amp;gt;&lt;br /&gt;
|5u Iron&amp;lt;br&amp;gt;20u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature below 5C&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1 sheet of solid Phoron)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Phoron solidification.&lt;br /&gt;
|Yes &lt;br /&gt;
| Yes &lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Soporific&amp;quot;&amp;gt;Soporific&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u [[Guide to Chemistry#Chloral Hydrate|&amp;lt;u&amp;gt;Chloral Hydrate&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;4u Sugar&lt;br /&gt;
|A less powerful sedative that takes a while to work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can be counteracted with [[Guide to Chemistry#Dexalin|Dexalin]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Space Cleaner&amp;quot;&amp;gt;Space Cleaner&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Water&amp;lt;br&amp;gt;1u Ammonia&lt;br /&gt;
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Commonly found in Space Cleaner bottles (which are 250u in volume). People do not slip on it, meaning janitors can add it to their carts! Blood cleaned by Space Cleaner is visible with [[Guide to Chemistry#Luminol|Luminol]] and UV lights.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Spider Venom&amp;quot;&amp;gt;Spider Venom&amp;lt;/div&amp;gt;&lt;br /&gt;
|Injected by most giant spiders into their victims.&lt;br /&gt;
|A deadly necrotic toxin produced by giant spiders to disable their prey.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Sterilizine&amp;quot;&amp;gt;Sterilizine&amp;lt;/div&amp;gt;&lt;br /&gt;
| 1u Ethanol&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Dylovene|&amp;lt;u&amp;gt;Dylovene&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u Hydrochloric Acid&lt;br /&gt;
|Sterilizes wounds in preparation for surgery, removes blood permanently.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Cleans blood from the floor permanently, removes germs from a wound (sort of a ghetto disinfection in lieu of an ointment/a burn kit).&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Stimm&amp;quot;&amp;gt;Stimm&amp;lt;/div&amp;gt;&lt;br /&gt;
|Injected by certain giant spiders (the yellow ones) into their victims.&lt;br /&gt;
|A homemade stimulant with some serious side-effects.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Mimics the effects of [[Guide to Chemistry#Hyperzine|Hyperzine]] while dealing brute and toxin damage. Damages the heart in doses above 8u.&amp;lt;/small&amp;gt;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Synthmeat&amp;quot;&amp;gt;Synthmeat&amp;lt;/div&amp;gt;&lt;br /&gt;
|5u &amp;lt;u&amp;gt;[[Guide to Chemistry#Blood|&amp;lt;u&amp;gt;Blood&amp;lt;/u&amp;gt;]]&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Clonexadone|&amp;lt;u&amp;gt;Clonexadone&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1 slab of Synthmeat)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Used as an alternative to biogenerators for making organic organs/limbs!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Use this when you run out of points in the generator.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Tar&amp;quot;&amp;gt;Tar&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
|A dark, viscous liquid, historically found in asphalt.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Separates into acetone, carbon, and ethanol above 145C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Taxine&amp;quot;&amp;gt;Taxine&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind yew planks.&lt;br /&gt;
|A potent cardiotoxin found in nearly every part of the common yew.&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Thermite&amp;quot;&amp;gt;Thermite&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Iron&amp;lt;br&amp;gt;1u Aluminium&amp;lt;br&amp;gt;1u Acetone&lt;br /&gt;
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Burn things easily, including walls.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Three Eye&amp;quot;&amp;gt;Three Eye&amp;lt;/div&amp;gt;&lt;br /&gt;
|2u [[Guide to Chemistry#Mindbreaker Toxin|&amp;lt;u&amp;gt;Mindbreaker Toxin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;1u &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;1u &amp;lt;u&amp;gt;[[Guide to Chemistry#Blood|&amp;lt;u&amp;gt;Blood&amp;lt;/u&amp;gt;]]&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Carpotoxin|&amp;lt;u&amp;gt;Carpotoxin&amp;lt;/u&amp;gt;]] &#039;&#039;(catalyst)&#039;&#039;&amp;lt;br&amp;gt;1u [[Guide to Chemistry#Universal Enzyme|&amp;lt;u&amp;gt;Universal Enzyme&amp;lt;/u&amp;gt;]] &#039;&#039;(catalyst)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature above 40C&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 2u instead of 4u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Increases the psychic rank of latent psions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Highly illegal drug. Stimulates rarely used portions of the brain.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes &lt;br /&gt;
| No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Toxin&amp;quot;&amp;gt;Toxin&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind [[Guide to Hydroponics#Death Berry|Death Berry]], [[Guide to Hydroponics#Poison Berry|Poison Berry]], or [[Guide to Hydroponics#Ambrosia Vulgaris|Ambrosia Vulgaris]].&lt;br /&gt;
|A toxic chemical.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can be found in the NanoMed or NanoMed Plus. Decomposes into [[Guide to Chemistry#Denatured Toxin|denatured toxin]] at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes &lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Ultra Glue&amp;quot;&amp;gt;Ultra Glue&amp;lt;/div&amp;gt;&lt;br /&gt;
|Admin spawn only.&lt;br /&gt;
|An extremely powerful bonding agent.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Universal Enzyme&amp;quot;&amp;gt;Universal Enzyme&amp;lt;/div&amp;gt;&lt;br /&gt;
| Obtain from the kitchen, or grind [[Guide to Hydroponics#Pineapple|Pineapple]].&lt;br /&gt;
|An enzyme used in the preparation of certain chemicals and foods.&lt;br /&gt;
| No&lt;br /&gt;
|No &lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Unstable Mutagen&amp;quot;&amp;gt;Unstable Mutagen&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Radium&amp;lt;br&amp;gt;1u Phosphorous&amp;lt;br&amp;gt;1u Hydrochloric Acid&lt;br /&gt;
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and, with the advent of cosmetics, for the creation of [[Guide to Chemistry#Capilliumate|Capilliumate]] and [[Guide to Chemistry#Hair Dye|Hair Dye]]. Will cause mutations and radiation poisoning if ingested.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;No, you won&#039;t get any superpowers, unless you consider cancer to be one.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No &lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Vecuronium Bromide&amp;quot;&amp;gt;Vecuronium Bromide&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Ethanol&amp;lt;br&amp;gt;2u Mercury&amp;lt;br&amp;gt;2u Hydrazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 1u instead of 5u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|A paralytic drug that incapacitates a target, leaving them awake and able to speak in a whisper, but not able to move.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;A powerful paralytic.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No &lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Water&amp;quot;&amp;gt;Water&amp;lt;/div&amp;gt;&lt;br /&gt;
|1u Acetone&amp;lt;br&amp;gt;2u Hydrazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 2u instead of 3u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Sure is wet, that water.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;H2O, baby.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No &lt;br /&gt;
|No &lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Welding Fuel&amp;quot;&amp;gt;Welding Fuel&amp;lt;/div&amp;gt;&lt;br /&gt;
|–&lt;br /&gt;
| A stable hydrazine-based compound whose exact manufacturing specifications are a closely-guarded secret. One of the most common fuels in human space. Extremely flammable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Can be obtained from fuel tanks around the ship.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Wood Pulp&amp;quot;&amp;gt;Wood Pulp&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grind wood planks or [[Guide to Hydroponics#Towercap|Towercap]].&lt;br /&gt;
|A mass of wood fibers.&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Zombie Powder&amp;quot;&amp;gt;Zombie Powder&amp;lt;/div&amp;gt;&lt;br /&gt;
|5u [[Guide to Chemistry#Carpotoxin|&amp;lt;u&amp;gt;Carpotoxin&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;5u [[Guide to Chemistry#Soporific|&amp;lt;u&amp;gt;Soporific&amp;lt;/u&amp;gt;]]&amp;lt;br&amp;gt;5u Copper&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Temperature 90C to 99C&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;(Produces 2u instead of 15u)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Paralyzes people, and makes them appear dead to the most rudimentary of tests.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Decomposes into equal parts Carpotoxin, Soporific, and copper at temperatures above 100C.&amp;lt;/small&amp;gt;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;small&amp;gt;Wanna be teleported to the Morgue? Use this!&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[index.php?title=Category:Medical Guides]]&lt;br /&gt;
[[index.php?title=Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Pirx&amp;diff=2960</id>
		<title>Pirx</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Pirx&amp;diff=2960"/>
		<updated>2024-12-09T15:00:56Z</updated>

		<summary type="html">&lt;p&gt;Ryan: Solarian &amp;gt; Solar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pirx Prime&#039;&#039;&#039;, commonly referred to just as &#039;&#039;&#039;Pirx&#039;&#039;&#039;, is a colonized planet located in the Pirx system. Covered in a jungle of towering, exotic plant life, Pirx is closer to unexplored space than it is to most other colonies. Pirx has suffered from this disconnect, with few corporate investors and fewer immigrants. As such, most of the planet remains unexplored. With both a resurgence in exploration policies and newfound reasons for planetary investment, Pirx has found itself rapidly thrust into a position as both a sort of supply and fuel stop for government and corporate vessels as well as the home of a new [[Expeditionary Corps]] installation. The long-term neglect and then sudden exploitation has fostered a bitter attitude towards the [[Sol Central Government]] and the EC in many Pirxians.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Pirx.png|thumb|Planetary flag of Pirx]]&lt;br /&gt;
Pirx, and its largest planet, Pirx Prime, was first visited by explorers from the Terran Commonwealth just prior to its collapse. The mission was led by four officers: Hiram Peshman, Aki Iamoto, Eliza Ruzciak, and Dierks Xandersen. The system was named by taking the first letter of each of their last names.&lt;br /&gt;
&lt;br /&gt;
The exploration team performed multiple scans of Pirx Prime, and it was immediately recognized as a point of marked colonial interest; despite its hostile atmosphere, the planet had fresh water, survivable temperatures, and a biosphere filled with massive amounts of undiscovered xenofauna and flora. Upon returning to Earth, it was promptly added to a database of planets to colonize.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts were put into place just a decade before the reorganization of the Commonwealth into the Sol Central Government, with colony ships landing at the southern end of the planet’s Yuodu Plateau in 2201. As a member of the Sol Central Government, it was left relatively high and dry by the human core until it was discovered to be fuel rich in the late 2270s. Pirx is one of the few frontier worlds to actually remain in contact with the Sol Central Government, making it a valuable launchpad in the search for lost Commonwealth colonies.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Geography&#039;&#039;&#039; ==&lt;br /&gt;
Pirx Prime is a wet, temperate world, covered in a diverse, sprawling forest that spans most of the planet&#039;s northern hemisphere. In the southern hemisphere, Pirx Prime has an extensive plateau covered in prairie-land known as the Yuodu Plateau; on the northern edge of the plateau lies a river-carved canyon, which has been tented over with a pinkish borosilicate synth-fiber to create a sizeable pocket of human-friendly air. Within this tent is Pirx Prime&#039;s capital city, the aptly named Yuodu City. Joining the Youdu Plateau in the southern hemisphere is the Denkao Sea, a massive crater lake born from an ancient impact on the planet&#039;s surface, comprising almost a quarter of the planet&#039;s area.&lt;br /&gt;
&lt;br /&gt;
Pirx Prime&#039;s soil is nitrogen rich, which supports the planet&#039;s expansive biodiversity. There is no saltwater in any considerable quantity on the planet&#039;s surface – the freshwater Denkao Sea is the planet&#039;s largest body of water, and most of the salt content on the planet is found in the Yuodo Plateau. The remainder of the planet&#039;s water is found in temperate wetlands near the north and south poles, in streams and rivers, and in other large bodies such as Lake Jessica and Lake Patton, both in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
Pirx Prime&#039;s atmosphere is rendered unbreathable by humans due to a large quantity of xenon gas, but the planet&#039;s orbit and ozone layer keep pressure and temperature within human-survivable levels – save for the poles, which get even colder than those on Earth due to their skewed elevations and lack of rain.&lt;br /&gt;
&lt;br /&gt;
One last point of note about Pirx Prime is its planetary ring – likely formed in the meteor collision that created the Denkao Sea, the ring is rich in hydrogen and contains trace amounts of Phoron. With this ring, Pirx Prime is a phenomenally lucrative spot in regards to ship fuel.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Flora and Fauna&#039;&#039;&#039; ==&lt;br /&gt;
Pirx is home to a myriad of native plants and fungi, as well as a sizable population of imported animals.&lt;br /&gt;
&lt;br /&gt;
The tallest plants in the jungles of Pirx are called Basking Trees, or, casually, “celery trees”. These tall, stiff stalks of plant matter are unlike trees as they have no bark, and instead are made up of thick strands of plant matter that jut straight upwards, with the tallest reaching well over a hundred feet. The tops of Basking Trees are made of broad, flat leaves.&lt;br /&gt;
&lt;br /&gt;
Other plants native to the Pirxian jungles are the Pine Stalks, a bamboo-like shoot that grows a massive root network and is covered in thin, sharp needles. These needles are barbed and incredibly sharp, and have often pricked unaware explorers. Pine Stalks are also known for their sweet scent.&lt;br /&gt;
&lt;br /&gt;
On the prairies of the Yuodu Plateau, the landscape is dominated by the thick, bluish Pirx Grass, which is not a grass at all but rather massive swathes of a large, single biomass, with single plants developing root networks that can cover almost a kilometer in area.&lt;br /&gt;
&lt;br /&gt;
Alongside Pirx grass, many flowering plants pop up on the prairies, such as the famously sweet Orange Pirx Flower, or “Ion Flower”, which is best known for flavoring the soda Ion-Bru.&lt;br /&gt;
&lt;br /&gt;
In the myriad of biomes found under the surfaces of Pirx’s fresh bodies of water, mosses, algae, and lichens dominate the landscape. Massive bubbles of symbiotic algae and fungi called “Pirx Pods” float across the surface of the Denkao Sea, often two meters across and almost perfectly spherical when suspended in water.&lt;br /&gt;
&lt;br /&gt;
Most of Pirx Prime’s native fauna is microscopic, with the one notable exception being the Pirxian Isopod, or “Glassdugger&amp;lt;nowiki&amp;gt;&#039;&#039;&amp;lt;/nowiki&amp;gt; as referred to by local Pirxians. Glassduggers are small, ten-legged arthropods with thick shells that have a quartz outer component. Glassduggers live exclusively in the rivers, streams, and ponds of the northern hemisphere, and are usually found under rocks consuming dead plant matter on the riverbed.&lt;br /&gt;
&lt;br /&gt;
Human-imported flora and fauna are mostly confined to the Yuodu City tent system and to greenhouses scattered around the planet&#039;s frontiers. Despite this, they make up a considerable amount of the planet&#039;s biosphere. Insects have been a staple of Pirxian life since colonization, and are regularly farmed as a source of both protein and honey. Grains such as wheat and barley are also commonly farmed in the planet&#039;s many greenhouses, but not in any capacity that would make the planet agriculturally significant to any outside governments or worlds.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Culture&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
As a frontier world, Pirx has a considerable amount of disconnect from the core worlds. Though ZAC is the official language of the Yuodu City Administrative District, there are communities on Pirx that speak all the old languages of the Solar system.&lt;br /&gt;
&lt;br /&gt;
Those who speak Zurich commonly do so with the “Pirxish” dialect, which famously slurs and contracts words, being spoken much faster than core-world Zurich (oftentimes to the dismay of outsiders).&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Its distance from Sol has led many Pirxians, especially outside of the cities, to avoid relying on imports. Agriculturally, Pirx is mostly known for its apiary industry, with imported bees becoming important pollinators in the biosphere created under the Yuodu City tent system. Pirx’s nitrogen-rich soil and lower gravity have created conditions where insects can grow to over double their standard sizes, and so bees, ants, and isopods are often used as protein substitutes in Pirxian cuisine.&lt;br /&gt;
&lt;br /&gt;
Aside from honey, Pirx’s nitrogen-rich soil allows the production of large amounts of grains; corn, wheat and barley are grown both under the tent and in the many greenhouses surrounding Yuodu city, and bread as well as other baked goods (oft-incorporating honey) are staples of the Pirxian diet.&lt;br /&gt;
&lt;br /&gt;
Although Pirx does not export food in any large-scale capacity, they&#039;ve re-entered the export scene in the years since Solar reinvestment. For example, the cult classic soda Ion-Bru was famously invented in Yuodu City, where it is manufactured to this day and has been exported since the 2290s. The soda gets its distinctive sweetness from nectar extracted from the orange &amp;quot;Ion Flower&amp;quot; native to the plateau.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Demographics&#039;&#039;&#039; ==&lt;br /&gt;
Compared to other SCG members, Pirx Prime is considered a very small colony. Roughly 60% of the planet&#039;s population resides in and around Yuodu City (either within the tented canyon, or connected to it by a network of tunnels) with the remaining 40% occupying small, scattered, greenhouse-based communities within the jungles and plains. Pirx has never received representation in the Solar Senate despite constant petitioning for membership by both the YCAD and the Pirx Frontier Coalition, though it sends thirty-six members to the Solar Assembly – a number expected to rise by 2312.&lt;br /&gt;
&lt;br /&gt;
Pirxian identity is complex, with most citizens of the planet simply identifying as Pirxian. According to recent surveys, only 35% of Pirxians consider themselves “Solars”, with 40% considering themselves “Independent” and 10% considering themselves “Colonial”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
Before the 2270s, Pirx was considered by the SCG core to be unworthy of serious economic investment. Corporations only started to take interest after the discovery of the planet&#039;s natural fuel reserves, with a massive reinvestment campaign known as the ‘ring rush&#039; beginning in the 2290s.&lt;br /&gt;
&lt;br /&gt;
Much of Pirx Prime considers itself to be self-sustaining, but its status as a relatively younger colony means it finds itself reliant on imports for specialty goods such as technology and pharmaceuticals. Exports from the Pirx system are mostly limited to shuttle fuel and other raw materials, but several novelties, such as Ion-Bru, export from Pirx to market themselves as “frontier-made.”’ Certain industries, such as agriculture and fashion, are almost entirely domestic, with imports only reserved for specialty, brand-name, or designer goods.&lt;br /&gt;
&lt;br /&gt;
As of the 2300s, Pirx&#039;s largest export is fuel in the form of both hydrogen gas and refined Phoron, both of which are mined from the planet&#039;s ring and processed planetside or in orbital processing facilities.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Yuodu City Administrative District&#039;&#039;&#039; ===&lt;br /&gt;
The Yuodu City Administrative District (YCAD, or “Why-cad”) is the largest administrative body on Pirx Prime, and was the first government on the planet to send representatives to the Solar Assembly. With a population of more than half a million people as of 2310, the YCAD is governed by a council of appointed officials from local businesses and institutions.&lt;br /&gt;
&lt;br /&gt;
The YCAD is in charge of a large chunk of the Yuodo Plateau, and despite its name has jurisdiction over a considerable amount of settlements outside of the tented canyon. It also administrates most of the planet&#039;s important infrastructure, including the Tent Maintenance Order, the Pirx Prime Atmosphere, Power, and Water Authority, the Xandersen College of Arts and Sciences, the Yuodu Space Elevator, and the Pirx Worldly Protection Force.&lt;br /&gt;
&lt;br /&gt;
Life within the YCAD is largely divided along class lines. The planet&#039;s “old guard” are mostly descendants of the original colonists, and as such have had several generations to consolidate power. Nepotism runs rampant in the upper echelons of the YCAD, and it is basically impossible to serve in the Administrative Council without prior connections.&lt;br /&gt;
&lt;br /&gt;
The lower 70% of Pirxians within the YCAD often view the upper 30% with anything from mockery to contempt. Most see them as overly self-important and indulgent, and often jokingly call them “the Lords of Pirx”.&lt;br /&gt;
&lt;br /&gt;
The others – the majority of Pirxians within the YCAD – are sometimes called “tenters” due to their reliance on the tented canyon, or “bugeaters” due to their reliance on insect proteins. The bugeaters make up the largest chunk of those speaking the Pirxian dialect, and are often instantly recognizable as Pirxians offworld, due to their domestic fashion and strange dialect.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pirx Frontier Coalition&#039;&#039;&#039; ===&lt;br /&gt;
Outside of the YCAD, Pirx is governed by a loose confederation of municipalities (mostly farming, fishing, and small-scale manufacturing communities in the northern forest and surrounding the crater lake). The PFC has a population just over half the size of the YCAD.&lt;br /&gt;
&lt;br /&gt;
The PFC is a very close knit, family- and community-centric society. It is considered by many, even within the YCAD, to embody the spirit of the planet. Small communities are mostly isolated by the thick jungles and hostile atmosphere, but within those communities, family and neighborhood are highly valued. Economic standing is not as important in these isolated communities, and they have plenty of free time that they often spend exploring and cataloging the natural jungles, making music and food to share with the community, and pursuing personal goals and interests. Contact with the galaxy at large is often harder to facilitate for these communities, and can sometimes take days or even weeks depending on the schedule of the logistics networks that the frontier relies on.&lt;br /&gt;
&lt;br /&gt;
Due to the PFC’s hands-off policies, focus on personal autonomy, and access to large swathes of untamed and unexplored wilderness, it is sometimes considered the last true frontier in Sol. These factors make it attractive both for people trying to escape the hustle of the core, and for people dissatisfied with the status quo of the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
The PFC contributes volunteers to the Pirx Worldly Protection Force, a PDF of the Solar Army controlled by YCAD, but is also defended by a volunteer group known as the Pirx Rangers. The Rangers are famously uncooperative with the Sol Central Government at large, and are known to turn a blind eye to crimes they see as ‘victimless’, such as tax evasion or possession of controlled substances. On more than one occasion, the Rangers have been caught misleading the Sol Federal Police to aid in the harboring of criminals, but they have avoided being disbanded as an organization due to the political backlash it would receive.&lt;br /&gt;
&lt;br /&gt;
Another volunteer organization in the PFC is the Pirx Express Shipping Commission, or Pirxpress. Pirxpress is a logistics network that makes sure the isolated frontier communities have access to resources and mail from the rest of the galaxy, and is the only PFC organization with access to the Yuodu Space Elevator. This access allows Pirxpress to provide the rest of the Frontier Coalition with any and all imports. Members of Pirxpress operate in a myriad of ways, from flying small shuttlecraft to even horseback, with a special gas mask manufactured just for riding animals.&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Xandersen College of Arts and Sciences&#039;&#039;&#039; ===&lt;br /&gt;
Yuodu City’s primary institution of higher education, Xandersen College is the only private college on Pirx Prime. Named for one of the original explorers of Pirx, Xandersen College primarily serves upper class residents of the YCAD. While it is considered a prestigious institution within the Pirx system, it is very uncommon for someone to immigrate to Pirx with the express goal of attending.&lt;br /&gt;
&lt;br /&gt;
Xandersen College is managed in part by the YCAD Administrative Council, and is otherwise privately owned. It&#039;s best known for its courses in xenodiplomacy and political science, and sends collegiate athletes into the core worlds for annual sports competitions, where they frequently excel in chess and fencing.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Expeditionary Outpost Guyasuta&#039;&#039;&#039; ===&lt;br /&gt;
Outpost Guyasuta is an Expeditionary Corps outpost established on the northern edge of the Yuodu Plateau in 2289 as a shuttle maintenance yard and waystation. The location was selected for multiple reasons: The flat land of the plateau made an excellent location for shuttles to take off and land, as well as making construction of the facilities relatively easy, and the site&#039;s proximity to the space elevator made it a safe place to dock ships with relative ease of transportation and supply. Moreover, Pirx Prime’s ring made the planet an ideal fueling destination.&lt;br /&gt;
&lt;br /&gt;
The shuttle yard of Outpost Guyasuta is home to an engineering maintenance bay, and these days is known as a great place for Expeditionary explorers to hone their engineering skills. It is also home to a long range communications tower, multiple anomaly storage laboratories, and crew quarters designed to house five hundred explorers, though as of 2310 it has yet to be more than 20% occupied at any given time.&lt;br /&gt;
&lt;br /&gt;
* Outpost Guyasuta was selected because of Pirx’s proximity to the frontier. As the farthest SCG world from Sol itself, Pirx is the closest world to three points of interest known by the [[Expeditionary Corps Organisation]] and the Corps at large.&lt;br /&gt;
* SCGECO-1436 A and B are two planets that share an anomalous, binary orbit, with the central point of that orbit orbiting as usual around their star. It is unknown what causes these planets not to collide, and further study was deemed important by the Observatory. 1436 is 51 lightyears from Sol, but only 10 from Pirx.&lt;br /&gt;
* Regald-Alpha – an exoplanet in the SCGECO-2681 system, often called “the Stone City” by members of the Corps – is a barren, rocky exoplanet containing large buttes, spires, and plateaus. It&#039;s known for having a massive structure near its southern pole, believed to be some kind of ancient metropolis. The city seems to follow human architectural standards, but is composed entirely of the planet&#039;s native stone, with no noteworthy technology, tools, or even traces of biomaterial ever detected on the site. Because of this, it was decided that further study is needed. Semi-regular expeditions are sent to the planet, which is 6 lightyears from Pirx, in an attempt to discover who or what it is that left the Stone City behind.&lt;br /&gt;
&lt;br /&gt;
Pirx is also the closest human colony to the planet Marinus-Chalmers in the SCGEC-4825 system. Marinus-Chalmers is home to a massive crystalline temple of unknown origin. Inside the temple is a large sphere that has been determined to be composed of a ferromagnetic alloy. The sphere is built into the center of the temple, and cannot successfully be moved. The sphere is known to speak every known language, both human and otherwise, and can somehow psychically speak to people who approach it within its chamber. The sphere, nicknamed “Orb” or sometimes “Ole Orby” by explorers, speaks prophecies about numerous events both known and unknown within the galaxy. Further study of Orb has been authorized by the Observatory, as at this time it&#039;s unknown whether or not its prophetic broadcasts are true. SCGECO-4825 is 70 light years from Sol, making accessing it from Pirx much more convenient, cutting the travel time by more than half.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Pirx and SolGov&#039;&#039;&#039; ==&lt;br /&gt;
Since the arrival of the Expeditionary Corps and the re-introduction of Solar interest in the region, the people of Pirx have had very mixed views on Solar institutions. Many Pirxians view the Expeditionary Corps in particular with disdain, thinking that Outpost Guyasuta and EC refueling operations in general are an asymmetrical extraction and abuse of Pirxian resources. Other more radical elements think that the EC is harmful to the planet&#039;s indigenous xenolife, while others dislike the EC simply due to the fact that it brings the planet too close to the government.&lt;br /&gt;
&lt;br /&gt;
Overall, however, the EC has catalyzed a general distrust of the federal government. From the original Terran Commonwealth government collapsing entirely to the SCG’s semi-absence in previous decades, many Pirxians – especially those in the PFC – have a level of distrust for government institutions and the government at large. Tax evasion runs rampant in the PFC, and the Pirx Rangers in particular are known for being non-cooperative with the [[Sol Federal Police]]. Pirx has one of the lowest rates for Fleet enlistment among settled colonies, and a staunch anti-war and anti-military sentiment exists on the planet.&lt;br /&gt;
&lt;br /&gt;
There are, however, those within Pirx Prime who like and benefit from cooperation with the federal government. Many of its inhabitants have benefited financially from cooperation with the Expeditionary Corps, while others are filled with a sense of wonder by the coming and going ships of the Expeditionary Corps. In Yuodu City in particular, explorers from Outpost Guyasuta often mingle with Pirxians, resulting in a cultural exchange that sometimes leads to an inspiration to join the Corps. Others still see the prospect of joining the Corps as a way to get off the planet, and in the insular communities of the PFC, opportunities to escape the planet are few and far between.&lt;br /&gt;
&lt;br /&gt;
Aside from the Corps, a good deal of federal employees make their home on Pirx, specifically in Yuodu city. Offices of SolGov and core world corporations have expanded their presence and hiring capacity in the city in the last few decades.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Crime&#039;&#039;&#039; ==&lt;br /&gt;
Compared to many places in the galaxy, Pirx is considered largely idyllic, but like any society it is not without its problems. Most crime on Pirx Prime is thankfully nonviolent, but murder and theft still happen, particularly outside of the YCAD. It is not uncommon for criminals from other parts of Sol space to go to Pirx in the hopes of avoiding justice.&lt;br /&gt;
&lt;br /&gt;
In the YCAD, the Pirx Worldly Protection Force also serves as a police force, and operates with relative impunity. The Administrative Council is the final judicial authority for crimes that don&#039;t make their way to the desk of the Sol Federal Police, and those with connections often find themselves getting lighter sentences. The most common crime in the YCAD is gambling, which, while illegal, is largely unenforced.&lt;br /&gt;
&lt;br /&gt;
In the PFC, crime is considered much more rampant. The Pirx Worldly Protection Force does not have jurisdiction over the Frontier Coalition, and the Pirx Rangers are known for being very selective with which laws they enforce, valuing the stability of the local community over enforcement of Solar laws. As such, the PFC is full of people known as the “Unsung”, who live off the grid from the Sol Central Government at large. There are rumors that the Unsung are violent revolutionaries, accepting arms from the [[Gilgamesh Colonial Confederation]] or the [[Skrell Crime|Skrellian Qerr-Glia]], but these are wildly speculative tabloid rumors that that are rarely investigated in any official capacity.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Colonies]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2959</id>
		<title>Timeline of Canon Events</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2959"/>
		<updated>2024-12-07T18:58:46Z</updated>

		<summary type="html">&lt;p&gt;Ryan: 5h -&amp;gt; 5th; assault -&amp;gt; assaulted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This timeline documents the events taking place on and surrounding the [[SEV Torch]], beginning in the March of 2310. This timeline is actively being updated – continue to check back for recaps following each event. &lt;br /&gt;
&lt;br /&gt;
== Spring, 2310 – Attack of the Hale ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* Following a chance meeting with a Terran Pioneer Corps vessel in the E-14b system and the subsequent fallout after an attack by the rogue SFV Nathan Hale, the [[Expeditionary Corps]] gains a major role in diplomatic relations with the ICCG.&lt;br /&gt;
* Tensions raised between the ICCG and the SCG following rogue [[Sol Central Government Fleet|SCG Fleet]] attacks on ICCG delegations.&lt;br /&gt;
* Despite attempts to bring the EC under Fleet supervision, the EC remains independent from the Fleet (for now). Tensions between the EC and the Fleet are at an all time high.&lt;br /&gt;
* After the execution of Torch saboteur Lt. Kristen Rohtin, a portion of Fifth Fleet Vessels have gone rogue and dropped off the grid alongside the SFV Nathan Hale.&lt;br /&gt;
* Advocates for expanding the authority and role of Defense Force leadership are taking over major political positions.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;March 19th 2310&amp;quot;&amp;gt;March 19th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|After the SEV Torch and a [[Gilgamesh Colonial Confederation|ICCG]] exploration vessel, the GCNV Itinerant, arrive in the lush and mineral-rich E-14b sector simultaneously, Solar authorities announce that the Torch will host a delegation from the Itinerant to discuss mutual development of the system. &lt;br /&gt;
&lt;br /&gt;
But not all of Sol wants diplomacy: shortly after receiving the delegation, the Torch receives an urgent fax from the [[Sol Central Government Fleet#5th Fleet|SFV Nathan Hale]] demanding the immediate arrest of the Terrans. Fearing the start of a war, the Torch’s Commanding Officer delays the demand and attempts to contact Expeditionary Command, who — despite communication jamming — re-establish contact with the Torch after several tense hours and confirm that the Hale has gone rogue. &lt;br /&gt;
&lt;br /&gt;
The Torch alerts the Hale that they will not comply with the arrest order; the Hale promptly fires missiles upon the Torch in response, forcing the ship to evacuate the Terran delegates and begin evasive maneuvers. The Torch engages its emergency bluespace jump and evacuates the sector after taking several hits. &lt;br /&gt;
&lt;br /&gt;
The Nathan Hale cuts all communications with Fleet command and falls off all tracking software as Sol decries the Hale&#039;s actions. The Torch arrives far off the planned course with a damaged drive, and awaits repairs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 9th 2310&amp;quot;&amp;gt;April 9th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|For the last several weeks, the damages that the SFV Nathan Hale brought unto the SEV Torch and its crew have been largely repaired, but the largest of all remains at the forefront of everyone&#039;s minds: the Bluespace Drive remains only partially functional. Help arrives after weeks of waiting by way of a delegation from the SFV Amberjack, but it isn&#039;t the help the Torch was expecting. &lt;br /&gt;
&lt;br /&gt;
A representative for the Committee of Diplomatic Affairs meets with the Command of the vessel, inspectors from the Special Affairs Committee hand out a flurry of demerits and fines, and investigators from the [[Sol Federal Police]] and Fleet Internal Investigations pull crew one by one into interrogation and send them away with the knowledge that their personal lives would soon be upturned with exhaustive investigatory searches. &lt;br /&gt;
&lt;br /&gt;
Through the combined efforts of a [[Skrell|Skrellian]] Bluespace Engineer and the SEV Torch&#039;s own Engineering department, the Bluespace Drive is repaired, once more at full functionality. However, the ship&#039;s troubles are not over: the Torch receives orders to remain in space and await future communications from the Admiralty. And as the Amberjack shuttle leaves the SEV Torch, Torch supply crew report the departing political staff looking horribly smug.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 23rd 2310&amp;quot;&amp;gt;April 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As a result of the disastrous inter-organizational audits of the last month, the Torch is forced to contend with an elite team of Fleet investigators and strong-arms charged with shaking down the ship. The team sets to work tearing open lockers and turning out pockets, &amp;quot;finding&amp;quot; drugs, weaponry, and contraband of all description wherever they turn their gaze. &lt;br /&gt;
&lt;br /&gt;
The obvious setup doesn’t escape the notice of the Torch&#039;s Captain, nor indeed most of the crew, and a non-violent protest is rallied. The crew of the Torch gathers near the airlock and surrounds the Fleet investigators who have arrested the Torch&#039;s Senior Engineer with the same sorts of planted evidence they’ve been finding all over the Torch. The Torch&#039;s riot armor-clad Security team attempts to prevent the gathered mob from escalating the situation. &lt;br /&gt;
&lt;br /&gt;
All the while, the Solar Assembly debates an emergency bill which would give the Sol Central Government Defense Forces oversight over the Expeditionary Corps, which would result in an unprecedented end to the organization’s non-military history. Officials from the ICCG announce they will only continue talks with Corps&#039; vessels – and only unsupervised by SFV presence, in their own territory. &lt;br /&gt;
&lt;br /&gt;
The Independents&#039; terms are agreed to by the Corps, the Torch, and Secretary General Amaya Barros despite the advancing assembly motions to gut Corps leadership. The Torch now sets out, without their Senior Engineer, towards the border and an uncertain future…&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;May 14th 2310&amp;quot;&amp;gt;May 14th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The SEV Torch finally arrives in ICCG space to meet with the Terran Pioneer Corps, hoping to establish firmer ties and continue building towards a more peaceful future for humanity. Unbeknownst to both sides, a saboteur from within the Torch’s own crew threatens everything they’re working towards. &lt;br /&gt;
Lieutenant Kristen Rohtin – the Torch&#039;s Chief Engineer, an officer of the Fleet, and a sympathizer of the SFV Nathan Hale – sabotages nearly every major system on board the Torch with the aid of a subverted station-bound drone. The rest of the engineering team struggles to undo the damage as the broken Bluespace Drive causes previously unheard of anomalies. In the chaos, the meeting with the Pioneer Delegation is nearly burned alive by the subverted drone. &lt;br /&gt;
&lt;br /&gt;
The sabotage cuts the Torch off from communicating with Sol. The Solar Assembly, in a state of panic, begins to push for war. Every ounce of paranoia comes to the forefront as Sol believes that the ICCG has intentionally taken the Torch offline. In the brink of time, the engineering team manages to get communications back online, averting the start of an interstellar war. &lt;br /&gt;
&lt;br /&gt;
His sabotage failing and war all but thwarted, Lt. Rohtin arms up and attempts to eliminate the ICCG delegation directly so that no further collaboration may be possible. In a short and brutal shootout, Rohtin is apprehended by the Torch’s security team. &lt;br /&gt;
&lt;br /&gt;
The Torch holds a Field Court-Martial, fearing that carrying Lt. Rohtin back to Sol for trial would open them up to attack from the rogue Nathan Hale, or that sympathizers to Rohtin’s cause at home might allow him to escape justice. The verdict given is one of guilt: Rohtin is executed by firing squad. &lt;br /&gt;
&lt;br /&gt;
Shockingly, unprecedentedly, the Fifth Fleet reports that more members of Special Group Alpha have gone AWOL, with a number of other Fleet personnel also falling off of the radar. It is unclear how or why, but rumors of dissidence, dissatisfaction, and discontent touch every corner of the affair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summer, 2310 – Icarus and Interlude ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* The Torch returns to port after a perilous journey home. Despite the tense political climate, the crew are able to enjoy themselves.&lt;br /&gt;
* On returning to deep space, the Torch finds the wreckage of the SEV Icarus. A heavily-armed group claiming to be local scrappers prevent them from recovering the vessel, forcing them to abandon the Icarus and continue on.&lt;br /&gt;
* [[Iolaus]] initiates a referendum to secede from the SCG, causing an economic crash. The Torch is hit by major – possibly punitive – budget cuts, but scrapes up enough money to continue operations. Early voting continues on Iolaus, with the referendum set to be decided in September.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 12th 2310&amp;quot;&amp;gt;June 12th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch, having been shot at, sabotaged, repeatedly smeared by the press, and still having managed to successfully negotiate with the Terran Pioneer Corps in spite of it all, finally limps home to port in [[Mars]]&#039; orbit. &lt;br /&gt;
&lt;br /&gt;
Before the crew leaves for shore, they are greeted by Expeditionary Command&#039;s welcoming party: Admiral Henry Lau, one of the driving forces behind the Helios Project, personally visits the Torch to meet with its command staff, while a Chief “Party Officer” arrives to entertain the crew. In a rare moment of respite, the Torch celebrates its successful mission with partying, drinking, laser tag, and more – and while the political situation remains tense, the crew are able to leave their worries behind them as they head home. For now, at least.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 26th 2310&amp;quot;&amp;gt;June 26th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|Degraded bluespace emissions matching the signature of the Bluespace Drive of the long lost [[Expeditionary Corps#SEV Icarus|SEV Icarus]] are detected on Ivanov-Theta, an exoplanet in the remote Luyten 545 system. The Torch jumps to the system, hoping to recover its sister ship.&lt;br /&gt;
&lt;br /&gt;
On arriving to the planet, the wreckage of the SEV Icarus is found in shambles, with no survivors in sight – Torch crew salvage what they can from the irradiated ship, focusing on body retrieval and data recovery. Hard-drives, digital logs, and EXO documents are recovered from the vessel, and engineering discovers that the ship&#039;s Bluespace Drive is mostly intact.&lt;br /&gt;
&lt;br /&gt;
However, the Torch soon realizes they are not alone: a third party, claiming to be a local scrapper group, threatens the Torch&#039;s recovery crew with heavy weaponry. The Torch gathers what it can, but makes little headway. Ultimately, Expeditionary Command orders the Torch to continue on its standard route while they make a plan to fully recover the Icarus. &lt;br /&gt;
&lt;br /&gt;
The Torch establishes a small outpost on Ivanov-Theta for a future recovery attempt, but is forced to abandon the SEV Icarus for now.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 30th 2310&amp;quot;&amp;gt;July 30th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As the Sol economy dips in response to the upcoming independence vote by major shipyard and economic powerhouse [[Iolaus]], the Torch was hit by devastating budget cuts and threatened with mission shutdown or privatization if losses were not recouped. Some crew wonder if the cuts were a shameless attempt by reactionary elements in the Senate to punish the EC after the Torch&#039;s rendezvous with the Terrans.&lt;br /&gt;
&lt;br /&gt;
The Torch rallies in response, scalping exoplanets for materials, utilizing the R-UST to produce valuable minerals, mass-producing mechs, selling anything not bolted down for credits, and much much more, ultimately scraping up enough to continue operations. Despite a bit of penny-pinching – and more than a bit of bug-meat – the Torch mission continues on!&lt;br /&gt;
&lt;br /&gt;
Meanwhile, early voting on Iolaus begins – and while difficult to interpret meaningfully, tallies suggest that secession from the SCG is a real possibility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fall, 2310 - Spring, 2311 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* Defecting Fleet forces perpetrate scattered hit-and-run attacks on installations across SCG space over the next few months. The D. Pavonis bluespace gateway is destroyed, leaving frontier colonies cut off and isolated from the Solar core. Rogue ships begin to conglomerate – seemingly, unifying around Copernicus.&lt;br /&gt;
* The Torch discovers the Free Peoples of Earhart (&amp;quot;FPE&amp;quot;) – an unrelated group of hostile, insular colonists descended from a long lost Terran Commonwealth colony ship – at the edge of known human space.&lt;br /&gt;
* The [[Frontier Alliance]] breaks away from the SCG, composed of a loose alignment of defecting Fleet personnel, Iolaus, and other border colonies. [[Brahe]] – despite remaining largely loyal to Sol – is dragged into the Alliance under Iolaus&#039; occupation, and Solar ships flee Alliance territory en masse. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 10th 2310&amp;quot;&amp;gt;September 10th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch is summoned to respond to the SOS of a crashed Fifth Fleet ship from Special Group Alpha, the SFV Jonah, that had previously fallen off tracking software – with much of Special Group Alpha having previously gone rogue alongside its battlecarrier, the infamous SFV Nathan Hale.&lt;br /&gt;
&lt;br /&gt;
On arrival, the Torch recovers two terrified survivors who speak of their ship turning against them in the night – and of their newly-hostile Commander and AI who, with the help of an unknown boarding party, secured the ship and took it off the net. The engineering crew of the Jonah managed to un-subvert their AI, but faced with imminent capture by the crew, the hostile elements on the Jonah&#039;s bridge scuttled the ship. &lt;br /&gt;
&lt;br /&gt;
Both survivors mention to investigators that the boarders – and their own Commander – had accents from the Solar frontier colonies.&lt;br /&gt;
&lt;br /&gt;
A full inventory of retrieved items, papers, and console data retrieved from the SFV Jonah by the Torch&#039;s exploration team can be found [https://hackmd.io/@rootoo807/B1WcWhcgj here].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 24th 2310&amp;quot;&amp;gt;September 24th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|In deep space, after the loss of two researchers under mysterious circumstances, members of the SEV Torch went to the surface of the planet Stocker-Chi to uncover the cause. This chance encounter led to the rediscovery of the population of the long lost COL-Earhart, which set sail under the flag of the Terran Commonwealth centuries ago. Having been entirely isolated since their cryogenic awakening over 100 years ago, they have gathered under the common name of &amp;quot;The Free Peoples of the Earhart&amp;quot;, or FPE, and have sworn themselves sovereign of the SCG. Their current number, location, and plans are widely unknown, but the apprehension of two second-generation colonists by the Torch security force promises enlightenment on the history of these clearly troubled people. To any colonists or deep space travelers who come by members of the &amp;quot;FPE&amp;quot;, it is recommended to exercise caution. The talks about identifying the FPE as a terrorist organization are currently deep underway.&lt;br /&gt;
&lt;br /&gt;
With these potential terrorists showing up across backwater systems, will the Torch start to cave under their antagonistic ways?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;October 23rd 2310&amp;quot;&amp;gt;October 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch responds to a drifting evacuation pod. The pod contains a senior Gateway Administration official who reports harrowing news; rogue ships from Special Group Alpha, including the infamous Nathan Hale, destroyed the D. Pavonis gate.&lt;br /&gt;
&lt;br /&gt;
While dodging bluespace phenomena, the Torch successfully worked with the Administrator to receive, and decode the surviving logs from the attack, and was able to provide Sol with the scans and transponder codes of the attacking vessels, as well as the testimony of the Administrator. The recovered logs can be read [https://hackmd.io/@rootoo807/SJSsddENo?utm_source=preview-mode&amp;amp;utm_medium=rec here].&lt;br /&gt;
&lt;br /&gt;
In response to the news and mounting evidence that the rogue ships are coming from the Copernicus system, ships are seen mobilizing across Sol...&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;November 5th 2310&amp;quot;&amp;gt;November 5th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The deep space exploration vessel the SEV Torch suffered minor damage in a collision with an escape shuttle today. No crewmembers were seriously hurt, but one of the two passengers aboard the shuttle died from their injuries from the crash. The survivor – as well as a second living survivor who was later recovered from space – is currently within custody aboard the Torch, awaiting transportation to the Sol System to receive more thorough medical care. &lt;br /&gt;
&lt;br /&gt;
Rumors have come out that these two survivors are the descendants of survivors from the COL-Earhart disaster. This group is reported to be the cause of multiple colonies being destroyed, and their people killed. The government has refused to comment on the validity of these claims.&lt;br /&gt;
&lt;br /&gt;
The validity of the Free Peoples of Earhart is beginning to increase across space. As more sightings of people claiming to be from this group pop up, the number of members is beginning to cause concern for the safety of colonies and transport ships. Part of exploration duties now consists of noting potential settlements for the FPE, abandoned or populated, to better handle the threat. Currently, they are seen by the public as an organized group of pirates. SolGov has yet to interrogate one in their home system.&lt;br /&gt;
|-&lt;br /&gt;
|March 18th, 2311&lt;br /&gt;
|The [[Expeditionary Corps#SEV Komarov|SEV Komarov]] is attacked by Fifth Fleet defectors, who steal valuable bluespace technology and kidnap EC Lieutenant Sverker Larson, the Komarov&#039;s Chief Engineer. One of the defectors&#039; shuttles is discovered adrift, engines disabled. The SEV Torch responds to the scene, capturing the shuttle in its gravity well and laying siege. &lt;br /&gt;
The Torch is able to disable the remaining defectors aboard, take the shuttle, and reclaim the captive lieutenant. He carries grim news: these defectors – hailing primarily from Iolaus and a smattering of fringe border colonies – have begun to unite under a single banner, calling themselves the &amp;quot;Frontier Alliance&amp;quot;. At the present, the ships that attacked the Komarov are searching for a cache of information Larson preemptively jettisoned from the Komarov into sector SGECO 1313.&lt;br /&gt;
The Torch has the opportunity to burn engine fuel and beat this alliance of mutineers to the cache. The Captain makes the call, and the bridge plots the course.&lt;br /&gt;
|-&lt;br /&gt;
|April 1st, 2311&lt;br /&gt;
|The Torch races to retrieve the Komarov cache, right as the new [[Frontier Alliance]] – made up of a contingent of Fifth Fleet mutineers, Iolans, and a collection of other dissident colonies – declares ownership of the Copernicus system and the swaths of space and remote colonies around it. Chaos overtakes the system as Solar ships are forced to flee Alliance territory or else be subject to the Alliance&#039;s mercy. &lt;br /&gt;
Shortly after sending a team of Explorers aboard the Charon to retrieve the cache, the Torch is confronted by the UFS Bulwark, who demands the Torch leave the sector immediately in the name of the Frontier Alliance. The Captain stalls for time by inviting a group of the Bulwark&#039;s so-called &amp;quot;diplomats&amp;quot; onto the Torch to share the Alliance&#039;s beliefs and purpose, hoping to distract them. &lt;br /&gt;
The arrival goes disastrously, with Torch crew jeering, shoving, and eventually pepper-spraying the visitors. The Alliance crew prepare to return to their ship right as the Bulwark realizes the Torch has a shuttle on the planet... &lt;br /&gt;
A shootout commences as the Alliance crew race back to their ship and the Torch attempts to detain them. The Torch reconvenes with the Charon and flees the sector, despite the Bulwark&#039;s best efforts to shoot them out of the sky.&lt;br /&gt;
The Frontier Alliance – all the more hateful towards Sol for the Torch&#039;s actions – takes their place on the galactic stage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summer - Winter, 2312 - Encounter with the Legion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* The Torch encounters a hostile group, unseen before. Synthetic assimilators of an unknown origin. The crew suffers losses and decides to retreat, slowly making their way to the outpost at E-14b.&lt;br /&gt;
* The Torch has various encounters with more Legion forces on their way back to E-14b.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 20th 2312&amp;quot;&amp;gt;July 20th, 2312&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch ends up at Gilese 936, after an unidentified fault with the bluespace drive. While the drive troubleshoots itself, an expedition is sent to the temporarily dubbed, Anderson-Eta exoplanet. A brief exploration reveals the presence of a facility inhabited by automated systems, and a group of synthetic assimilators, with familiar frames bearing the markings of the Terran Commonwealth, as well as that of the Expeditionary Corps.&lt;br /&gt;
&lt;br /&gt;
With the hoard of synthetics eventually making their intentions clear, a fight breaks out. The Torch was assaulted, and losses were taken. The crew were forced to jump out of the system, with a plan to retreat to a safe haven.&lt;br /&gt;
&lt;br /&gt;
Now, with sparse information. The rest of the Sol Central Government are vying for more information from the members of the Torch. And as such, have launched an investigation into the matter. Meanwhile, the intentions of this new species, or its origins, are left unknown.&lt;br /&gt;
|-&lt;br /&gt;
|November 2nd, 2312&lt;br /&gt;
|The SCGECO Golden Juno is infiltrated by an IPC identifying itself as a &#039;shepherd&#039; of the Legion. This IPC somehow subverts an organic crew member which sabotages the vessels defenses, and the situation rapidly spirals into chaos. The ship, most of its crew, and the responding Fleet ERT are lost when Fleet escorts elect to destroy the vessel after activation of the self destruct fails.&lt;br /&gt;
The entire event is covered up as a Frontier Alliance attack in public facing media coverage.&lt;br /&gt;
|-&lt;br /&gt;
|December 5th, 2312&lt;br /&gt;
|The Torch encounters the empty husk of the ITV Odyssey - A NanoTrasen sponsored research expedition out on a distant, dark arctic planet. Headless corpses, movement in the shadows beyond their headlamps, and Legion voices heard by the exploration synthetic with the team herald the coming storm. The team is rapidly assaulted by a horde of Legion bots but they manage to escape without any casualties.&lt;br /&gt;
The Legion do not pursue. This event is never reported to the public, but those on board the Torch are well aware of the close encounter.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Beginning_Lore&amp;diff=2954</id>
		<title>Beginning Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Beginning_Lore&amp;diff=2954"/>
		<updated>2024-11-09T18:52:35Z</updated>

		<summary type="html">&lt;p&gt;Ryan: 2312&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Human&#039;s Guide To The Galaxy. This short, helpful page will provide you with the very basics that you need to know about life in 2312 from the perspective of a human being.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to bring a towel.&lt;br /&gt;
&lt;br /&gt;
== The Current Map: SEV Torch ==&lt;br /&gt;
&lt;br /&gt;
* The current map, the [[SEV Torch]] is an SCG vessel on a deep space exploration mission. It is controlled by the [[Expeditionary Corps]] and has a number of [[Sol Central Government Fleet|SCG Fleet]] personnel aboard who have all volunteered to be there. There is also a sizeable contingent of employees from a variety of organizations, jointly bundled under the name [[Expeditionary Corps Organization]], commonly referred to by its abbreviation, EXO, as well as an array of contractors from all walks of life, who may be employees of other [[Corporations]].&lt;br /&gt;
* The Torch was launched at the beginning of 2307.&lt;br /&gt;
* The Torch regularly goes into deep space on a variety of survey missions. Sometimes it is asked to undertake other duties.&lt;br /&gt;
* A survey mission lasts several months and the Torch returns to a port in the Sol system at the conclusion. It heads back out again after a refit, refill and crew vacation.&lt;br /&gt;
* Passengers have paid for a ticket and are aboard for at least the duration of the current survey mission. The tickets are expensive, but passengers are not necessarily rich.&lt;br /&gt;
* All crew who are not from the Expeditionary Corps (Fleet, Contractors, etc.) volunteered for their position.&lt;br /&gt;
&lt;br /&gt;
== Humanity ==&lt;br /&gt;
&lt;br /&gt;
* Humans have spread far from [[Earth]], and exist over many nearby stars.&lt;br /&gt;
* Earth itself is still home to a sizable human population, though the planet is effectively a large nature reserve with the remaining population living in large, focused population centers and arcologies. Great pains are taken to care for the environment and native fauna and flora. Nation states as they once were have long ceased to exist.&lt;br /&gt;
* Humanity exists in two main forms, the [[Sol Central Government|Sol Central Government (SCG)]] and the [[Gilgamesh Colonial Confederation|Gilgamesh Colonial Confederation (GCC)]] which are two competing, local superpowers currently engaged in a cold war.&lt;br /&gt;
* The current leader of the Sol Central Government is the Secretary-General, Amaya Barros.&lt;br /&gt;
* Many of the political institutions of the SCG are based in Olympus, Mars.&lt;br /&gt;
* Only humans can become citizens of the Sol Central Government or any of its members. Aliens are, however, able to acquire residency rights.&lt;br /&gt;
* The largest corporations are based on Luna.&lt;br /&gt;
* Humanity exists in other places, though in a far more rustic, colonial and disorganized state, as well as on stations and other habitats in the void between worlds.&lt;br /&gt;
* Humanity is currently enjoying a terse, frosty peace between the two superpowers following the [[Gaia Conflict]].&lt;br /&gt;
* Most Humans are still from Sol itself, with [[Mars]] being the political hub of the SCG, [[Luna]] being the corporate hub and [[Venus]], [[Pluto]] and [[Ceres]] also being of interest.&lt;br /&gt;
* The two other largest population centers in the SCG are [[Ceti Epsilon|Tau Ceti]] and [[Eos|Helios]]. There are many more colonies.&lt;br /&gt;
* The GCC is home to the second largest human population, and is ideologically divergent from the SCG. Despite this, many humans from the more libertarian and militaristic GCC work in SCG space. &amp;quot;Indies&amp;quot; as they are known, are often viewed with suspicion, derision and outright hostility by SCG citizens as a result of numerous war crimes and expansionism during the Gaia Conflict.&lt;br /&gt;
* There is still a large class divide which varies from planet to planet.&lt;br /&gt;
* The Expeditionary Corps is a Uniformed Service of the Sol Central Government, concerned with non-military objectives such as exploration, surveying and the discovery of new life and alien technology.&lt;br /&gt;
* The Fleet is the primary military force of the SCG, and is concerned with military objectives such as the defence of SCG Space, dealing with piracy and cracking down on rebellions and insurrectionists. It also occasionally engages in search and rescue and humanitarian aid.&lt;br /&gt;
* Members of the Fleet and the EC must give up their planetary affiliations and adopt SCG Citizenship when they join.&lt;br /&gt;
* The agents of the [[Sol Federal Police|Sol Federal Police (SFP)]] are also found on the Torch, and are a federal-level law enforcement agency concerned with dealing with cross-planetary and cross-system crime, interstellar organised crime and crime in the void between worlds.&lt;br /&gt;
* Aliens serving in the EC are exchange personnel from their own planets, and not permanent, full members of the corps.&lt;br /&gt;
* The Expeditionary Corps is headquartered in the SCGECO or &#039;The Observatory&#039; for short, a large orbital installation between the Sun and Mars.&lt;br /&gt;
* The Fleet is headquartered in Olympus, on Mars, and has a myriad of bases and installations across human space.&lt;br /&gt;
* Corporations have large amounts of political influence and economic power throughout the SCG, and some dominate or directly control a star system or planet.&lt;br /&gt;
* One of if not the largest corporation is arguably [[NanoTrasen]], which is extremely diverse in its portfolio and assets. Primarily concerned with bluespace, Phoron and biomedical research. It also maintains a large, private security force and effectively controls the [[Nyx]] system. NanoTrasen is unscrupulous and aggressive in its business practices, often favouring profit above other considerations. Most of its management are extremely competitive and are known for their backstabbing and backroom deals.&lt;br /&gt;
* Humanity has only rare encounters with [[Vox]] within human space, and they are usually long gone before the Fleet intervenes in their hostile actions. It is exceptionally rare for anyone to have entered combat with them prior to the Torch mission.&lt;br /&gt;
&lt;br /&gt;
=== The Variants ===&lt;br /&gt;
&lt;br /&gt;
* Space-Adapted humans are genetically modified humans and those that exist today are the descendants of the originally modified humans. Originally made for work in the rigours of space, they are small in number and are viewed with an &amp;quot;uncanny valley&amp;quot; mindset by normal humans as a result of their somewhat strange modifications. A number of them remain in the Helios system, where a distinct subculture has formed.&lt;br /&gt;
* Grav-Adapted humans are much like Space adapted, though they are greater in number and are found all across human space. Originally made for work in high-pressure environments. Many are close knit within their families, though fiercely independent, hardy and hard working.&lt;br /&gt;
* Tritonians are another gene-mod variant of humanity, and by far the most divergent, adapted to exist in an amphibious lifestyle in locations such as Triton and other ocean moons or planets, they are bulky and covered in a layer of blubber.&lt;br /&gt;
* Vat-Grown humans are humans grown through purely artificial means in growth pods. They are not grown in this manner to maturity, but instead for a regular gestation period. Such humans can end up in a myriad of situations.&lt;br /&gt;
** Many are expensively-grown designer babies, children of the rich, the powerful, the well-connected. They usually see themselves as superior to others, mostly as a result of their rich upbringing, and lack many of the issues naturally-born humans may have.&lt;br /&gt;
* Boosters are a subculture of self-modifying biohackers who experiment on themselves in new and exciting ways, much to the chagrin of baseline humanity.&lt;br /&gt;
* Mules are the physically deformed, psionically-tainted edge-dwellers of human space, exposed to the interstellar abyss for long enough to be fundamentally changed.&lt;br /&gt;
&lt;br /&gt;
== Other Life ==&lt;br /&gt;
There are a myriad of other alien species that humanity has made contact with and enjoy usually cordial and amicable relations with.&lt;br /&gt;
&lt;br /&gt;
* The [[Skrell]] are the first alien species humanity made contact with, and are a somewhat largely unknown factor for most humans outside of any personal meetings they may have with individual Skrell. Many Skrell enjoy friendly relations with humanity.&lt;br /&gt;
* The [[Diona|Dionaea]] are an amalgamation of nymphs traveling across the universe in search of knowledge.&lt;br /&gt;
* The [[Unathi]] are honor-bound and highly religious reptilians from a backwater world with a splintered society. They are somewhat friendly with humanity.&lt;br /&gt;
* The [[Adherent]] are siliconoid machine-servitors of a now-extinct culture to whom they are devoted.&lt;br /&gt;
* The [[Positronics|IPC]] or Independent Positronic Chassis&#039; are quantum-powered computers in a robotic chassis produced en-masse by humanity. They are found all over human space and some are even within the Defence Forces.&lt;br /&gt;
* The [[Giant Armoured Serpentid|Giant Armoured Serpentids]] are massive insectoid predators with snake-like movement, owned by a corporation and contracted to do labor for the Torch and other organisations.&lt;br /&gt;
* The [[Vox]] are strange reptilian servitors from a decaying culture, hell-bent on stripping humanity of everything of value it holds. They are not friendly with humans.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
* The main source of power in human space is nuclear fusion.&lt;br /&gt;
* [[Guide to Supermatter|Supermatter engines]] are extremely rare aboard vessels, and are mainly used by NanoTrasen.&lt;br /&gt;
* Phoron is a rare gas with odd and somewhat difficult to determine properties that is mined almost exclusively in the [[Nyx]] system, though deposits of it are found across the galaxy in smaller quantities.&lt;br /&gt;
* Healthcare is advanced and free in the SCG, though availability and wait times can vary massively depending on where you are. In some places, it is faster and of arguably better quality (though more expensive) to pay for private, corporate healthcare.&lt;br /&gt;
* Bluespace is the dimension which humanity crosses into in order to engage in FTL travel. Time spent in bluespace is short, and vessels are shielded from it while passing through.&lt;br /&gt;
* Rarely, bluespace is known to inflict odd changes on humans who are subjected to it without proper shielding leading to events that defy the physics of our universe. Such events are extremely rare and the subjects usually die quickly. Such events are usually only known in academic circles.&lt;br /&gt;
* FTL travel is costly and expensive. Most humans travel via gateways which connect human systems. Gateway installations are massive toruses with a number of smaller installations built around them, and are often orbital cities unto themselves. Huge, costly, and well defended, humanity is reliant on them to remain connected.&lt;br /&gt;
* The Bluespace Drive is a rare piece of technology, handed down by the [[Skrell]], which allows a far faster method of travel. Currently, it is only mounted on the [[SEV Torch]], and sees regular use.&lt;br /&gt;
* The Alden-Saraspova Drives (named after two critical minds in human academic circles) are generally only mounted on larger warships fielded by the two human superpowers. While a step-up from conventional means of space-travel, it is slower (and more reliable) than the bluespace highways, and the Bluespace Drive.&lt;br /&gt;
* FTL travel without either relies on finding unstable bluespace &#039;tears&#039; that naturally occur. The use of these unstable portals is risky and relies on luck and expert piloting to exit safely. Such tears have a fixed entry and exit point. Often explored by designated exploration crafts, such as the SEV Komarov. Though, independent research groups have also made strides in their use.&lt;br /&gt;
* [[Prosthetics#Full Body Prosthetics (FBP)|Full Body Prosthetics]] are somewhat common across human space, and are primarily used to replace an entire human body in the event of catastrophic injury, housing only the brain of the original person. The process is traumatic and many FBP&#039;s are emotionally scarred. The First commercially available FBP technology is only two decades old, and being able to acquire one is a relatively recent thing.&lt;br /&gt;
* Artificial intelligence is common, though ship-bound artificial intelligence is expensive to install and integrate, and thus is considerably rarer. Individual synthetic units are far more common and are seen across the galaxy in a variety of roles.&lt;br /&gt;
* Terraforming is somewhat common, but is usually limited to small, dense worlds. It is only partially successful for large planets.&lt;br /&gt;
* Within the SCG, cloning an adult human is an expensive and time-consuming process, and after gestation the new vat-grown human must be raised normally.&lt;br /&gt;
&lt;br /&gt;
== Paracausality ==&lt;br /&gt;
&lt;br /&gt;
* In 2300, an Expeditionary Corps outpost far on the frontier picked up a set of irregular radio waves on one of its radio telescope arrays from far into the void. What the outpost received was not expected. The howling dark, terrifying whispers in a thousand languages, and something else. Since this time, scientists and conspiracy theorists alike have puzzled over the nature of it.&lt;br /&gt;
* Further attempts to pick up this signal by the ECO have failed. Vessels have been sent to investigate. Further attempts to pick up this signal have only been possible from the edges of known space.&lt;br /&gt;
* Since its discovery, a small number of persons have shown to exhibit paracausal abilities. Though these abilities are typically weak and can best be described as &#039;party tricks,&#039; most often manifested as the ability to levitate small objects off the ground, or guess what colour or number someone is thinking.&lt;br /&gt;
* The Cuchulain Foundation is a non-profit body based out of Neptune orbit. They perform niche research on behalf of private parties, the SGC, and their own interests. Conspiracy theorists and some academics claim their primary interest is in paracausal matters.&lt;br /&gt;
* Those who have been altered or impacted by these transmissions typically exhibit fatalistic tendencies and a subdued demeanour, if not more excessive moods. They also typically avoid making themselves known and attempt to blend in with normal society once again.&lt;br /&gt;
* The drug Three-Eye is a highly potent, highly addictive substance from the frontier of human space, and is heavily restricted within the SCG. Possession alone is worth mandatory jail time.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
* Piracy is rampant within Sol Space, as is illegal smuggling. Border worlds, colonies and stations in the void are often the victims of pirate raids.&lt;br /&gt;
* Organised crime exists on many planets, and there is a strong black market across the Sol System for illegal goods.&lt;br /&gt;
* Some criminal elements have developed and deployed highly advanced technology to accomplish their goals. Such technology is often unknown or considered highly experimental by academics, and is not an expected or common sight to the average person.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Beginning_Lore&amp;diff=2953</id>
		<title>Beginning Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Beginning_Lore&amp;diff=2953"/>
		<updated>2024-11-09T18:49:46Z</updated>

		<summary type="html">&lt;p&gt;Ryan: ASD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Human&#039;s Guide To The Galaxy. This short, helpful page will provide you with the very basics that you need to know about life in 2311 from the perspective of a human being.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to bring a towel.&lt;br /&gt;
&lt;br /&gt;
== The Current Map: SEV Torch ==&lt;br /&gt;
&lt;br /&gt;
* The current map, the [[SEV Torch]] is an SCG vessel on a deep space exploration mission. It is controlled by the [[Expeditionary Corps]] and has a number of [[Sol Central Government Fleet|SCG Fleet]] personnel aboard who have all volunteered to be there. There is also a sizeable contingent of employees from a variety of organizations, jointly bundled under the name [[Expeditionary Corps Organization]], commonly referred to by its abbreviation, EXO, as well as an array of contractors from all walks of life, who may be employees of other [[Corporations]].&lt;br /&gt;
* The Torch was launched at the beginning of 2307.&lt;br /&gt;
* The Torch regularly goes into deep space on a variety of survey missions. Sometimes it is asked to undertake other duties.&lt;br /&gt;
* A survey mission lasts several months and the Torch returns to a port in the Sol system at the conclusion. It heads back out again after a refit, refill and crew vacation.&lt;br /&gt;
* Passengers have paid for a ticket and are aboard for at least the duration of the current survey mission. The tickets are expensive, but passengers are not necessarily rich.&lt;br /&gt;
* All crew who are not from the Expeditionary Corps (Fleet, Contractors, etc.) volunteered for their position.&lt;br /&gt;
&lt;br /&gt;
== Humanity ==&lt;br /&gt;
&lt;br /&gt;
* Humans have spread far from [[Earth]], and exist over many nearby stars.&lt;br /&gt;
* Earth itself is still home to a sizable human population, though the planet is effectively a large nature reserve with the remaining population living in large, focused population centers and arcologies. Great pains are taken to care for the environment and native fauna and flora. Nation states as they once were have long ceased to exist.&lt;br /&gt;
* Humanity exists in two main forms, the [[Sol Central Government|Sol Central Government (SCG)]] and the [[Gilgamesh Colonial Confederation|Gilgamesh Colonial Confederation (GCC)]] which are two competing, local superpowers currently engaged in a cold war.&lt;br /&gt;
* The current leader of the Sol Central Government is the Secretary-General, Amaya Barros.&lt;br /&gt;
* Many of the political institutions of the SCG are based in Olympus, Mars.&lt;br /&gt;
* Only humans can become citizens of the Sol Central Government or any of its members. Aliens are, however, able to acquire residency rights.&lt;br /&gt;
* The largest corporations are based on Luna.&lt;br /&gt;
* Humanity exists in other places, though in a far more rustic, colonial and disorganized state, as well as on stations and other habitats in the void between worlds.&lt;br /&gt;
* Humanity is currently enjoying a terse, frosty peace between the two superpowers following the [[Gaia Conflict]].&lt;br /&gt;
* Most Humans are still from Sol itself, with [[Mars]] being the political hub of the SCG, [[Luna]] being the corporate hub and [[Venus]], [[Pluto]] and [[Ceres]] also being of interest.&lt;br /&gt;
* The two other largest population centers in the SCG are [[Ceti Epsilon|Tau Ceti]] and [[Eos|Helios]]. There are many more colonies.&lt;br /&gt;
* The GCC is home to the second largest human population, and is ideologically divergent from the SCG. Despite this, many humans from the more libertarian and militaristic GCC work in SCG space. &amp;quot;Indies&amp;quot; as they are known, are often viewed with suspicion, derision and outright hostility by SCG citizens as a result of numerous war crimes and expansionism during the Gaia Conflict.&lt;br /&gt;
* There is still a large class divide which varies from planet to planet.&lt;br /&gt;
* The Expeditionary Corps is a Uniformed Service of the Sol Central Government, concerned with non-military objectives such as exploration, surveying and the discovery of new life and alien technology.&lt;br /&gt;
* The Fleet is the primary military force of the SCG, and is concerned with military objectives such as the defence of SCG Space, dealing with piracy and cracking down on rebellions and insurrectionists. It also occasionally engages in search and rescue and humanitarian aid.&lt;br /&gt;
* Members of the Fleet and the EC must give up their planetary affiliations and adopt SCG Citizenship when they join.&lt;br /&gt;
* The agents of the [[Sol Federal Police|Sol Federal Police (SFP)]] are also found on the Torch, and are a federal-level law enforcement agency concerned with dealing with cross-planetary and cross-system crime, interstellar organised crime and crime in the void between worlds.&lt;br /&gt;
* Aliens serving in the EC are exchange personnel from their own planets, and not permanent, full members of the corps.&lt;br /&gt;
* The Expeditionary Corps is headquartered in the SCGECO or &#039;The Observatory&#039; for short, a large orbital installation between the Sun and Mars.&lt;br /&gt;
* The Fleet is headquartered in Olympus, on Mars, and has a myriad of bases and installations across human space.&lt;br /&gt;
* Corporations have large amounts of political influence and economic power throughout the SCG, and some dominate or directly control a star system or planet.&lt;br /&gt;
* One of if not the largest corporation is arguably [[NanoTrasen]], which is extremely diverse in its portfolio and assets. Primarily concerned with bluespace, Phoron and biomedical research. It also maintains a large, private security force and effectively controls the [[Nyx]] system. NanoTrasen is unscrupulous and aggressive in its business practices, often favouring profit above other considerations. Most of its management are extremely competitive and are known for their backstabbing and backroom deals.&lt;br /&gt;
* Humanity has only rare encounters with [[Vox]] within human space, and they are usually long gone before the Fleet intervenes in their hostile actions. It is exceptionally rare for anyone to have entered combat with them prior to the Torch mission.&lt;br /&gt;
&lt;br /&gt;
=== The Variants ===&lt;br /&gt;
&lt;br /&gt;
* Space-Adapted humans are genetically modified humans and those that exist today are the descendants of the originally modified humans. Originally made for work in the rigours of space, they are small in number and are viewed with an &amp;quot;uncanny valley&amp;quot; mindset by normal humans as a result of their somewhat strange modifications. A number of them remain in the Helios system, where a distinct subculture has formed.&lt;br /&gt;
* Grav-Adapted humans are much like Space adapted, though they are greater in number and are found all across human space. Originally made for work in high-pressure environments. Many are close knit within their families, though fiercely independent, hardy and hard working.&lt;br /&gt;
* Tritonians are another gene-mod variant of humanity, and by far the most divergent, adapted to exist in an amphibious lifestyle in locations such as Triton and other ocean moons or planets, they are bulky and covered in a layer of blubber.&lt;br /&gt;
* Vat-Grown humans are humans grown through purely artificial means in growth pods. They are not grown in this manner to maturity, but instead for a regular gestation period. Such humans can end up in a myriad of situations.&lt;br /&gt;
** Many are expensively-grown designer babies, children of the rich, the powerful, the well-connected. They usually see themselves as superior to others, mostly as a result of their rich upbringing, and lack many of the issues naturally-born humans may have.&lt;br /&gt;
* Boosters are a subculture of self-modifying biohackers who experiment on themselves in new and exciting ways, much to the chagrin of baseline humanity.&lt;br /&gt;
* Mules are the physically deformed, psionically-tainted edge-dwellers of human space, exposed to the interstellar abyss for long enough to be fundamentally changed.&lt;br /&gt;
&lt;br /&gt;
== Other Life ==&lt;br /&gt;
There are a myriad of other alien species that humanity has made contact with and enjoy usually cordial and amicable relations with.&lt;br /&gt;
&lt;br /&gt;
* The [[Skrell]] are the first alien species humanity made contact with, and are a somewhat largely unknown factor for most humans outside of any personal meetings they may have with individual Skrell. Many Skrell enjoy friendly relations with humanity.&lt;br /&gt;
* The [[Diona|Dionaea]] are an amalgamation of nymphs traveling across the universe in search of knowledge.&lt;br /&gt;
* The [[Unathi]] are honor-bound and highly religious reptilians from a backwater world with a splintered society. They are somewhat friendly with humanity.&lt;br /&gt;
* The [[Adherent]] are siliconoid machine-servitors of a now-extinct culture to whom they are devoted.&lt;br /&gt;
* The [[Positronics|IPC]] or Independent Positronic Chassis&#039; are quantum-powered computers in a robotic chassis produced en-masse by humanity. They are found all over human space and some are even within the Defence Forces.&lt;br /&gt;
* The [[Giant Armoured Serpentid|Giant Armoured Serpentids]] are massive insectoid predators with snake-like movement, owned by a corporation and contracted to do labor for the Torch and other organisations.&lt;br /&gt;
* The [[Vox]] are strange reptilian servitors from a decaying culture, hell-bent on stripping humanity of everything of value it holds. They are not friendly with humans.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
* The main source of power in human space is nuclear fusion.&lt;br /&gt;
* [[Guide to Supermatter|Supermatter engines]] are extremely rare aboard vessels, and are mainly used by NanoTrasen.&lt;br /&gt;
* Phoron is a rare gas with odd and somewhat difficult to determine properties that is mined almost exclusively in the [[Nyx]] system, though deposits of it are found across the galaxy in smaller quantities.&lt;br /&gt;
* Healthcare is advanced and free in the SCG, though availability and wait times can vary massively depending on where you are. In some places, it is faster and of arguably better quality (though more expensive) to pay for private, corporate healthcare.&lt;br /&gt;
* Bluespace is the dimension which humanity crosses into in order to engage in FTL travel. Time spent in bluespace is short, and vessels are shielded from it while passing through.&lt;br /&gt;
* Rarely, bluespace is known to inflict odd changes on humans who are subjected to it without proper shielding leading to events that defy the physics of our universe. Such events are extremely rare and the subjects usually die quickly. Such events are usually only known in academic circles.&lt;br /&gt;
* FTL travel is costly and expensive. Most humans travel via gateways which connect human systems. Gateway installations are massive toruses with a number of smaller installations built around them, and are often orbital cities unto themselves. Huge, costly, and well defended, humanity is reliant on them to remain connected.&lt;br /&gt;
* The Bluespace Drive is a rare piece of technology, handed down by the [[Skrell]], which allows a far faster method of travel. Currently, it is only mounted on the [[SEV Torch]], and sees regular use.&lt;br /&gt;
* The Alden-Saraspova Drives (named after two critical minds in human academic circles) are generally only mounted on larger warships fielded by the two human superpowers. While a step-up from conventional means of space-travel, it is slower (and more reliable) than the bluespace highways, and the Bluespace Drive.&lt;br /&gt;
* FTL travel without either relies on finding unstable bluespace &#039;tears&#039; that naturally occur. The use of these unstable portals is risky and relies on luck and expert piloting to exit safely. Such tears have a fixed entry and exit point. Often explored by designated exploration crafts, such as the SEV Komarov. Though, independent research groups have also made strides in their use.&lt;br /&gt;
* [[Prosthetics#Full Body Prosthetics (FBP)|Full Body Prosthetics]] are somewhat common across human space, and are primarily used to replace an entire human body in the event of catastrophic injury, housing only the brain of the original person. The process is traumatic and many FBP&#039;s are emotionally scarred. The First commercially available FBP technology is only two decades old, and being able to acquire one is a relatively recent thing.&lt;br /&gt;
* Artificial intelligence is common, though ship-bound artificial intelligence is expensive to install and integrate, and thus is considerably rarer. Individual synthetic units are far more common and are seen across the galaxy in a variety of roles.&lt;br /&gt;
* Terraforming is somewhat common, but is usually limited to small, dense worlds. It is only partially successful for large planets.&lt;br /&gt;
* Within the SCG, cloning an adult human is an expensive and time-consuming process, and after gestation the new vat-grown human must be raised normally.&lt;br /&gt;
&lt;br /&gt;
== Paracausality ==&lt;br /&gt;
&lt;br /&gt;
* In 2300, an Expeditionary Corps outpost far on the frontier picked up a set of irregular radio waves on one of its radio telescope arrays from far into the void. What the outpost received was not expected. The howling dark, terrifying whispers in a thousand languages, and something else. Since this time, scientists and conspiracy theorists alike have puzzled over the nature of it.&lt;br /&gt;
* Further attempts to pick up this signal by the ECO have failed. Vessels have been sent to investigate. Further attempts to pick up this signal have only been possible from the edges of known space.&lt;br /&gt;
* Since its discovery, a small number of persons have shown to exhibit paracausal abilities. Though these abilities are typically weak and can best be described as &#039;party tricks,&#039; most often manifested as the ability to levitate small objects off the ground, or guess what colour or number someone is thinking.&lt;br /&gt;
* The Cuchulain Foundation is a non-profit body based out of Neptune orbit. They perform niche research on behalf of private parties, the SGC, and their own interests. Conspiracy theorists and some academics claim their primary interest is in paracausal matters.&lt;br /&gt;
* Those who have been altered or impacted by these transmissions typically exhibit fatalistic tendencies and a subdued demeanour, if not more excessive moods. They also typically avoid making themselves known and attempt to blend in with normal society once again.&lt;br /&gt;
* The drug Three-Eye is a highly potent, highly addictive substance from the frontier of human space, and is heavily restricted within the SCG. Possession alone is worth mandatory jail time.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
* Piracy is rampant within Sol Space, as is illegal smuggling. Border worlds, colonies and stations in the void are often the victims of pirate raids.&lt;br /&gt;
* Organised crime exists on many planets, and there is a strong black market across the Sol System for illegal goods.&lt;br /&gt;
* Some criminal elements have developed and deployed highly advanced technology to accomplish their goals. Such technology is often unknown or considered highly experimental by academics, and is not an expected or common sight to the average person.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Theia&amp;diff=2876</id>
		<title>Theia</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Theia&amp;diff=2876"/>
		<updated>2024-09-19T13:48:24Z</updated>

		<summary type="html">&lt;p&gt;Ryan: Solarians &amp;gt; Citizens of Sol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Theia is an inhabited system on the borders of the [[Sol Central Government]] known primarily for being the headquarters of the [[Sol Central Government Fleet#3rd Fleet|Third Fleet]]. Located strategically at the gateway closest to several key frontier systems, Theia became known early on as a strategic chokepoint worth defending. Today, military and civilian personnel alike call the Theia system home and work tirelessly to maintain it as the Fortress of Sol.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
In the early days of the Terran Commonwealth, expansion efforts were mostly focused on finding habitable planets to export [[Earth]]’s excess population to. Because of this, Theia was considered to be of little strategic value when it was first visited in 2138 by Commonwealth Explorers, but a gateway was built to serve as a springboard for further systems like [[Iolaus|Coper]][[Brahe|nicus]] and [[Tadmor|Gamma Cephei]]. The Commonwealth briefly set up a hydrogen extraction operation on the system&#039;s gas giants, but it and its colonists were abandoned at the outbreak of the Commonwealth Civil War. &lt;br /&gt;
&lt;br /&gt;
Left to its own devices, the system was unprepared for the arrival of a small pirate fleet made up of Ares Confederation holdouts at the end of the war. These warlords claimed the system as their own from 2228 to 2232, before the newly formed Sol Central Government dispatched the Third Fleet under Admiral Monica Halvarstrand into the system, recapturing Theia as a gateway to further expansion and solidifying itself in the popular consciousness as the first ever victory of the Solar Fleet.&lt;br /&gt;
&lt;br /&gt;
The fight for Theia soon proved worthwhile as the Phoron star Erebus was discovered in the [[Nyx]] system, and the corporate quest for Phoron brought corporations like [[NanoTrasen]], [[Hephaestus Industries]], and [[Corporations#SAARE|SAARE]] into the Theia system in droves as a springboard for frontier expansion operations. &lt;br /&gt;
&lt;br /&gt;
In 2266, a [[Vox]] raiding fleet entered the system and was defeated by Third Fleet ships garrisoned in orbit. This marked the first time the Solar Fleet had decisively beaten a direct Vox incursion, further cementing Theia’s role as the pride of the fleet and causing the Solar Senate to commission the construction of Sol Fleet Base Halvarstrand, a new headquarters for the Third. &lt;br /&gt;
&lt;br /&gt;
Theia remained a prosperous logistics hub and military installation for decades following, and a launchpad for any public or private venture aimed at curbing frontier piracy. Since the foundation of the [[Frontier Alliance]] in 2311, Theia has only emboldened its militarization and defensive measures.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
The Theia system is centered around a white dwarf star of the same name, and while rich in astral bodies, notably lacks any habitable planets. Three massive asteroid belts dominate the system, and the unstable orbits of these belts make long-term habitation a challenge.&lt;br /&gt;
&lt;br /&gt;
The closest thing Theia has to its own Earth is Vera, a [[Venus]]-like planet with an incredibly volatile and noxious atmosphere located in the inner belt. The massive roving storms on Vera&#039;s surface and constant bombardment with meteors originating on the belt have made any attempts at surface habitation a net loss.&lt;br /&gt;
&lt;br /&gt;
The system is also host to three gas giants: Romeo, Juliet, and Mercutio. Romeo and Juliet – also sometimes called ‘the Lovers’ – share an anomalous binary orbit with each other, the only documented case of this happening anywhere in known human space. This makes it a hot spot for researchers who want to test the strange physics resultant from such a peculiar stable orbit. Mercutio is on the edge of the system, past the third belt, and is known for its deep blue color and thin, icy ring. &lt;br /&gt;
&lt;br /&gt;
Theia’s population centers are contained within orbital space stations that surround the system&#039;s important infrastructure. These range wildly in quality, from military base housing to corporate luxury condos. &lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
As an inhabited system with no planets or surface settlements, Theia is uniquely positioned as far as Sol member states go. Its strategic position as a military installation and logistics hub means that the federal government pays special attention to the politics in the Theia system.&lt;br /&gt;
&lt;br /&gt;
Officially referred to as the Theia Sector Municipality, the government of Theia is a duumvirate in which power is shared between an elected representative known as the Prime Minister and the Sector Governor, a military office appointed to someone of the rank of Commodore by the admiralty of the Third Fleet. While this joint power is largely accepted by the people of the Theia system, a significant population of people being subject to unelected rule is a subject of controversy – the Fleet has maintained that this office is a vital instrument of national security, however. &lt;br /&gt;
&lt;br /&gt;
The office of Sector Governor is currently occupied by Commodore-Governor Emilia Price, who has come under fire in recent months for nationalizing some of the system&#039;s logistics infrastructure in an effort to better prepare the Fleet for potential conflict with the Frontier Alliance. Prime Minister Emmanuel Noktobu, a member of the Solarians for Freedom and Rights party, has been unsuccessfully trying to introduce legislation to limit the powers of the Sector Governor.&lt;br /&gt;
&lt;br /&gt;
Lacking a planetary body, Theia is not represented in the Solar Senate. Theia does send five representatives to the Solar Assembly, however, two of which are appointed by the Sector Governor. &lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
Much of Theia’s gross domestic product stems from services rather than goods. While considerable amounts of hydrogen, water ice, and nickel-iron are produced in-system, Theia primarily functions as a logistics and administrative hub for other systems. The majority of the system&#039;s population not working directly for the Fleet is employed in warehouses, administrative stations, spaceports, and customs offices. &lt;br /&gt;
&lt;br /&gt;
Theia makes a considerable chunk of its revenue from tariffs placed on goods coming through their space towards the core. While these fees are considered steep, it&#039;s more economically viable than having to go around and find another gateway if you’re coming from [[Nyx]], [[Frontier Systems#Umiri|Castor]], or any other resource-rich frontier system. Large corporations have avoided paying the bulk of these tariffs by opting to subsidize the Theian government directly. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Theia is considered to be a conservative stronghold within the Sol Central Government. Though its population is smaller and more spread out than most Sol-aligned systems, Theia has a culture of pervasive nationalism and civic duty. By and large, citizens of the system consider themselves citizens of Sol first rather than identifying culturally with their system or their local culture. &lt;br /&gt;
&lt;br /&gt;
The majority of Theia&#039;s population lives in or around the in-system military base. Families of active duty Fleet personnel – as well as those of the people who work in and around SFB Halvarstrand – live all around the system, both in private and government-subsidized orbital housing. &lt;br /&gt;
&lt;br /&gt;
Corporate residents of the system are fewer, but still make up a considerable chunk of its population. Oftentimes, corporate employees travel without families and live in-system on a much more temporary basis. For specialists, executives, and management types, luxurious space stations are available for residence, with many on-station amenities such as casinos, shopping complexes, and integrated gardens.&lt;br /&gt;
&lt;br /&gt;
== Corporate Ties ==&lt;br /&gt;
Sol’s corporations have a long and vested interest in the Theia system. Theia is considered a gateway to the frontier, and all corporations that have ambitions beyond the borders of Sol have some kind of presence in-system. &lt;br /&gt;
&lt;br /&gt;
[[Corporations#SAARE|SAARE]] maintains an office in the outer asteroid belt, and uses it to lease escort fleets to ships headed out for the frontier. Despite the efforts of the Fleet, piracy is still a problem for ships leaving from and returning to Sol’s jurisdiction, and this problem has only increased since the advent of the Frontier Alliance. Wealthier ventures, be they colony expeditions, shipping contracts, or mining prospects, often find the easiest way to ensure their safety is with private security due to the Fleet being slower to act and too overwhelmed to focus on small, individual trips.&lt;br /&gt;
&lt;br /&gt;
[[NanoTrasen]] also maintains an office inside the Theia Gateway Complex due to the system&#039;s proximity to the Nyx system, one of NanoTrasen&#039;s most valuable assets. Most traffic to and from Nyx uses this gate, so NanoTrasen has a vested interest in employing personnel to monitor the flow of commerce and streamline the gateway translation process.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] has several ties with various locations in the Theia System, both in their involvement with the Jerome Experimental Power Laboratory and in their collaborative ship repair yards surrounding SFB Halvarstrand.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Halvarstrand SFB ===&lt;br /&gt;
Halvarstrand SFB – sometimes called Fort Halvarstrand, but most often just referred to as ‘The Fortress’ – is the largest orbital defense platform in Sol Central Government space. Equal parts defense infrastructure and Fleet logistics complex, the Fortress is considered the most iconic and prestigious Fleet base. &lt;br /&gt;
&lt;br /&gt;
The Fortress is surrounded by ten large defensive platforms containing experimental long-range mass drivers. Similar to the cannons on Yari-Class destroyers, each of these massive weapons is crewed around the clock to keep both pirates and Vox incursions at bay. &lt;br /&gt;
&lt;br /&gt;
The outer ring of the Fortress is lined with hangars for strike craft, both active duty and experimental. Many prospective pilots from the Fleet are sent to the Fortress for flight training because of the wide variety of available strike craft to train on. Every Third Fleet pilot spends at least a few months at the Fortress, ensuring that these craft are always ready to respond to threats at a moment&#039;s notice.&lt;br /&gt;
&lt;br /&gt;
The interior ring of the Fortress is a sprawling complex of munitions depots, material warehouses, dry docks, and shipyards used to maintain the vessels of the Third. Fleet engineers and civilian contractors alike work to ensure these facilities run efficiently, and Third Fleet vessels are often coming in and out whenever they are between assignments. &lt;br /&gt;
&lt;br /&gt;
The Fortress is built around a central spire, which acts as a communications and administration hub for Third Fleet vessels. Massive computers, servers, and data storage hubs are surrounded by offices and monitoring stations that government officials and officers of the Third make their base of operations. &lt;br /&gt;
&lt;br /&gt;
=== Jerome Experimental Power Laboratory ===&lt;br /&gt;
In the far orbit of the Lovers is a heavily-armed complex of civilian research facilities known as the Jerome Experimental Power Laboratory. What started as a shuttle bay and refueling depot during the days of the Terran Commonwealth was repurposed after the [[Gaia Conflict]] to be a state of the art research facility.&lt;br /&gt;
&lt;br /&gt;
While originally designed to research exotic materials such as Supermatter and Phoron, the Jerome Experimental Power Laboratory primarily focuses on developing new means of vacuum propulsion for military vessels. The Fleet is rumored to maintain R&amp;amp;D facilities for several classified projects here, including the infamous Rockfish-Class stealth craft. &lt;br /&gt;
&lt;br /&gt;
Despite its inexorable ties to the Solar Fleet and being overseen by the System Governor, the Jerome Experimental Power Laboratory is entirely staffed by civilians, with the property being leased to Hephaestus Industries since the 2290s. Employees of the site are heavily-vetted, and require extensive background checks by the [[Sol Central Government Organisations#Office of Interstellar Intelligence|OII]] to even set foot on the well-defended station. &lt;br /&gt;
&lt;br /&gt;
=== McGowan Institute ===&lt;br /&gt;
Established in 2254 by retired Commodore William J. McGowan, the McGowan Institute of Interstellar Warfare was focused primarily on studying and expanding upon military knowledge gained and lost during the Commonwealth Civil War and the Commonwealth&#039;s subsequent collapse. The McGowan Institute is highly regarded as an educational institution, with a cutthroat admissions process and a heavily-vetted staff that make it one of the top producers of officers for the uniformed services of the Sol Central Government. &lt;br /&gt;
&lt;br /&gt;
Initially a small campus, the McGowan Institute received a federal grant to rebuild after its campus was partially destroyed by the Vox raid of 2266, and has since been an institution to rival any other of Sol’s prestigious universities. Many of Sol’s most famous military leaders attended the McGowan Institute, including Admiral Diwali and Colonel Montgomery of the Gaia Conflict.&lt;br /&gt;
&lt;br /&gt;
Among ensigns, cadets, and junior lieutenants across all branches of service, those from the McGowan Institute are coveted by commanding officers due to the school&#039;s internal culture of hard work and dedication to the [[Sol Code of Uniform Justice]]. Graduates from the McGowan Institute often receive their commissions the same day as their diplomas, and have a fancy ceremony in which they wear a special parade dress uniform in glistening white.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
Piracy has always been the number one crime plaguing the Theia system, and is inexorably tied to its history. Even with such a heavy Third Fleet presence, smugglers still regularly attempt to pass through the system&#039;s edges and surrounding stars as a shortcut from the wealthy frontier to the core of humanity. This is one of the factors that has given the Third Fleet its reputation and experience, and their constant vigilance for pirates has kept Theia one of the most policed systems in all of Sol.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Colonies]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Unathi_Military&amp;diff=2875</id>
		<title>Unathi Military</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Unathi_Military&amp;diff=2875"/>
		<updated>2024-09-19T13:44:47Z</updated>

		<summary type="html">&lt;p&gt;Ryan: Solarian &amp;gt; Solar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Having evolved from agile and territorial predators, always surrounded by gigantic, violent beasts, the first [[Unathi]] used weapons for hunting and survival. Later, when the great migrations started, it came to the struggle between different clans and tribes – battles for hunting grounds and natural resources. As societies evolved, new concepts came into being: power, hierarchy, order, territory, responsibility, honour. Blood bonds and familial ties developed into neighbourly agreements, servitude and vassalage relations, tribe unions, chiefdoms and primitive states, most of which were forged and kept together (to the present day in some cases) by the might of arms.&lt;br /&gt;
&lt;br /&gt;
== Traditional Warfare ==&lt;br /&gt;
Much like the clan is the basic unit of Unathi society, clan militias form the backbone of all military organizations on [[Moghes]], traditional or new. The militias are often maintained by few hardened veterans, while the ranks are filled by the part-time tribal soldiers. Both men and women tend to receive at least some training with traditional weapons to hunt and defend themselves – or in case the dedicated warriors find themselves in need of support.&lt;br /&gt;
&lt;br /&gt;
For the majority of clans, large-scale conflicts are an extremely uncommon occurrence – the planet has seen close to none conventional wars for millennia. However, in a traditional, decentralized society like that of Moghes, the only kind of justice remaining available to many clans is martial justice – land division arguments, legal disputes, grudges and petty quarrels between individual clans are often resolved through armed conflict. The most common way to protect the rights and honours of one&#039;s clan and family comes in the form of banes – traditional judicial duels, either between chosen champions or with the entirety of clansmen participating. In case the sacred duel is deemed unnecessary by the Kaahnepos, or wasn’t sanctioned by religious authorities, a classic, freeform brawl will invariably be the surest way to settle the score between two sides.&lt;br /&gt;
&lt;br /&gt;
=== Diamond Peaks ===&lt;br /&gt;
Among fellow Sinta, the denizens of Diamond Peaks are renowned for their physical might and perseverance, but also for narrow-mindedness, sluggishness and (sometimes) short stature. Nevertheless, it is universally agreed that the unforgiving highlands of Moghes breed the toughest, most dependable soldiers on the planet.&lt;br /&gt;
&lt;br /&gt;
While their native lands lack fertile pastures, the highlanders&#039; home was well-shielded from hazardous wildlife or unwanted guests. Moreover, clean water and mineral deposits were abundant, hidden in the depths of the earth. This, naturally, drove local Unathi to the trades they could make best use of: crafts and war.&lt;br /&gt;
&lt;br /&gt;
The mountain warrior of the classical period was invariably a foot soldier, armed with a large shield and a melee weapon – the mounts could only be afforded by those representing the military or religious elite. The Peakfolk made heavy use of metal lamellar armour, which covered the body, limbs and sometimes even the tail. To make the most of their hardware advantage against light-footed adversaries, Peak warriors operated in tight formations, covering each other on the advance. Such tactics required rigorous training and discipline, coupled with strict leadership. Ranged weapons played a largely supportive role, often found in the hands of servants from the conquered clans, although younger highlanders would also arm themselves with javelins and slings, to harass the enemy and assist their seniors.&lt;br /&gt;
&lt;br /&gt;
Eventually, the majority of the lowlanders came to be dominated by the Diamond Peaks war chiefs. Their rule spread beyond the Peaks themselves – highlander colonies in the swamps (Wasghaelli) and deserts stand testimony to the fact. To maintain law and order in the conquered areas, Peak dwellers spent centuries perfecting their standing armies and military administrations. While traditions and methods varied between each clan, some attributes of their rule were quite ubiquitous, such as the use of heavily armored and rightfully feared guardsmen. Those who had the gall to wrong the highlander masters were bound to be seized, beaten and turned into a hardened thrall – or sent to the fields.&lt;br /&gt;
&lt;br /&gt;
While among the first to use primitive arquebus-like firearms, Peak Sinta military practices have plateaued during centuries of relative peace. Precursor technology, while revered by highlanders, was rarely used. The big change came when polar city-states began to grow exponentially, the increased demand for security prompted many chiefs to rent their militias out in return for consumer goods and industrial exports. Highlander security units became a mundane sight in the streets of Mumbak and such, much to the displeasure of locals, no matter high or low-status. This development was spurred by the gradual decline of the vassalage system in the Peaks. Since the vassals could no longer support their masters with their somewhat primitive agriculture, the highlanders had to search for other means of income. The First Contact with alien races only hastened the process – the major ports of Moghes Poles became the place to earn money (and spend money), and mercenary work off-Moghes became a dangerous, yet lucrative option. At the same time, the traditional feudal boundary between the highlanders and lowlanders (or even settlers from other parts of Moghes) blurred out, with wealthier plebeians often rivaling their former rulers in strength of arms.&lt;br /&gt;
&lt;br /&gt;
While the traditional highlander art of armour-smithing lost its former importance, one trade remained highly sought-after: the production of mobile suits, or Breachers. Unlike human-built hardsuits, Peak Sinta rigs are carefully handcrafted and individually fitted, and later issued to the best warriors of the clan. Those on the top of highlander military structure may enjoy the elements of Precursor technologies integrated into their power armor, as well as precious gems, baroque patterns and other decorations, including the skulls of their enemies and rare animals. The might of Peak Unathi Clans manifests itself in a form of Breacher infantry attack: an awe-inspiring assault by a rigorously trained, motivated, and well organized metal wall crushing everything under its boot.&lt;br /&gt;
&lt;br /&gt;
=== The Great Desert ===&lt;br /&gt;
Caravan guards by day and robbers by night, the old Sinta of the deserts pride themselves as masters of individual combat, both ranged and melee. Small in numbers and constantly engaged in great hunts and tribal raids, clans of the desert have to rely on hit-and-run tactics, swiftness of movement and mastery of weapons.&lt;br /&gt;
&lt;br /&gt;
The champions of the desert have turned almost every kind of military pursuit into a form of art. While on the move, desert dwellers make excellent snipers and skirmishers, making the most of thrown rocks, javelins or rifles, even from ssisalik or oghash back. In melee, the nomads are equally as dangerous, wrestling even larger opponents to the ground, or attacking them with daggers. Wrestling is especially popular with the followers of the Stratagem – and those are plenty among the desert clans. Those traditional displays of strength are often accompanied by other shows, such as the scimitar-dance, performed by armed desert clan artists. While they rarely have enough manpower to sell their entire militias for money, Desert champions are often sought after as bodyguards to Polar strongmen, who value both their skill and lack of attachment to local affairs.&lt;br /&gt;
&lt;br /&gt;
In recent decades, the ways of war in the desert have undergone certain developments, dictated by changes in local lifestyle. For millennia, wasteland clans relied heavily on animals to move between major oases or rare strips of shrubbery. As a result, the warriors of each clan rarely journeyed very far from their home base, situated on the backs of Ogashes and cart wagons – or near a source of water, in case the clan was settled. The influx of motor vehicles gave desert Unathi a great deal of mobility, and allowed many clans to brave territories with limited supply of water and forage. While fuel is not cheap, the expanding trade between the Poles brought in plenty of savanna bio-diesel to work with, and sometimes even Phoron. At the same time, fuel from Diamond Peak refineries became an important tool in securing the loyalty of Great Desert clans, used first by larger highland clans and then by the Convent.&lt;br /&gt;
&lt;br /&gt;
To make the most out of their supplies, desert Unathi tend to use massive, high torque all-terrain vehicles with powerful engines, not dissimilar to ogashes in many ways. Those vehicles, often called &amp;quot;tanks&amp;quot; or &amp;quot;crawlers&amp;quot; by human onlookers, usually feature an impressive set of weaponry (including machine guns and cannons) intended for self-defence – a mere view of such a difficult target discourages smaller clans from raiding the owner.&lt;br /&gt;
&lt;br /&gt;
=== Swamp Regions ===&lt;br /&gt;
The swamp pioneers of Moghes are rarely praised for their military prowess – despite this, unfriendly raids into their territory are exceedingly rare. This owes much to the hostile environment of swamp Unathi lands – and their masterful use of terrain to their advantage.&lt;br /&gt;
&lt;br /&gt;
Often little more than armed peasants, swamp dwellers generally possess knowledge of local roads and rivers, and usually allow the intruders to delve deep into the marches before ambushing them. Once the unfortunate bandits have lost all their vehicles and pack animals to the bogs, the locals may overwhelm and take them prisoner in mere minutes – this is greatly helped by the fact that people of the swamp can swim almost silently, and can climb trees, unencumbered with armor.&lt;br /&gt;
&lt;br /&gt;
While swamp Unathi militiamen don&#039;t use much of specific gear (owing to their mixed background), a traditional weapon is a local variant of war cleaver, called &amp;quot;gharrunhi&amp;quot;. The gharrunhi is generally used to cut through the shrubbery and thick wines. However, it is heavy enough to put down the largest of local predators in one swoop. Gharrunhis are directly responsible for many fingerbones hanging from the necklaces of local militia veterans, each denoting one dead or captured (and then ransomed) opponent. In addition, a popular ambush tool for the swamp dwellers is a simple fishing net, often used to entangle or startle the adversaries when dropped from above.&lt;br /&gt;
&lt;br /&gt;
=== Savannas ===&lt;br /&gt;
While physically strong and often towering well above their contemporaries, the inhabitants of the savanna belts of Moghes are often regarded as farmers and herdsmen rather than warriors – the ssisalik herds belonging to them feed a considerable proportion of Moghes population. Nevertheless, savanna clans hold two major victories under their belts – victories in two of the three major recorded wars in the history of Unathi race, no less.&lt;br /&gt;
&lt;br /&gt;
Expert riders and animal handlers, it comes as no surprise that savanna Sinta, both nomads and settled ones, prefer to fight from the backs of their huge mounts. Ssisaliks are most common, while threshbeasts are used as hounds and patrol animals, seeking out the fleeing enemies and hidden dangers. While this makes savanna militias more intimidating, it also gives them great mobility, allowing bands of warriors to carry supplies over long distances.&lt;br /&gt;
&lt;br /&gt;
The finest hour of savanna warriors came roughly 4200 years ago, when the events of the Cult war pitted the southern clans against Markesheli, who controlled great swathes of savanna and desert territory. Led by the careful Kaahnepo Ssvagha Issarik, local militias managed to defeat multiple bands of cultist raiders in detail, bringing an end to the expansion of the cult and setting in motion its downfall.&lt;br /&gt;
&lt;br /&gt;
Yet another example of savanna Unathi martial prowess and adaptability came during the Nine Years’ War in 2259 – 2268, when mounted militias barely managed to hold back the advance of Diamond Peak troops marching to break the siege of Nolesk. This time, both sides made use of heavy machine guns, bolt-action firearms and even some imported weapons – the advantage savanna dragoons had in mobility and logistics proved decisive.&lt;br /&gt;
&lt;br /&gt;
With the growing wealth, increase in trade and improvements in technology, motor vehicles have found widespread use in the savannas. The availability of biodiesel, produced by a large number of clan-owned processing facilities for power generation, only boosted the process. While large armed transports are still the most popular type of car with savanna Unathi (especially with the merchants travelling from pole to pole), personal vehicles are gradually becoming more common. This includes a certain amount of imported Phoron and nuclear-powered hoverpods, especially second-hand ones, brought in by human merchants. Nevertheless, ssisaliks and other pack animals remain the favoured method of conveyance among savanna dwellers, for reasons both economical and cultural.&lt;br /&gt;
&lt;br /&gt;
=== The Poles ===&lt;br /&gt;
A long time ago, polar clans were quite similar to those of savannas in their economy, mode of life and even general appearance. Since then, however, the Poles of Moghes have become increasingly urbanised – and their denizens have traded many qualities of rural Unathi for other benefits.&lt;br /&gt;
&lt;br /&gt;
For years, polar Unathi have increasingly relied on foreign troops to maintain order in their growing domains. Experienced warriors from all regions of Moghes flocked to the city-states, seeking employment. However, this arrangement has it&#039;s drawbacks – during the war between Hegemony and Convent, many highlander militias proclaimed neutrality, offering protection only to their direct employers, while some units shared even more dubious loyalties.&lt;br /&gt;
&lt;br /&gt;
In lieu of those developments, many wealthy polar clans became eager to restore the martial traditions of their clans, although many had maintained small militias of their own even before the events. Either way, it is now customary for major polar powerhouses to school their young in the ways of war, with the best equipment and teachers their money can buy. Energy weapons, training spacecraft, many foreign and even off-world specialists are sought after by local clans – among the latter, allegedly, retired Sol and Terran officers.&lt;br /&gt;
&lt;br /&gt;
=== Yeosa&#039;Unathi ===&lt;br /&gt;
Few continentals (or even alien races) consider the islanders of Moghes warlike. For many Yeosa clans it holds true, although phlegmatic islanders are sometimes capable of surprising feats in combat.&lt;br /&gt;
&lt;br /&gt;
While the Littoral clans may borrow some martial traditions from their neighbours (especially from the swamp sinta), for many an islander fighting an opponent in water remains fairly similar to hunting an animal: pirates, large beast and aggressive exiles are usually confronted with fishing spears, clubs, nets and knives. The Wardens – members of the &amp;quot;third sex&amp;quot; unique to the Yeosa – often use their size and special status to prevent any aggression between people of the sea.&lt;br /&gt;
&lt;br /&gt;
After the formation of Rah&#039;Zakeh League, a volunteer force of the Sentinels was put together, to enforse the laws of Aga-Eakhe and apprehend pirates. Armed with increasingly popular NanoTrasen-brand underwater flechette pistols, the Sentinels ensure that the will of the Tribunal is carried out, on land and sea – and sometimes even in space.&lt;br /&gt;
&lt;br /&gt;
== Clan Leagues. Modern Warfare ==&lt;br /&gt;
The 23rd century on Moghes was marked by major developments in the field of politics, economy and culture. The explosive growth of city-states was given a boost by the contact with expansionist alien empires, which inspired awe in the Unathi – but also concern. In the meantime, societal changes led to the creation of new political entities – first, the powerful Krukzuz type of clans, and later clan leagues. The need to secure their place in a changing world of proto-states and aliens fostered the development of the new type of Unathi military, in many ways different from traditional clan militaries of the past.&lt;br /&gt;
&lt;br /&gt;
=== The Hegemony ===&lt;br /&gt;
When Moghes Hegemony was created in 2239, the creation of the unified army was not considered by the ruling council of Kaahnepos – after all, most major clans of either Poles were once united in pursuit of their common interests, and their militias combined was more than a match for any force that might had challenged them. In the context of new relations with alien empires, space was the way to go – and so, the focus was put on acquisition of spaceworthy vessels, for trade, security patrols and diplomatic missions.&lt;br /&gt;
&lt;br /&gt;
Some twenty years later, the Hegemony faced great difficulties when fighting Ssen-Uuma Convent in the Nine Years’ War, alternatively known as The Riot. Struggling to contain popular discontent in major city-states and stretched to the extreme, polar clans could do little to prevent Diamond Peaks mercenaries from seizing and reinforcing Nolesk. Help came from two sources – first, Savanna ranchers bailed their polar partners out by raiding Convent&#039;s supply lines and taking the brunt of their counterattack. Second, some clans managed to acquire used energy weapons and hovercraft from Solar merchants – while the prices soared, it was of little concern during the crisis days.&lt;br /&gt;
&lt;br /&gt;
After the cessation of hostilities, many constituent clans petitioned the Council of Honourable Light to fund a new security force, capable of taking on the Convent and other threats to Hegemony&#039;s power. While the shock was still fresh, the Council was divided on the issue. The clans less affected by the war were not very fond of the idea – some even desired to establish formal relations with Ssen-Uuma to foster possible cooperation. As a compromise, the biggest clans of the Hegemony pledged to increase their spending on collective defence – mainly weapons and other equipment for their expanding militias.&lt;br /&gt;
&lt;br /&gt;
In 2272, a Retainers Guild was finally created within a framework of the Hegemony. However, unlike the earlier designs, its sole task was to give assistance to Hegemony envoys and functionaries. With a staff of around 2,000 (consisting mostly of polar Unathi and loyal foreigners) the Guild provides bodyguards, secretaries, IT specialists, caterers to those travelling on Moghes and off-planet. While they may dress formally or traditionally for the occasion, their uniform of choice usually consists of tacky sportswear – baggy, with plenty of space for armored vests, hidden weapons and various items of equipment.&lt;br /&gt;
&lt;br /&gt;
While the Hegemony does not have a centralized military of it&#039;s own, &#039;&#039;&#039;Moghes Space Force&#039;&#039;&#039; was envisioned to become one – at least on paper. Although several attempts to purchase outdated ships have taken place since 2245, the SCG have been stalwart in its desire to maintain its monopoly on military presence in the sector – as of 2307, the Moghes Space Force has 2 outdated patrol ships in its semi-active service, refurbished into revenue cutters. While further expansion is impeded by fuel shortage and rising maintenance costs, the constituent clans of the Hegemony are known to own a considerable amount of private civilian and multi-role spaceships, the maintenance of which is helped by an influx of salvaged parts to the unregulated markets of Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Ssen-Uuma Convent ===&lt;br /&gt;
When the Nine Years’ War came to the conclusion in 2268, Ssen-Uuma Convent faced a severe identity crisis. Despite early strong performance, it could not dislodge the Hegemony from its position as the foremost power on Moghes; dissatisfied voices from radicals and moderates became louder with each upset in the field. Inconclusive results of the conflict and rising poverty led to many Diamond Peak clans breaking rank and beginning to trade with their polar partners right after the war concluded, which put the future of the league in question.&lt;br /&gt;
&lt;br /&gt;
A breakthrough came in the early 2270. After the discoveries of the First and Second EC Moghes expedition became well-publicized, a considerable number of non-aligned treasure hunters began to flock to the planet in search of loot. While early reports of such activities surfaced as early as 2259 (which caused the Riot itself), by the 2270s there were serious signs of uncontrolled artifact appropriation – an event known as the First (Lo) Artifact rush.&lt;br /&gt;
&lt;br /&gt;
Urged by Great Desert clans (which somewhat rose in prominence during the decline period), the Convent militias ambushed the grave diggers and their local allies, taking some prisoners – allegedly, some parties were slaughtered to the last man. This was a risky gamble – however, no strong diplomatic response followed. While the immediate yield was limited, it boosted the confidence of Ssen-Uuma – and earned it some unexpected positive reputation. Still, there was much room for improvement.&lt;br /&gt;
&lt;br /&gt;
In 2271, the first joint Hegemony-Convent project was launched – a system of radar telescopes designed to monitor orbital activity. While the equipment was prohibitively expensive for the Convent, the Hegemony was preparing to crack down on endemic smuggling – and thus pledged to fund the project. By the middle of 2280s, the system was fully in place, consisting of alpine installations in the Peaks, observatories in the Poles and several other stations (including three situated on [[Ouere]]), allowing the clan leagues to monitor the movement of space vessels in Uuoea-Esa system and triangulate the position of ships preparing to land.&lt;br /&gt;
&lt;br /&gt;
At the same time, Ssen-Uuma was undergoing change. While the General Staff was seeking to improve the equipment and mobility of its forces, the limitations of the Convent economy were understood by all. Bearing in mind the experience of the late war, Convent military switched its old metal armor for lightweight camouflage topped with panama hats; slightly up-scaled STS became the standard infantry weapon, owing mostly to its ruggedness and modest price – some were produced locally while many were subcontracted to the Poles. Energy weapons, although admired by many, never gained much traction due to lack of reliable energy sources and complexity of maintenance. Something that gained popularity among shock troop elements was the use of short ranged teleporters. Typically used to close the distance, often into close quarters combat, they are somewhat of a rarity thanks to it&#039;s complex and sometimes unreliable mechanisms. It&#039;s effectiveness in combat is undeniable, with breacher units able to get close without exposing themselves to fire before swiftly taking opponents down in melee combat.&lt;br /&gt;
&lt;br /&gt;
The organization of the forces themselves changed in lieu of old warbands. Territorial regiments were established mostly in the Peaks and Deserts (with the latter providing ssisalik cavalry or &amp;quot;dragoon&amp;quot; regiments), although some old Diamond Peaks colonies in the swamps participated as well. While most of the officers still came from the high-status highlander clans, many commoners were allowed in – especially those who worked off-world as mercenaries and had experience in asymmetric warfare. A sizable reserve of wheeled and tracked transport was accumulated, with maintenance rigs and depos littering the areas around Sariz Nirz and other Peak Fortresses. Cooperation with other forces was strengthened – especially with the Sentinels of Rah&#039;Zakeh, since Ssen-Uuma troops lacked any naval component.&lt;br /&gt;
&lt;br /&gt;
By the beginning of the 24th century, some unconfirmed reports were claiming the existence of imported orbital defence missiles, allegedly brought in from Partheno System in the aftermath of the Gaia Conflict; in 2302, those were seemingly deployed around Diamond Peaks, mixed with Precursor artillery.&lt;br /&gt;
&lt;br /&gt;
=== Dohruk Company ===&lt;br /&gt;
As far as the general public is concerned, the reach of any authority on Moghes is limited to the planet itself – or the Uuoea-Esa system at most. The Unathi realm possesses no strong fleet, while its diplomatic status is somewhat undefined. With the exception of Hegemony bureaucrats and affiliated merchants, few Unathi travel human space in official capacity. Most are contracted workers or freelancers – some participate in private or government programs, like that of EC. Others are simply travellers, colonists or tourists. There is an exception, however.&lt;br /&gt;
&lt;br /&gt;
The Dohruk Company, named after a predator animal commonly found in Salt Swamps, was put together by Ssen-Uuma General Staff in the early 2280s. Reportedly, it was initially staffed by a handful of veterans from the Nine Years’ War and several smaller inter-clan conflicts. Dohruks are said to be cream of the crop of Unathi soldiers of fortune, specifically earmarked for Convent jobs.&lt;br /&gt;
&lt;br /&gt;
While the Company is mostly associated with Ssen-Uuma, it is equally as often lent to the Hegemony, with its many interests in civilized space – in return for various benefits on its part. The regular tasks involve extracting (or abducting) important Sinta and Yeosa working off-Moghes, taking back merchant ships captured by the pirates, delivering noteworthy cargo and (ostensibly) collecting debts.&lt;br /&gt;
&lt;br /&gt;
Not much information is generally available on Dohruk Company – its size, composition, available equipment and location of bases remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Unique Weapons ==&lt;br /&gt;
By common accounts, the contemporary small arms market of Moghes is dominated by mundane bolt action, recoil and gas-operated firearms, with energy weaponry following shortly behind. In that context, the ubiquitous STS-35 is often set against its biggest competitor in the latter category, Hephaestus G40E laser carbine. While adepts of the latter cite superior accuracy, quality of construction and resistance to adverse weather conditions in the desert and swamp regions, their opponents emphasize availability of spare parts, easy maintenance, affordable ammunition and general ruggedness of the former. In addition to those, warriors of Moghes skillfully wield a wide variety of traditional melee and throwing weapons, both in hunt and in battle.&lt;br /&gt;
&lt;br /&gt;
Although some local designs are quite similar to what human or Skrell realms have to offer, other weapons are notably unique, using materials and principles uncommon with the civilized peoples of the galaxy.&lt;br /&gt;
&lt;br /&gt;
Among those unusual weapon systems one of the more puzzling is the &amp;quot;vhurrissh&amp;quot;, a sort of large bore pneumatic rifle commonly carried by Desert Sinta. These guns, made from an unknown polymer, are known to have been passed down through multiple generations, alongside powerful compressors and unique pressurized nitrogen generators; while most show signs of heavy repairs or part replacement, a few known specimens are in pristine condition. Recent studies of original vhurrissh barrels had shown that the guns were intended to be used with an unknown type of special ammunition, even though modern-day users have mostly resorted to primitive ball bullets cast from soft metal. While vhurrissh are not unique to the desert regions of Moghes (Peakfolk Clans are said to be in possession of a considerable number of guns), there is a noted connection between those two – allegedly, a great amount of vhurrissh had been salvaged from the ancient bunkers peppering the sands of Moghes. Local denizens believe the rifles to be adequate for self-defence and hunting medium-sized game, although larger beasts are not out of reach with good marksmanship and proper tank pressure. This is greatly facilitated by the general reliability of the vhurrissh, mostly unaffected by extreme temperatures in comparison with later firearms, many of which suffered from overheating, melt, and cook-offs.&lt;br /&gt;
&lt;br /&gt;
Another example of a weapon rarely encountered outside Moghes are power axes, known locally as the &amp;quot;baghe&amp;quot;. Based on a Precursor tool of unclear purpose, the baghe was eventually adapted and turned into a weapon of war, available in various forms – from halberds to pocket knives. Made of a complicated tungsten alloy, these blades are designed to turn incandescent in a quick manner with the use of special batteries. In combat, the baghe is known to inflict grievous wounds, leaving severe burns, setting clothes on fire and cauterizing wounds, resulting is slower, more painful regeneration. As such, power axes became notorious as the weapon of choice for drifters, outlaws and even hired assassins (although during the Nine Years’ War it was quickly adopted by many troopers in the field). Some baghe-like designs are also favoured by bodyguards, taking the form of short swords, fascine knives, or bayonets. Despite the popularity, early handcrafted baghe were considered unsafe to carry due to frequent electrical malfunctions and a general lack of safety mechanisms – many of these problems have been rectified since then, with the growth of industrial production and implementation of guild-based quality control.&lt;br /&gt;
&lt;br /&gt;
While crossbows and longbows remain a popular tool for hunting, owing to the availability of dried animal sinews, torque-based arms used by Unathi are often paired with unusual projectiles. Use of incendiary and toxic bombs made from natural components (mainly bitumen, benzene and hydrogen peroxide compounds found in certain salt swamp animals) launched by arbalests was reported as early as the Diamond Peak colonisation efforts; various types of bolts have also been tried, including cacti thorns and ancient alloy spikes.&lt;br /&gt;
&lt;br /&gt;
== Breacher Suits ==&lt;br /&gt;
[[File:Unathi breacher.jpeg|thumb|A &amp;quot;Breacher&amp;quot;-type mobilesuit, produced by Moghes craftsmen with the use of Precursor and Ancestor technology. Paired with a locally-made version of Aussec Armoury L4 SAW.]]&lt;br /&gt;
Based on early RIG suits that were obtained by the Convent in 2248, the technology was modified for Unathi physiques. The early prototypes of Breacher suits were more or less exoskeletons, meant to provide increased strength and armor than a normal plate carrier could provide at the cost of agility and speed. Current Convent suits are equipped with HUD and NVG/Thermal displays, reactive armor, and only have a slight malice when it comes to normal Unathi movements. Elites among the Convent are equipped with even more advanced suits, including a short range teleporter that allows them to get close without exposing themselves to enemy fire.&lt;br /&gt;
&lt;br /&gt;
The technology, though simple, is not particularly sought after by the SCG due to the massive weight of these hardsuits. Factions like the Dohruk Company are particularly notable for their use of older generation Convent breachers and often an Unathi clad in even early generation convent breacher suits are often a sight which induces fear into the enemy ranks. Typically equipped with either a heavy melee weapon, heavy ranged weaponry, or both, they favor crashing into enemy lines and wreaking havoc in the midst of them.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Unathi]][[index.php?title=Category:Aliens]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Unathi&amp;diff=2874</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Unathi&amp;diff=2874"/>
		<updated>2024-09-19T13:44:05Z</updated>

		<summary type="html">&lt;p&gt;Ryan: Solarian &amp;gt; Solar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesHeader&lt;br /&gt;
|headerbgcolor&lt;br /&gt;
|headerfontcolor&lt;br /&gt;
|imagebgcolor&lt;br /&gt;
|species = Unathi&lt;br /&gt;
|img = unathi.png&lt;br /&gt;
|height = 6&#039;6&amp;quot; to 8&#039;6&amp;quot;&lt;br /&gt;
|weight = 260lbs-400lbs (male) ∙ 200lbs-320lbs (female)&lt;br /&gt;
|length&lt;br /&gt;
|lifespan = 250 years (average)&lt;br /&gt;
|system = Uueoa-Esa&lt;br /&gt;
|planet = Moghes&lt;br /&gt;
|relatedlore = [[Unathi Agriculture]] ∙ [[Unathi Clans]] ∙ [[Unathi Cults]] ∙ [[Unathi Industry]] ∙ [[Unathi Life Cycle]] ∙ [[Unathi Military]] ∙ [[Timeline of Unathi History]] ∙ [[Yeosa&#039;Unathi]] ∙ Planets ([[Moghes]] ∙ [[Regions of Moghes]] ∙ [[Ouere]]) &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (U-nah-thee) are tall reptilian humanoids from the planet [[Moghes]]. Their scales are hard and plate-like, except for the softer ones that line the inside of their legs, armpits and groin. Unathi society is based on blood relations, and is split across regional, religious and, since recently, political lines. While the outsiders think of them as primitive brutes, the Unathi themselves take pride in honouring millennia-old traditions and upholding their faith, with the core ideas being Organic Growth and Continuity.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The Unathi are a mesothermic species, with body temperature marginally higher than the ambient. They suffer from fatigue and may enter torpor when exposed to extremely low temperatures. Their hearts have two valves that are spread across their chest, which makes it sound like they have two hearts instead of one. Their ribs are set like armour plates that interlock under their chest, protecting their vital organs expertly. They have a very long, forked tongue, similar to that of a serpent, allowing them to sample the air around. It can stretch up to half a meter in length.&lt;br /&gt;
&lt;br /&gt;
The average male Unathi stands around seven and a half feet tall. Savanna Sinta are said to be the tallest among all Unathi. The [[Yeosa&#039;Unathi]] and Salt Swamps clans tend to be somewhat shorter, while those of the Diamond Peaks tend to be of average height (albeit heavily built). Female Unathi of all backgrounds are usually about half of a foot shorter, and tend to have rounder features compared to their male counterparts. Both stand on digitigrade legs with clawed feet that make wearing standard shoes painful.&lt;br /&gt;
&lt;br /&gt;
The Unathi are a carnivorous species. Their diet consists mostly of meat, although they are able to consume plants and fruits. They barely get any nutrition from plants, which are mostly used as garnish or decoration. It is important to notice that some types of carbohydrates, especially monosaccharides may have an adverse effect on Unathi health and brain functions. Table sugar and fructose cause confusion and hallucinations in Unathi adults, and in high doses can cause lasting brain damage. Because they lack a second palate, Unathi cannot breathe while they are eating.&lt;br /&gt;
&lt;br /&gt;
Unathi require a regular food intake, owing to their well-developed brain and proactive lifestyle. Normally their needs are fairly modest, and they can go on for a while without food or drink - however, in a cooled environment of spacefaring vessels and stations the nutrients are consumed at an increased rate, especially if the Unathi in question is cryogenically frozen. If a Unathi spaceman does not receive proper nourishment throughout the day, their internal organs begin to work themselves over and deconstruct.&lt;br /&gt;
&lt;br /&gt;
Moreover, Unathi possess the ability to regenerate their limbs and restore some damage that happens to their body, a trait that developed from an incredibly powerful digestive system and other related internal organs, focused on breaking down animal protein. This, however, drains their body of resources quickly, resulting in starvation. With the right conditions, a Unathi could theoretically live for 700 years if not more, but Moghes is not habitable enough to allow this longevity.&lt;br /&gt;
&lt;br /&gt;
While a healthy specimen would normally be able to regrow lost limbs and damaged internal organs, given time, those Unathi living in industrialized or contaminated areas, especially around larger city-states on either Poles, may suffer a considerable decrease in their ability to regenerate appendages. To alleviate that, some polar denizens have resorted to using handicraft or imported prosthetics in place of lost limbs. However, while those can be constructed or maintained with relative ease, polar Unathi lack the ability to produce more complex synthetic organs; moreover, stronger internal regeneration makes it difficult and counterproductive to install those inside the body, considering violent rejection reactions that may arise. It is important to remember that a robotic limb is seen by most rural (and Polar) Unathi as a sign of sickness, and few would boast having one.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six month gestation period, after which they are laid in a humid, warm area. After two to three weeks, the fetus is fully developed and hatches from the egg, ready to start the cycle anew.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Life Cycle ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main article: [[Unathi Life Cycle]]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common. Such exclamations would be short barks, a rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Unathi who are anxious or worried might sway (similar to snakes), hiss, or sample air more often than necessary. Being mesothermic, Unathi are unable to regulate their own body temperature very well and are more prone to hyperthermia. Overheated Unathi becomes sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. It is unacceptable to touch Unathi tail, or to touch them at all before introductions are undertaken.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the most meaningful expression of trust in another Unathi. It’s often used as a showing of extreme trust, compassion or admittance of shame. Within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&#039;&#039;&#039;Sinta’Unathi&#039;&#039;&#039; is the main grouping of Unathi languages. Though there is a variety of them due to existing geographical divisions, they are all incredibly similar (save for pronunciation of some things), leading them to be grouped together into one language by other species. The main sounds of it are like that of an animal to the Human ear, with harsh syllables and extended phrases that seem to have either no breaks in syllable count or far too many. The written language of the Unathi is based around a circular structure, with words and phrases represented by curves, long bent lines, sharp marks and, of course, circles. All of it seems like what someone with claws would write into the dirt.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
The first name of a continental Unathi is their personal or family name, while their last name is invariably the title of their clan. This means, for example, that Dhrekss Gnarssis is a member of the Gnarssis Clan. Males often have unique first names chosen by parents or themselves, although it&#039;s not uncommon to have a father and his senior son bearing the same first name, which is considered the official title of the family. Daughters too usually keep the name of their family, adjusted to feminine form. Upon marriage, the newlyweds adopt the last name of the clan they are staying with.&lt;br /&gt;
&lt;br /&gt;
Unathi names are heavy with harsh sounding consonants and short susurrated vowels. An example would be Dhreks Gnarssis or Bhink Khambasshk.&amp;lt;blockquote&amp;gt;&#039;&#039;Gios Insthys is a member of the Insthys Clan, and a son of Gios Insthys. Once Gios became a full-grown, he adopted the name Gharr Insthys.&#039;&#039;&amp;lt;/blockquote&amp;gt;It is a social faux-pas for non-family members to use a Unathi&#039;s first name. First names may be used in moments of privacy, when speaking to a very intimate other, or by parents to refer to their children. However, utilizing the &#039;&#039;full name&#039;&#039; is acceptable to distinguish between members of the same clan in formal situations.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Unathi society is based on blood relations, and is split across religious, ethnic and even climatic lines. The three basic elements of Unathi identity are, in order of importance, their &#039;&#039;&#039;Clan&#039;&#039;&#039;, their &#039;&#039;&#039;Faith&#039;&#039;&#039; and the &#039;&#039;&#039;Region&#039;&#039;&#039; they hail from, although the last two may vary. While Unathi are well-aware of belonging to a certain species, those three things ultimately fuel the division between them as a whole.&lt;br /&gt;
&lt;br /&gt;
=== Clans ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Unathi Clans]]&#039;&#039;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Clan&#039;&#039;&#039; is, essentially, a close-knit group of Unathi families of common ancestry. Apart from kindred blood and shared history, they are often bonded together by common property – even though each family may hold its own possessions, those ultimately contribute to the well-being of the entire clan. The clan system plays a major role in the survival of individual Unathi even in the most hazardous corners of Moghes.&lt;br /&gt;
&lt;br /&gt;
Clans are led by a &#039;&#039;&#039;Kaahnepo&#039;&#039;&#039; and a &#039;&#039;&#039;Matriarch&#039;&#039;&#039;. The Kaahnepo is a senior clan-member that leads the clan for life, and new ones are chosen by the council of clan elders (although in smaller clans all free landowners, or even all adult clan-members, may be given voice). Once confirmed by the Matriarch and then led through a series of trials, they lead the clan with the advice of the council, governing aspects of clan life from law and resource usage to external diplomacy. While they take others&#039; opinions into account, Kaahnepos rule as they deem fit – their word is law, and can only be overruled by collective council vote.&lt;br /&gt;
&lt;br /&gt;
The Matriarch (sometimes Patriarch or Parriarch, though the Matriarch title is often used regardless of gender) is chosen exclusively from the eldest and most experienced members of the clan. While the Kaahnepo is tasked with executive decisions, the Matriarch handles logistical and financial matters, in addition to leading the council of clan elders. Most long-term decisions – including land ownership and commercial dealings – are the responsibility of the Matriarch, as is record-keeping; the Matriarch acts as the guardian of the clan&#039;s collective knowledge, and ensures that the Kaahnepo&#039;s decisions are informed and stay within the clan&#039;s best interests.&lt;br /&gt;
&lt;br /&gt;
Members of the Clan all have duties that must be attended to, and the higher standing in the clan often depends on how useful their labour is to the clan. Any self-respecting Unathi will find it honourable to uphold the traditions of his or her clan, and to do and learn as much as possible to make it stronger. However, clan values, laws and traditions may vary considerably in different regions.&lt;br /&gt;
&lt;br /&gt;
As with other spheres of Unathi conduct, some aspects of interpersonal relations are also affected by the clan system. While romance has its place in Unathi society, marriage and family life are considered serious business and an integral part of the well-being of each clan. Since young Unathi are often hard-pushed to formalize the relations with their partner, both families will often go to great lengths to get as much benefit as possible from the arrangement. Boasting or offering tributes to their relatives, or even the heads of their clan may make the process go more smoothly, especially if there is interest in strengthening relations between two clans. Those less lucky will have to repay their in-laws with long years of work – and this is often the only option for exiles or last survivors. Ignoring this ritual is not only likely to spoil relations between families, but may also cast shadow on the troublemaker&#039;s clan reputation.&lt;br /&gt;
&lt;br /&gt;
While some clans claim to be millennia-old, it is not a rare occurrence when a new clan is formed. Most often this happens when the old clan grows in numbers, and it&#039;s domain becomes overpopulated – some families may split off, migrating in search of new lands to settle, mixing with locals in the process.&lt;br /&gt;
&lt;br /&gt;
One of the important aspects of clan system is inter-clan relations. Legally, those may be based on local customs, religious dogmas or existing convents – however, most often those are driven by an intricate system of personal ties, marriages, oaths and vassal obligations, guaranteed by the blessing of spirits and by brute force. Since there is no uniform legal code, any clan (and, by extension, the Kaahnepo of said clan) holds ultimate authority over their domains. A criminal who escapes the offended party and their vassals and friends may run free – if they are caught however, they are at their captor&#039;s mercy. Apart from Kaahnepo&#039;s rulings, legal or other disputes may be settled through the elders consulting each other, or through a &#039;&#039;&#039;bane&#039;&#039;&#039; – a form of traditional duel combat.&lt;br /&gt;
&lt;br /&gt;
Clans will either live in settlements of their own or alongside other clans. Such settlements may grow to become &#039;&#039;&#039;city-states&#039;&#039;&#039;. While clans may coexist, they often retain their own laws and traditions. In case of large sprawling cities like Mumbak this results in a complicated network of agreements dividing the settlement into spheres of influence, controlled by the ruling families.&lt;br /&gt;
&lt;br /&gt;
All political life on Moghes is based on goodwill and cooperation between clans, since no state actor exists to subdue and bend the clans to their will. The closest thing Moghes has to states are tactical alliances between larger clans, pursuing some common goal. Still, even major organizations like the Hegemony or Ssen-Uuma Convent lack proper authority, and are unable to effectively enforce their will on the rest of the planet&#039;s population.&lt;br /&gt;
&lt;br /&gt;
In recent times, city-states have given rise to &#039;&#039;&#039;Krukzuz&#039;&#039;&#039;, a type of clan that other clans have pledged their allegiance to, owing to the former&#039;s influence and power . While the vassals enjoy certain benefits as junior partners in the alliance, they have much less say compared to the Krukzuz. Oftentimes the benefits are mutual, with the smaller clan offering experience in crafts or other skills in return for protection under the wing of Krukzuz. Sometimes it&#039;s not the case however, with a Krukzuz taking in underling clans that cannot provide much. Those clans may be invested into by the Krukzuz, supported by resources to encourage the clansmen while they attain required skills. Such clans often develop almost fanatical loyalty to the patron Krukzuz as a result of their charity.&lt;br /&gt;
&lt;br /&gt;
To some Unathi, the relations between Krukzuz and underling clans are an embodiment of goodwill between clans; some Krukzuzi have been able to gain much power not in the least because of the positive general opinion among their neighbours. Other Unathi are wary however, seeing the rising power of Krukzuz clans as a breeding ground for future abuse.&lt;br /&gt;
&lt;br /&gt;
Unathi society has slowly changed since approximately the 2110s, a symbol of a clan&#039;s power used to be their size and strength but is now slowly shifting towards clans with the highest levels of technology. Most Krukzuz jumped on this opportunity with major ones such as clan Ba&#039;ask leading in development of new technologies. In many of the more industrialized sectors, a clan&#039;s size is no longer a show of status but rather the cutting edge of their tech, prompting many Krukzuz to push for greater and greater technological advancements. Clans such as Issarik once considered a insignificant clan are now a major player thanks to their skilled and talented members that push not only themselves, but their Krukzuz up in status befitting their nature.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Regions of Moghes]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Moghes is usually divided into six principal geographical zones; going from the poles to the equator, those are the &#039;&#039;&#039;Tropical Poles&#039;&#039;&#039;, &#039;&#039;&#039;Savanna Belts&#039;&#039;&#039;, the &#039;&#039;&#039;Great Desert&#039;&#039;&#039;, &#039;&#039;&#039;Salt Swamps&#039;&#039;&#039; edging the oceans, and the &#039;&#039;&#039;Diamond Peaks&#039;&#039;&#039;. All of them produce different kinds of Unathi, with their own unique dialects, traditions, and cultures.&lt;br /&gt;
&lt;br /&gt;
=== Yeosa&#039;Unathi ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Yeosa&#039;Unathi]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Although Moghes has only one super-continent, a dry one at that, there are a number of island chains and archipelagos in the &#039;&#039;&#039;World Sea&#039;&#039;&#039;. Those are inhabited by a mysterious, little studied race called &#039;&#039;&#039;Yeosa&#039;Unathi&#039;&#039;&#039;, which differs from continental &#039;&#039;&#039;Sinta&#039;Unathi&#039;&#039;&#039; in language, culture and even appearance.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Unathi Cults]]&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Unathi cults.png|thumb|Unathi Cult Compass. Clockwise from top right: the Grand Stratagem, the Fruitful Lights, Hand of the Vine, Markesheli. Center: Precursor Worship.]]&lt;br /&gt;
Throughout the history of the species, faith has been a cornerstone of Unathi society, and a powerful force in any individual’s life. Like on Earth, religious beliefs on Moghes are quite diverse, and are often syncretic or even secular in practice. Surprisingly though, most if not all Unathi share common mythology – a meta-religion – in which the existing beliefs are grounded.&lt;br /&gt;
&lt;br /&gt;
According to Unathi worldview, the world is divided into two planes of reality, which roughly equate to human concepts of “Life” and “Afterlife”. The latter is home to potent entities – the spirits of those who once inhabited the realm of the living. Each spirit holds immense power over the world’s affairs; In order to ensure the normal functioning of natural and societal life, Unathi seek patronage with them, especially with those of their own kin, whom they call the &#039;&#039;&#039;Ancestors&#039;&#039;&#039; – the ranks of whom every Unathi is bound to join at some point.&lt;br /&gt;
&lt;br /&gt;
The worship of Ancestors is easily the most widespread, and even secular-minded polar dwellers revere their forefathers and other great figures of the past, ancient and recent. However, the mark left by the staggeringly developed &#039;&#039;&#039;Precursor&#039;&#039;&#039; civilization has given this traditional Unathi religion a peculiar twist.&lt;br /&gt;
&lt;br /&gt;
An important aspect of traditional Unathi religion is the existence of cults, which provide distinct views on what the Unathi should do to fulfill the will of the ancestors better. The main four are &#039;&#039;&#039;Hand of the Vine&#039;&#039;&#039;, &#039;&#039;&#039;The Grand Stratagem&#039;&#039;&#039;, &#039;&#039;&#039;Fruitful Lights&#039;&#039;&#039; and &#039;&#039;&#039;Markesheli&#039;&#039;&#039;. While some are more or less associated with particular regions, others are more universal, appealing to a larger portion of the planet&#039;s population.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
Unathi &#039;&#039;&#039;guilds&#039;&#039;&#039; are a rough equivalent to the corporations and companies of Humanity and the Skrell. Though by no means as profitable or intergalactic as Megacorporations of Sol, the guilds play an important role in the politics of Moghes by providing various goods and services to clans and city-states. Large and small guilds are proactive in all sectors of industry, although few crafts are truly monopolized.&lt;br /&gt;
&lt;br /&gt;
Apart from having essential skills, a Unathi seeking to join up must know a member of the guild and have work to provide for review. Although the newcomers may be compelled to move closer to the guild&#039;s location (with more centralized guilds providing quarters for their members), the connection with one&#039;s clan stands – guilds are not neutral organizations, and are often biased towards clans involved.&lt;br /&gt;
&lt;br /&gt;
The hierarchy of the guilds is rather simple, based primarily on age and individual merit. Apprentices answer to the Mentors, which are handpicked among full members by Guild Masters; Those, in turn, report to the Overseers, which are in charge of the workshops. No matter how large the Guild is, a &#039;&#039;&#039;Jhoge&#039;&#039;&#039; (guild equivalent of clan Kaahnepo) is always at the head, nominated by votes of the senior members of the guild.&lt;br /&gt;
&lt;br /&gt;
Regarding guild names, those tend to be rather lengthy and fanciful, acknowledging guild history, achievements and patrons; titles like «Ancient and Distinguished Order of Boatmakers» and «Most Worshipful Company of Distillers and Oleochemists» are considered laconic.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Due to specifics of Unathi anatomy and Moghes climate, clothing does not matter as much to the locals as it does to humans – in fact, it has been the norm for many settled clans to ditch the garments altogether while at home, only covering themselves during travels. As such, Unathi dress tends to be sturdy and simplistic, made of primitive materials, designed not to come apart when exposed to elements – such as sandstorms, fields of spiny plants and the difficult topography of swamps and rocky wastelands.&lt;br /&gt;
&lt;br /&gt;
Typical materials include coarse cloth (made of &#039;&#039;&#039;bho&#039;esshie&#039;&#039;&#039;, a species of local jute-like plants) and ssisalik leather, produced in large quantities by farmers and nomads alike. Those materials are often fashioned into single-piece garments, allowing to preserve as much material strength as possible, minimizing the amount of seams and joints. Traditional Unathi-made long robe resembles a Roman toga – or an oversized gunny sack, depending on who you ask. Leather garments include cloaks, loincloths, aprons, body wraps and helmets, often worn by the hunters. Among exotic materials, sea silk stands out, frequently used by Yeosa&#039;Unathi to construct deep sea diving suits.&lt;br /&gt;
&lt;br /&gt;
As with bodywear, shoes are typically worn during long travels and marches. Caligae-like thick-soled sandals remain popular with troopers and voyagers, allowing them to traverse great distances on foot.&lt;br /&gt;
&lt;br /&gt;
Sometimes clothes are worn for social reasons. In that case, garments are often decorated, dyed with paints made of crushed oxides, clay and plant matter. Diamond Peaks are known as a major centre for mineral dyes production. Ruddy yellow ochre-based colours, collectively known as &#039;&#039;&#039;Blood Paint&#039;&#039;&#039;, have long been associated with highlanders, who covered their metal armor with painted cloth to prevent light reflection and overheating. Over the years, the popularity of such hues migrated all the way to the poles: peculiarly, the Moghes Hegemony favours Blood Paint for its banners and formal dress, despite the earlier associations. In reverse, when steel cuirass went out of fashion, Ssenuuma Convent adopted bleached grey-brown uniforms, suitable for desert operations.&lt;br /&gt;
&lt;br /&gt;
Other than colour, Unathi may demonstrate their higher standing with jewelry and adornment, although the latter is most popular with Fruitful Lights fanatics, who tend to decorate their clothes with strung beads (made of various materials) and bonecrafts to enhance their abilities.&lt;br /&gt;
&lt;br /&gt;
In modern times, as the city states turned into major industrial centres producing goods for Moghedi and offworld markets, Solar clothing became more prevalent, not only in practical sense, but as a cultural phenomenon as well. Human-inspired overalls, branded sportswear, printed shirts have been ubiquitous on Moghes for the last 30 years – more traditional outfits are now considered formal, worn by elders or the rich as a status symbol. Younger urban Unathi typically wear whatever is most comfortable to them, or whatever they can afford, although certain clans (such as the Kharza) employ a more standard uniform.&lt;br /&gt;
&lt;br /&gt;
=== Calendar ===&lt;br /&gt;
Unathi in general tend not to record global history like humans or Skrell have done. Each clan records their own history with the art of “skein-weaving”, practiced by matriarchs and elder females. Carefully preserved patterns of knots woven from thread form an intricate web of Sinta glyphs detailing the events of each Moghedi year, roughly equalling &#039;&#039;&#039;400 solar days&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Most Unathi keep a basic calendar system to track days and years. Their seasons are &#039;&#039;&#039;Moto&#039;&#039;&#039; and &#039;&#039;&#039;Jua&#039;&#039;&#039;, which are the equivalent of summer and winter. Temperature changes are mostly felt nearer to the poles, but in the desert the length of days are affected, minorly so depending on the season. The two seasons last roughly two hundred days, so when the two hundredth day of Jua passes, it would be considered a new year.&lt;br /&gt;
&lt;br /&gt;
For example, to predict or recall a certain date, an Unathi would phrase it in a way such as &amp;quot;The twelfth day of Jua, five years ago&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, the Unathi keep time tracked loosely by sundials. These primitive yet effective clocks are split up into four quarters. Rather than use numeral digits like humans, they instead pay attention to the slant of the shadow. When it is facing a bearing of zero degrees, then it is considered dawn, a new day. At ninety, breakfast should be over with and Unathi should be starting to prepare for their work day. One hundred and eighty degrees is midday, most commonly seen as a trading rush-hour or a time for large, friendly lunches. When the slant is at two hundred and seven degrees, the work day begins to wind down and the Unathi return home to their clans for their evening meals.&lt;br /&gt;
&lt;br /&gt;
=== Guwandi ===&lt;br /&gt;
It is generally agreed that social, economic and private life of each individual Unathi revolves around their clan or the host clan (should they marry into one or be adopted). Sometimes, however, a Unathi may find themselves living outside of the clan system.&lt;br /&gt;
&lt;br /&gt;
Reasons may vary. Some may be driven to such a decision by altruistic considerations: mortally ill or disgraced Unathi can leave their clan to ease their burden and escape the stigma. Others take penance for their unrightful actions against their own kin and those they had obligations towards. The rest are exiled or chased away. In any case, all their possessions are sold off or redistributed, so that the exile may set off for a new life in the wilderness.&lt;br /&gt;
&lt;br /&gt;
Such outcasts are grouped under the collective name of &#039;&#039;&#039;&#039;Guwandi&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, or Ghu&#039;wadhi. As per tradition, Guwandi wander the planet, shunning company and seeking combat with the most dangerous representatives of Moghes wildlife. Should they meet another Guwandi, they are obliged to tell each other their stories, before drawing weapons and fighting to death: the winner is, however, responsible for taking care of the remains of their adversary.&lt;br /&gt;
&lt;br /&gt;
Because of their dramatic exploits and honourable conduct, Guwandi are often seen as romantic heroes of Unathi society: misunderstood, punished, seeking penance in difficult trials. Sometimes they may return to their relatives after being pardoned; a few are granted a second outlook under the patronage of a different clan. In many cases, however, the reality of such life is much different from glossy legends that surround it. Plenty of exiles perish quickly on their own; those who survive are often pressured to steal and rob to make a living. In border regions with Guwandi presence the outcasts are often mistrusted or even attacked, forced to dwell in the darkness of the night.&lt;br /&gt;
&lt;br /&gt;
Opinion on the practice had always been extremely divided, even within individual cultures; Yeosa, desert and savanna Sinta seem to favour it the most, although it is hardly universal. Clans of Diamond Peaks, with their well-developed legal codes and a system of corporal punishments in place, have always been ambivalent on the issue – while the path of Guwandi was deemed acceptable for some locals, the highlanders tend to ignore ancient rights of the exiles entering their realm, pushing Guwandi into service or making them settle down as farmers under the wing of a vassal clan. Allegedly, during the siege of Nolesk, some captured outcasts were unceremoniously forced to carry mortar rounds for Convent troops.&lt;br /&gt;
&lt;br /&gt;
The rise of urban development and the emergence of Polar city-states led to a gradual decline in Guwandi population, since city growth has swallowed much of the surplus workforce. The practice itself is increasingly seen as dated or even barbaric. Nevertheless, Guwandi have become a staple character in the emerging mass literature of Moghes, often depicted in fictionalized or romanticized manner. Even so, real Guwandi can yet be encountered in the more remote locations of the planet.&lt;br /&gt;
&lt;br /&gt;
=== The Precursors ===&lt;br /&gt;
Little is known about the Precursors – the race that settled Moghes approximately 100 thousand years ago. Unathi scholars have struggled for a long time to piece together a complete picture of them.&lt;br /&gt;
&lt;br /&gt;
Some theorize that they were in fact ancient Unathi, given that some fairly advanced artifacts more or less fit the anatomy of modern-day Sinta and Yeosa. However, much of the complex equipment recovered since hints at the opposite, suggesting different physiology and biochemistry. An average Unathi, or even a humanoid cannot comfortably handle most artifacts of Precursor origin without awkward workarounds. Nevertheless, the idea persists among some clans.&lt;br /&gt;
&lt;br /&gt;
A more common hypothesis holds that Precursors were a race of immense power, probably bipeds like Unathi, but with a more unique physiology. According to the supporters of this theory, the Unathi were not a part of this ancient race, but rather a product of it. Obtaining information from archeological digs of ancient bunkers found in the deserts and savannas, with the additional experience gleaned from human experiments in vat cloning, some researchers have come to the conclusion that Unathi were designed as a sort of biological weapon. Ostensibly, the Unathi were originally the protectors of the great race, created specifically to defend them against various dangers. While this school of thought is more consistent than the former, so far it is yet to produce solid evidence for Precursors&#039; role in Unathi creation. Moreover, no existing pattern of Precursor armament is known to have accommodated Unathi anatomy in it&#039;s original form, suggesting that, if the bio-weapon theory was true, the Unathi were intended to be pushed into battle with no weapons to hold.&lt;br /&gt;
&lt;br /&gt;
In recent years a different doctrine gained traction, elicited from some oral sources and the oldest recorded skeins. It claims that the Unathi of old have no relation to the Precursors, – in fact, the former have destroyed the latter. The assumption is based on the duality of uncovered artifacts, clearly divided between two different cultures possessing different anatomy and using different materials. Some researchers also point to similar notions in Moghes biosphere – while proper studies of Unathi genome have only just begun, biologists found it difficult to put together a comprehensive evolutionary tree of the planet&#039;s natural life, suggesting an influx of alien species at some point in Moghedi history. According to Gyska Ba’ask, a notable Unathi historian, the lands currently occupied by Unathi are actually the remnants of an ancient war that ravaged the planet and left it the way it is today. This theory has gained certain popularity in recent years, due in part to the increased knowledge of the history of the human race, and the interest in academic history in general. This concept is held true by all sorts of Unathi – all the way from polar progressives, rural conservatives to Diamond Peak nationalists. Nevertheless, this theory is far from being predominant, partially due to controversy surrounding it, especially among those that follow the Precursor faith.&lt;br /&gt;
&lt;br /&gt;
There are dozens of other conjectures put forward by Unathi scholars, and more appear as the elements of the lost empire of Precursors are gradually unearthed. The ideas vary wildly, but not one has managed to get the grounding to gain universal acceptance. On its part, Humanity has undertaken research to figure out the exact origins of the Unathi as well, although conclusive results are yet to be produced.&lt;br /&gt;
&lt;br /&gt;
== History and Politics ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Timeline of Unathi History]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Moghes was once inhabited by another species known as “The Precursors” who, according to the oral tradition, clashed with Unathi ancestor race an unknown number of years ago. Moghes was then a lush, garden world – however, the conflict took a toll on the planet&#039;s biosphere, reducing it to the contemporary meager state. Although the exact biology of the Precursors is unknown, it is assumed they weren&#039;t humanoid; a claim backed by some properties of the artifacts they left behind.&lt;br /&gt;
&lt;br /&gt;
It is quite likely that the large amounts of radiation present during the extinction event led to mutations in Unathi ancestors, changing them in the process. Unathi are fascinated by the origins of their race, and some are almost obsessive in their desire to know all they can about Precursors and their relation to the Unathi race.&lt;br /&gt;
&lt;br /&gt;
Although some accounts describe a poorly-documented encounter with humanoid aliens around &#039;&#039;&#039;2201&#039;&#039;&#039;, relations with Humanity were formally “established” in &#039;&#039;&#039;2236&#039;&#039;&#039; by the leading clans of Mumbak. There was limited interest in the Unathi or their world right after the discovery, since it was largely overshadowed by the first contact with Skrell three years earlier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2239&#039;&#039;&#039;, the &#039;&#039;&#039;Moghes Hegemony&#039;&#039;&#039; was created – a coalition crafted by the Kaahnepos of the dominant polar clans as a solid base for dealing with the outsiders. Despite being relatively close to Sol, Moghes was way off the established routes – in those very first years, private initiative far outstripped that of the government, even after a deal with the Hegemony was secured in &#039;&#039;&#039;2245;&#039;&#039;&#039; Since then, a considerable number of Unathi found work off-world, as mercenaries and in labor-intensive jobs.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2260&#039;&#039;&#039;, however, the [[Expeditionary Corps]] was allowed access to Precursor ruins on the planet, and to the incredible technology that these ruins held. These ruins were often the ones that the clans had already studied and gone through themselves, with new sites that are discovered either being overseen by the Hegemony, or Rah&#039;Zakeh League. As time has gone on however, these restrictions have been slowly relaxed with the Expeditionary Corps now working with Unathi archaeologists to study new precursor ruins in recent times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2275&#039;&#039;&#039;, the discovery of a particular Precursor ruin in the swamps led the Unathi to an archaic gate-like structure that, once Unathi engineers figured out how it worked, opened a portal or gateway of some kind to a separate ruin on a new world. As it would turn out, this new world was [[Ouere]], another planet in the Unathi System. Yet another artifact rush began, fueled by prospects of unexplored Precursor ruins. Intense friction began to rise through Unathi society, with the clans vying for control over new lands.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2305&#039;&#039;&#039;, some of the more welcoming (and powerful) Unathi Clans created an &#039;&#039;&#039;exchange program&#039;&#039;&#039; with SCG, allowing chosen clansmen to work as members of the Expeditionary Corps. In the meantime, members of the Expeditionary Corps are able to work and live amongst the Unathi. Positions in the program are allocated to the clans involved (often associated with the Hegemony), which sell, award or donate those to their allies, vassals or even enemies in return for benefits. Since opportunities like that are somewhat rare, exchange program seats often serve as bargaining chips in inter-clan relations.&lt;br /&gt;
&lt;br /&gt;
=== The Hegemony ===&lt;br /&gt;
[[File:Unathi flag hegemony.png|thumb|The Hegemony Banner, sometimes used on formal occasions.]]&lt;br /&gt;
The &#039;&#039;&#039;Moghes Hegemony&#039;&#039;&#039; was created in 2239 by the ruling Kaahnepos of the major South Pole city-states, headed by Mumbak. Its formal purpose is to promote Unathi interests in trade and diplomacy with other species and create a better economy and network among Unathi living on Moghes. In practice, however, it is used to reinforce the role of the city-states in emerging off-world commerce and diplomacy, and to control the influx of foreign goods by the means of tariffs.&lt;br /&gt;
&lt;br /&gt;
The Hegemony is headed by the so-called &#039;&#039;&#039;Council of Honourable Light&#039;&#039;&#039;; the seats are reserved for the Kaahnepos of major clans participating in city-state politics. New members are coopted; should a new city-state rise, Hegemony councilmen will try their best to have the Kaahnepos in charge submit to Hegemony regulations – using bribes, flattery and threats of violence. After that, the Kaahnepo in question may be awarded a seat or another position within Hegemony ranks. At this moment, the chief interests of the Council are:&lt;br /&gt;
&lt;br /&gt;
* Pursuing a uniform tariff policy in trading with human empires like the [[Sol Central Government]] and the [[Gilgamesh Colonial Confederation]], as well as the [[Skrell]];&lt;br /&gt;
* Preventing the smuggling of Precursor and Ancestor-related artifacts off Moghes;&lt;br /&gt;
* Collecting data on alien industry/warfare/culture/commercial practices;&lt;br /&gt;
* Resolving possible conflicts between member clans;&lt;br /&gt;
* Investing in Guilds;&lt;br /&gt;
* Establishment of sovereign space and the creation of a mercantile fleet.&lt;br /&gt;
&lt;br /&gt;
While Hegemony itself only includes a small share of clans, it has plenty of associates attached to it through the means of economic and cultural ties. Large savanna clans are a prime example; even though they might not be involved with the Hegemony directly, their wealth and influence in Polar affairs may affect Council decisions nevertheless.&lt;br /&gt;
&lt;br /&gt;
=== The Convent ===&lt;br /&gt;
[[File:Unathi flag convent.png|thumb|The Grey Standard, used by Convent-aligned militias. Sometimes endearingly referred to as &amp;quot;The Rag&amp;quot;.]]&lt;br /&gt;
While the Hegemony is often hailed as the first step towards making Moghes a powerhouse in the intergalactic community, those outside of Poles held less favourable views of the alliance. In &#039;&#039;&#039;2257&#039;&#039;&#039;, &#039;&#039;&#039;Ssen-Uuma (Ssenuuma) Convent&#039;&#039;&#039; was established by a group of major highland Kaahnepos in a Diamond Peaks fortress of Ssen-Uuma, to act as a counterbalance to the growing Hegemony. Unlike their Polar counterparts, the Diamond Peak warbosses were more wary of developed alien races, considering those a possible threat to the established order, well-being and independence of Moghes. The rumours of Precursor artifacts being exchanged for energy weapons sparked an outrage among native population; in 2259, major riots occurred on the Southern Pole. In 2261, violence escalated further – the mercenary uprising in Nolesk, North Pole led to the capture of the city by Convent troops, which took over its first and only major spaceport.&lt;br /&gt;
&lt;br /&gt;
While the Convent found support with plenty of highlander and desert clans, the city-states managed to secure the support of the majority of Savanna population, which drew its wealth from supplying the Poles with food. After a lengthy siege and several bloody skirmishes, the conflict began to subside – interestingly, it was one of the only two major conflicts recorded in Unathi history, the other one being the Cult War, which happened some 7,000 years before that.&lt;br /&gt;
&lt;br /&gt;
Soon after the war ended, two organizations found themselves cooperating; Polar industry was in dire need of raw minerals provided by Diamond Peaks mines. In return, Ssen-Uuma member clans and their allies began to receive much-needed food, consumer goods and essential high-tech equipment. While both sides tend to hog the blanket with occasional embargo threats and saber rattling, both view status quo as an optimal outcome.&lt;br /&gt;
&lt;br /&gt;
Like the Hegemony, Ssen-Uuma Convent is not a monolithic organization, but an alliance between most prominent clans of the area; the main difference between the two is that the latter has a military twist to it. The Convent is administered by the &#039;&#039;&#039;General Staff&#039;&#039;&#039;, which is less inclusive yet more uniform than Hegemony Council; a strict ranking system is maintained, with the highest title of &#039;&#039;&#039;Srr-Kaahnepo&#039;&#039;&#039; awarded to the senior war-chiefs – a carry-over from the times where clan unions and vassalage system played the dominant role. Apart from preserving existing Unathi establishments (including traditional faith and the Grand Stratagem), the main concerns of the general staff are:&lt;br /&gt;
&lt;br /&gt;
* Maintaining a regular military force in the Diamond Peaks for the benefit of the Convent;&lt;br /&gt;
* Supporting mercenaries operating off-Moghes;&lt;br /&gt;
* Gathering military and political intelligence regarding alien empires;&lt;br /&gt;
* Preparing for the possible invasion of the planet by an outside force.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the goals listed are interconnected, since they all serve the fourth, most important goal; by collecting data on outsider weapon systems, purchasing modern equipment and sending their youth to gain experience in alien warfare, Ssen-Uuma Convent hopes to gain the upper hand should the unthinkable happen – until then, keeping everything under wraps is a prudent thing to do.&lt;br /&gt;
&lt;br /&gt;
=== Ouere ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Ouere]]&#039;&#039;&amp;lt;/blockquote&amp;gt;The recently-discovered system of Precursor gateway devices connecting Moghes to its smaller sister planet of Ouere has seen many clans and small groups stepping through it into this new world. There is no clear consensus on how to treat this new world – either as a logical extension of Moghes, a completely new entity, or simply as a resource base for improving the home planet. Many colonists, artifact hunters and ostracised groups have flocked to the planet, with a [[Unathi Cults#Markesheli|Followers of Markesh]] community growing quite rapidly in numbers compared to other parts of Moghes.&lt;br /&gt;
&lt;br /&gt;
This migration sparked the debate over Ouere-born Unathi. A large assembly, hosted in a desert dominion of Pakh with the support of Polar City-states ruled in favor of counting those born on Ouere as “native Unathi”, promoting the viewpoint that the land was naturally “blessed by Precursors”. While few reacted negatively to the ruling, it is hardly binding; the Diamond Peak clans have been claimed to avoid dealing directly with Ouere-based clans, either out or contempt, or unwilling to support the large Markesheli community there.&lt;br /&gt;
&lt;br /&gt;
So far, only few permanent settlements exist on Ouere, with some under rapid construction, with renowned engineers and craftsmen coming to build up the new “utopia” for the Unathi. After a period of quick growth, in &#039;&#039;&#039;2302&#039;&#039;&#039; access to the world was limited by a Savanna clan of Guhr&#039;sshki, which claimed many new territories early and took upon themselves to guard the new lands from undesirables – a move which provoked outrage, much to the satisfaction of the Hegemony and Convent. While the clan only controls a sole city-state of Khamuss and the surroundings, everything outside its protected boundaries is wild territory, largely unexplored and with few inhabitants.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Over the course of known Unathi history, the base of Sinta economy and the primary source of wealth and growth has been agriculture. It has only been the most recent 100 years or so that industry across the city-states has begun to grow exponentially. Everything from simple farming to complex irrigation systems, and basic iron tools to advanced hovercrafts and energy technology; the Unathi economy is a vast network of trade deals, bartering, and guild law.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
[[File:Unathi breacher.jpeg|thumb|A &amp;quot;Breacher&amp;quot;-type mobilesuit, produced by Moghes craftsmen with the use of Precursor and Ancestor technology. Paired with a locally-made version of Aussec Armoury L4 SAW.]]&lt;br /&gt;
Though the inhabitants of Moghes are not as advanced as other known races, the technology they do have is by no means sub-par. Unathi are very intelligent in the fields of math and engineering. Reverse engineering is their main way of acquiring new tech, and it is a staple of their fields. Most of the city-states have reverse engineered numerous parts of Precursor and alien tech, and while some aspects of their everyday life may still be considered primitive by Humans and Skrell standards, they do possess know-how available only to them.&lt;br /&gt;
&lt;br /&gt;
Moghes has a very large gap between the advancements of the city-states and the smaller communities that cover most of the world. Diesel machinery is still used heavily across most of the planet, even in the city-states, which have begun to see Phoron pouring into them as a ‘fuel of the future.’ Their ships mostly reach space through the use of mass drivers and simple chemical engines. Very few (no more than half a dozen or so) are equipped with some of the best Precursor-made engines, allowing the ships to not only take off on their own without a mass driver but maneuver through space much like some of the best in Humanity’s fleets. These rare ships are heavily guarded (and weaponized) by the clans that control them, and the tech itself is often hunted by humans from the trans-stellar corporations. On the other hand, there is a decent number of Unathi communities that lack the basics of tech: things such as plumbing and electricity. Of course, for them this may not seem like an issue because this is how they have always lived, and they plan to continue to follow their traditions and their faith to the letter, regardless of the change in city states.&lt;br /&gt;
&lt;br /&gt;
Many Unathi clans take engineering as a family craft, especially those near the poles of the planet, where fleets are launched from. An example of local craftsmanship are specially-tailored hard-suits known as breacher suits with each of these clans having their own designs incorporating Precursor technology. These Breachers have become the pinnacle of Unathi military and engineering technology, hosting a series of improvements that put them at odds with even SCG Army Vehicles.&lt;br /&gt;
&lt;br /&gt;
Since the Precursor artifacts and technology are held in high regard, archaeology is a highly sought-after career for many Unathi due to the vast ruins available for exploration. Many go into this field and often discover new technologies that are re-engineered for the Unathi use. Diesel yards are another cornerstone of the more industrious city-states – the hotbeds of Moghes&#039; auto-industry that are filled with all sorts of wheeled vehicles that Unathi use to cross the harsh terrain.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Unathi Agriculture]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Moghes is known to be an arid, inhospitable planet with poor soils and, overall, meager vegetation. Among the direct consequences of such climatic conditions one could name the initial scarcity of large-bodied herbivores, restricted to poles and larger oases, with more adaptable rodents and vermin dominating other areas. With the latter being abundant, a pyramid of fast saurian predators had evolved, with an apex predator at the very top, the Unathi themselves. Being sapient creatures of prodigious size, could only maintain themselves with a stable animal protein diet. Naturally, the earliest Sinta societies have been those of nomadic hunters, migrating along the water sources, following larger prey their entire families could subsist on, mainly gnars and duneworms.&lt;br /&gt;
&lt;br /&gt;
With their numbers steadily increasing, the depletion of local wildlife was due. Domestication of stok, and later sissalik revolutionized Unathi ways. Instead of deserts, with few sources of precious fresh water, the pastures of the north and south were finally sought after.&lt;br /&gt;
&lt;br /&gt;
=== Industry ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Unathi Industry]]&#039;&#039;&amp;lt;/blockquote&amp;gt;An early exposure to the remnants of technologically-advanced Precursor race has left the many peoples of Moghes with a peculiar amalgamation of material cultures. Crude mattocks and spears, Sissalik-drawn carts, primitive screw pumps and leather wraps for clothing neighbour with towering reaping machines and harvesters, energy weaponry, hovercraft and highly resistant synthetic materials. Being practical in their dealings, the Unathi do not often draw a clear line between old and new, utilizing both in different situations.&lt;br /&gt;
&lt;br /&gt;
As much as environment and climate dictate the many differences between individual clans and tribes, so do the resources at their disposal. For example, the polar regions and the savannas could boast not only the many pastures and bodies of freshwater, but also quite a few intact Precursor installations that gave Unathi industries a considerable boost. The Diamond Peaks, while more barren, proved to be an immeasurable source of mineral resources, fueling the workshops of Moghes up to this very day. Being inhospitable as they are, the Deserts still attract business-minded scavengers, unlike the lands up North or down South, picked almost clean by the previous generations or divided between the powerful locals. The Great Swamp is abundant with Precursor Artifacts, but also with wood, a rather valuable resource. Finally, there are the secretive Yeosa islanders, drawing their technological advancements from the abandoned structures below the murky waters of the world ocean.&lt;br /&gt;
&lt;br /&gt;
One curiosity of Unathi industry is their adherence to environmentally friendly technology, often at the cost to themselves. Shortly after establishing lines of communication with the SCG, the hegemony established a program that hired experts from the SCG to come in and establish new industries dedicated to these ideals. Thanks to the abundance of natural resources, Unathi industry was, for the most part, able to push quickly into this due to their already established practices. To put things into perspective, by 2210, Unathi vehicles had become as close to zero emissions as the engineers of the higher guilds could manage. Thanks to the more recent adoptions of SCG technology, along with the push by Unathi engineers for more effective tech. Of note were the desert clans, who adopted Solar technology quickly and effectively thanks to the near perfect conditions Moghes&#039; deserts provide for solar technology. The Rah&#039;Zakeh league in particular was quick to adopt renewable sea buoys and thermal generators that allow major power to major Yeosa ports.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Unathi Military]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Unathi society is often loosely described as that of honour-bound warriors, with their history shaped mostly by dogmatic religious and moral views, unending tribal conflicts and the harsh environment of their war-torn homeworld. The recent influx of mercenaries from Moghes (and an occasional Unathi&#039;s eagerness to learn more about human war machines) has given some appearance of credibility to those opinions.&lt;br /&gt;
&lt;br /&gt;
In practice, the majority of pastoral communities on Moghes do not fit the description. Large-scale conventional wars are almost unheard of on the planet; for most clans, resources have always been too scarce to engage in conquest. Similarly, Unathi concepts of &amp;quot;honour&amp;quot; are much more nuanced.&lt;br /&gt;
&lt;br /&gt;
The contact with expansionist alien empires has prompted many new developments in Unathi society, and the military sphere is by no means an exception. Old clan militias, designed for ritual duels, occasional scraps and raids, were no longer sufficient – new formations were required, built on different principles. At the same time, space was an entirely new dimension crucial to the defense of Moghes, yet to be explored.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Unathi]][[index.php?title=Category:Aliens]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2766</id>
		<title>Expeditionary Corps</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2766"/>
		<updated>2024-07-22T19:17:59Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo ec.png|200x200px|thumb|SCGEC Insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Expeditionary Corps&#039;&#039;&#039; is a [[Sol Central Government]] scientific agency tasked with exploration of uncharted space and worlds, mineralogy surveys and xenoarchaeological studies and, more recently, making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
The EC performs a variety of tasks: discovering and cataloging stellar objects in Observatory, initial surveys of prospective colony sites and space anomalies, in-depth exploration of uncharted worlds, staffing long-term scientific outposts, and studying anomalies and xenoarcheological sites.&lt;br /&gt;
&lt;br /&gt;
While not military, it was modeled in a naval style, with employees having ranks and uniforms, along with falling under the jurisdiction of the [[Sol Code of Uniform Justice]]. It consists of uniformed personnel (enlisted and commissioned officers) and corporate contractors hired on a per mission basis. Corpsmen are often highly specialized for the roles they take on their missions, and they are known for their experimental nature and ability to improvise.&lt;br /&gt;
&lt;br /&gt;
==Expeditionary Directives==&lt;br /&gt;
The Expeditionary Corps&#039; Directives are the cornerstone of all operations done by the organization, the mission statement and motto rolled in one. They are as follows: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exploring the unknown is your Primary Mission&#039;&#039;&#039;. You are to look for land and resources that can be used by Humanity to advance and prosper. Explore. Document. Explain. Knowledge is the most valuable resource.&lt;br /&gt;
*&#039;&#039;&#039;Every member of the Expeditionary Corps is an explorer&#039;&#039;&#039;. Some are Explorers by rank or position, but everyone has to be one when duty calls. You should always expect being assigned to an expedition if needed. You have already volunteered when you signed up.&lt;br /&gt;
*&#039;&#039;&#039;Danger is a part of the mission – avoid, not run away&#039;&#039;&#039;. Keep your crew alive and hull intact, but remember – you are not here to sight-see. Dangers are obstacles to be cleared, not the roadblocks. Weigh risks carefully and keep your Primary Mission in mind.&lt;br /&gt;
&lt;br /&gt;
While important, these should not be taken literally – exercise common sense. For example, even if Second Directive can be interpreted in such way, dragging ship&#039;s only physician to an asteroid survey is not a good idea. Remember that &#039;expedition&#039; is bigger than just the away team, the ship crew is part of it, and they have their role. Third Directive is about taking calculated risks, not cavalier charging into danger. There&#039;s little point in getting expedition to some place if you&#039;re just going to lose it there.&lt;br /&gt;
&lt;br /&gt;
==Operations ==&lt;br /&gt;
[[File:Logo ec observatory.png|110x110px|left|thumb|Observatory Insignia]]&lt;br /&gt;
[[File:Logo ec fieldops.png|110x110px|left|thumb|Field Operations Insignia]]&lt;br /&gt;
The Expeditionary Corps is a uniformed civilian service of the Sol Central Government, tasked with exploring the unknown for the advancement of humanity. However, it had a long period of decline, operating on a greatly reduced budget prior to the beginning of the Helios mission. The Corps consists of enlisted personnel, commissioned officers, and corporate contractors. The uniformed members form the core of expeditions and facilities, with specialists contracted from various corporate and academic entities on a per-mission basis for the more niche tasks.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps are commanded from the SCG EC Observatory in Sol, with personnel organized in two major sections, focusing on the different parts of EC operations. Personnel from both sections are assigned to Programs (Helios Program being an example).&lt;br /&gt;
&lt;br /&gt;
Before the funding increase and renewed interest in exploration, the EC only had a dozen vessels that were operational. Three of these were ancient, Slower-Than-Light (STL) craft, from the Expeditionary Corps&#039; founding days and were reliant on Gateway travel. Most of the personnel are stationed at various outposts, with passage secured by chartering a private vessel or requesting transport from the Fleet.&lt;br /&gt;
&lt;br /&gt;
The Observatory has two methods of handling the investigation of the valuable intelligence it gathers; Post a bounty with all relevant data to be claimed by any private enterprises which is the most commonly used method, or, if the data points to a nearby target or one that shows great value or something of scientific import, a proper EC Expedition is assembled and sent to investigate personally.&lt;br /&gt;
&lt;br /&gt;
The head of an independent EC exploration team is the [[Pathfinder]], a mid-level officer of the Expeditionary Corps who often operates with great leeway and minimal oversight when it comes to how their teams conduct themselves in the field. This is an inevitable consequence of the nature of their exploration missions, often conducted outside of communications range and in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
====Field Operations ====&lt;br /&gt;
The Field Operations section of the Expeditionary Corps is what people see in EC recruitment posters and ads – gruff machos hacking apart aliens on exotic worlds with the iconic machete. That being said, the actual work carried out by the EC&#039;s exploration teams features far less glamour and machismo, being focused instead on mineral surveys, planet habitability reports and collecting samples of xenolife. Corpsmen from this section specialize in xenobotany and handling xenofauna, along with support skills like field medicine or structural engineering.&lt;br /&gt;
&lt;br /&gt;
====Observatory====&lt;br /&gt;
The Observatory section was originally in charge of manning their namesake, but now corpsmen from that section are often found at EC science outposts or spaceships, working more delicate machinery and running complex scientific experiments. Observatory corpsmen staff the infirmaries on EC facilities, and handle complex engineering tasks like power cores and communications. Scientists who join EC full-time are assigned to this section.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
[[File:Logo ec bluespace.png|230x230px|thumb|EC Bluespace Exploration badge. Recovered from a wreck of SEV Titov, which broke up in a bluespace rift.]]&lt;br /&gt;
&#039;&#039;&#039;2130&#039;s:&#039;&#039;&#039; The Expeditionary Corps established early in Terran Commonwealth history by consolidating various national agencies for space exploration. It is tasked with surveying lesser explored Sol bodies like outer planets&#039; satellites and Kuiper Belt, and accompanying the colonization vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2170&#039;s:&#039;&#039;&#039; Rising tensions in Sol between Terran Commonwealth and Ares Confederation, combined with the rapid decline of Earth&#039;s ecosystem prompt creation of what press dubbed &#039;Extinction Countermeasures Committee&#039;. As a part of its activities, long-range EC exploration missions are launched via Pluto Sling, decades of cryo-frozen STL travel, on a quest to find habitable worlds to evacuate humanity to if such need arises.mes. Early missions were small crews, cryo-frozen, with automated systems rigged to wake them up at the destination or for the course correction. They had no way to get assistance or resupply once underway, so the culture of making do and cutting off unnecessary parts was formed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2230&#039;s:&#039;&#039;&#039; As a part of the reorganization of Terran Commonwealth into the Sol Central Government, Expeditionary Corps is placed under the Committee for Economic Development. With fears of an extinction event alleviated by the number of colonies and promise of lasting peace in Sol, the officials aren&#039;t considering space exploration a high-priority area. With the proliferation of FTL travel via gateways, public support for STL missions was failing too. Bluespace rift exploration is still an option, but almost prohibitively dangerous for government operation, requiring a mountain of waivers and volunteer crews. A lot of EC personnel is shifted to research outposts, studying various anomalies in the proximity of gateway-reachable systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2302:&#039;&#039;&#039; Funds starting flowing into the revitalized Expeditionary Corps and the Helios program. What followed was a large-scale publicity campaign, corporate sponsorship. And a change of ownership – The EC was moved under the Committee for Diplomatic Relations, to reflect a new stated objective of the Helios mission – making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
==Vessels and Installations==&lt;br /&gt;
The EC has a number of vessels and installations, with the latter mostly being on the edge of Sol territory.&lt;br /&gt;
&lt;br /&gt;
===Observatory===&lt;br /&gt;
The Observatory or the SCGECO (Sol Central Government Expeditionary Corps Observatory) is the nerve center of the Expeditionary Corps. It is located at Jupiter-Sun L2 Lagrange point and is home to the most advanced high power radio telescope array in the Sol system. It was established in 2130 by Terran Commonwealth as a part of colonization effort, to look for possibly habitable exoplanets without the interference of Sol inner asteroid belt. Due to its location it was also used as a base for survey expedition to Jovian moons and Kuiper belt objects, and over time grew to house majority of EC support facilities. Now it serves as EC headquarters, with both high command (just referred to as Observatory) and EC Academy located here, with a token presence on Mars and Earth.&lt;br /&gt;
&lt;br /&gt;
===SEV Torch===&lt;br /&gt;
The [[SEV Torch]], originally christened as the Sol Fleet Vessel Arrow, is a Mako-class exploratory corvette launched in 2307. The vessel is the result of a deep space exploration program (The Helios Project) overseen by the Sol Central Government (SCG) and involving multiple corporate investors, primarily the [[Expeditionary Corps Organisation|Expeditionary Corps Organisation (EXO)]] and certain [[Skrell|Skrellian]] organizations. The Torch engages in numerous routine expeditions year-round, and is somewhat less-famous than the other ships in the program, with a lower media profile. In spite of this, it has made a number of accomplishments and has a reputation as a reliable survey vessel.&lt;br /&gt;
&lt;br /&gt;
Notably, the Torch was the only one of the five Helios Project vessels to receive a [[Guide to Supermatter|Supermatter Engine]], courtesy of [[NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
===SEV Magnus===&lt;br /&gt;
The SEV Magnus is (or was) an Expeditionary Corps Corvette, a sister ship of sorts to the Torch before various overhauls and refits rendered the Torch a wildly different vessel. The SEV Magnus was an original three-deck Mako Class Corvette, commissioned in service as the SFV Tornado before being mothballed along with all other Mako class corvettes in 2265. It then entered service with the Expeditionary Corps from 2270 as the SEV Magnus. During its time in service the Magnus was a reliable, if unremarkable vessel that served as the Expeditionary Corps flagship before it was replaced in this capacity by the SEV Helios, a time during which it was also placed into the Helios Project as one of the four vessels, where it remained until 2304 when it went missing while conducting a survey mission in B. Wendigo. Efforts to locate the Magnus have failed thus far and its fate is shrouded in mystery. It was a sister ship to the SEV Sagan.&lt;br /&gt;
&lt;br /&gt;
===SEV Icarus===&lt;br /&gt;
A former Lexington-Class Corvette acquired by the expeditionary corps for the Helios Project, the SEV Icarus (Formerly the SFV Reliable) had a somewhat famed history as a vessel of the Third Fleet during the Gaia conflict before being retired from active service and handed over to the Expeditionary Corps as part of an asset sharing program between government departments. The SEV Icarus was refitted from the ground up as an exploration vessel, though notably kept its forward facing cannons from its time in fleet service. The Icarus was last seen in mid-2306 after being sent to investigate gathered probe data. It was supposedly off-course and no evidence has shown that it reached its intended destination.&lt;br /&gt;
&lt;br /&gt;
As of [[Timeline of Canon Events#June 26th 2310|June 26th, 2310]], the wreckage of the SEV Icarus were discovered by the SEV Torch on a remote exoplanet in the Luyten 545 system. An analysis of digital logs recovered from the ship is currently underway – efforts to recover the SEV Icarus itself have so far been stymied. &lt;br /&gt;
&lt;br /&gt;
===SEV Sagan===&lt;br /&gt;
The Sagan is the third and final of the Mako-class corvettes in EC service, and a sister ship to the SEV Magnus. It is a vessel attached to the Helios Project. Formerly the SEV Whirlwind it entered service in 2278 with the EC and has had a solid, reliable and somewhat interesting career since, being notable for the cataloguing and surveying of over forty five star systems before being issued a reliable jump-drive in 2303. The Sagan is, notably from the rest of the Helios Project vessels, equipped with an extensive sensor suite, with some of its newer systems being highly classified and (reportedly, but unconfirmed) possessing systems designed for use with the Rockfish-class stealth craft. The Sagan spends a great deal of its time being called for requests for service from various SCG entities in the scanning of nearby locations of interest.&lt;br /&gt;
&lt;br /&gt;
=== SEV Helios ===&lt;br /&gt;
The Flagship vessel of the Helios Project, and the largest of the EC&#039;s vessels, being a refit of the SFV Yi Sun-Shin, an Antietam-class Destroyer. The Helios is expensively outfitted, well equipped, and considered one of the most prestigious postings in the Expeditionary Corps thanks to its numerous references in the media and its dominance of Expeditionary Corps recruitment campaigns, the Helios does, as a result, do relatively little actual exploration, being used instead to showcase the Expeditionary Corps and its mission to the people of Sol. When it does embark on expeditions, however, they are almost always high profile and with a great deal of pre-planning and intelligence on the systems it will be visiting. Despite its prestige and political flash, many older members of the Expeditionary Corps resent the Helios and its lack of focus on what they consider to be &amp;quot;real work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===SEV Buzz Aldrin===&lt;br /&gt;
The SEV Buzz Aldrin is one of the EC&#039;s many specialist vessels. A heavily modified Cartwheel-Class dropship, the Buzz Aldrin is refitted into a dedicated mobile laboratory. Instead of relying on shuttlecraft for travel to the surface, it can deploy planetside directly, turning into a field lab. The Buzz Aldrin isn&#039;t used for initial scouting and survey, it is deployed when there&#039;s a long-term scientific mission to do in a hostile environment, but building a new outpost isn&#039;t feasible. As a result, the ship is known for its lengthy follow-up work, long deployments on dangerous planets carrying out a multitude of scientific experiments and survey missions.&lt;br /&gt;
&lt;br /&gt;
===SEV Komarov===&lt;br /&gt;
The SEV Komarov is a bluespace exploration vessel boasting the longest record – over 50 rift jumps without catastrophic system failures. Unlike most EC vessels and installations, you have to volunteer to be considered for a posting on the Komarov, due to the inherent danger of unshielded bluespace exploration. The Komarov itself is a curious feat of engineering, featuring multiple layers of redundancy to offset the inevitable post-jump failures. Engineers serving on it claim that as long as they get at least 30% of the ship through the rift, they can make the trip back. The Komarov is used on time-sensitive missions by Observatory, recording time-limited events in deep space up close, and sometimes assisting with rescue missions if no bluespace drive vessels can make it in time.&lt;br /&gt;
&lt;br /&gt;
=== SEV James Cook===&lt;br /&gt;
The SEV James Cook is one of the oldest active service vessels in the Expeditionary Corps, having entered service in 2150 and kept in service through a multitude of refits and overhauls, the Cook is a testament and reminder of the resourcefulness and determination shown by Expeditionary Corpsmen to keep waste low and to make do with what they have. A Newfoundland class vessel which, at the time, was built exclusively by the Terran Commonwealth for the Expeditionary Corps, it remains one of the few EC purpose built vessels and is equipped with a deployable radio telescope array and mounted observatory. The Cook is still a source of great value for the EC despite its reliance on dated and somewhat ancient technology as well as the use of older STL drives.&lt;br /&gt;
&lt;br /&gt;
===Listening Post 42-B===&lt;br /&gt;
Listening Post 42-B is one of the three remaining Expeditionary Corps Observation Outposts located on the frontier of Sol space, equipped with all manner of observation equipment and far away from the usual trade-lanes, commercial hubs and population centers. Posts such as these tend to be long-term assignments with minimal contact with others. Small stations, comparatively speaking, they usually possess a crew of no more than thirty, and assignments are usually year-long. 42-B is notable among the three for having picked up a mysterious signal, only to lose it minutes after. It also has the dubious honour of being the only post outside of SCG borders, orbiting Sinclair&#039;s Star. Some outside entities have speculated that it is used to spy the Skrell, though so far these claims have been unfounded.&lt;br /&gt;
&lt;br /&gt;
==Helios Project Controversy==&lt;br /&gt;
[[File:Logo torch.png|left|thumb|Torch mission patch]]&lt;br /&gt;
The decision to restart the deep space exploration sounded just too good to be true. The sudden change in course and the insistence with which Secretary General Barros pushed this decision spawned a lot of conspiracy theories on just what sort of secret agenda the government had for the Helios mission. &lt;br /&gt;
&lt;br /&gt;
*The main sponsor and participant of the Helios mission was [[NanoTrasen]]. An odd move for a greedy trans-stellar corporation that maintains a sizeable fleet itself, including prospector vessels of their own.&lt;br /&gt;
** &#039;&#039;What were they promised for participation?&#039;&#039;&lt;br /&gt;
*A [[Skrell]] corporation, Krri&#039;gli, agreed to provide a prototype bluespace drive after just a token negotiation, under the condition of priority access to the mission’s findings.&lt;br /&gt;
**&#039;&#039;Are Skrell using the EC to poke at something they’d avoid?&#039;&#039;&lt;br /&gt;
*The Government initially tried to staff the mission entirely with government employees and personnel from the four megacorps, opting not to contract outside companies. It was later relaxed due to personnel requirements and public outrage, to the point where even independent observers and journalists were tentatively allowed to join the expeditions.&lt;br /&gt;
**&#039;&#039;What did they want to hide from the public?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Getting in==&lt;br /&gt;
The media noise generated by the Helios mission attracted new recruits, the curious, the glory hounds, and even few people who genuinely wanted to explore space but believed that the EC was done for. Some disillusioned EC veterans came out of retirement, bringing much-needed experience. Any eligible personnel could request a transfer from Defence Forces into EC for the duration of the mission. For the Fleet, this is a temporary reassignment aboard the Torch, and only applies to Crewmen up to the rank of Commander on a positional basis. Private contractors filled the gaps as they did for many other EC missions.&lt;br /&gt;
&lt;br /&gt;
All new recruits and most Defence Forces transferred personnel are put through a six-month Expeditionary Academy. The core facilities are located on the Observatory, with a few smaller ones for specialized training programs scattered around SCG territory.&lt;br /&gt;
&lt;br /&gt;
Candidates must renounce any state or corporate citizenship they hold for the duration of their service in EC, becoming solely citizens of the SCG.&lt;br /&gt;
&lt;br /&gt;
The training is split into two parts, Basic Skills taking 2 months, and Specialty Training taking 4 months.&lt;br /&gt;
&lt;br /&gt;
===Basic Skills and Orientation===&lt;br /&gt;
The first &#039;&#039;&#039;2 months&#039;&#039;&#039; are focused mostly on instilling some discipline and basic functional adult skills into fresh recruits. Skill-wise, it&#039;s the basics – EVA, first aid, living on a space vessel. Recruits are given a rundown on the way EC operates, its mission and priorities.&lt;br /&gt;
&lt;br /&gt;
Recruits are monitored to weed out those who won&#039;t be able to cope with life on a space vessel. It&#039;s an open secret that troublemakers from all over the SCG use the EC as a last resort for escaping the troubles on their planet, so instructors take this part of the Academy very seriously – you either shape up or ship out.&lt;br /&gt;
&lt;br /&gt;
Most of Defence Forces transfers skip this part, aside from the orientation course on the way EC operates.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Training===&lt;br /&gt;
The next &#039;&#039;&#039;4 months&#039;&#039;&#039; are the specialized training. The recruits settle on the division they want to join – Observatory or Field Operations and their specialty. Those who have applicable training and experience can opt to pass the certifications and skip this part entirely if they are so inclined.&lt;br /&gt;
&lt;br /&gt;
Observatory recruits are trained to run their namesake, Observatory, or the ships the EC has. The engineers, the data analysts, the infirmary staff, the logistics specialists. They tend to have more in-depth technical training on their specialization.&lt;br /&gt;
&lt;br /&gt;
Field Operations recruits learn more hands-on skills, useful when operating as a part of expedition outside the facilities. The explorers (the job), the field medics, the ‘sapper’ kind of engineers. They tend to be more of generalists, having to juggle the field skills, their specialty, and field science basics.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision made in the Academy doesn&#039;t seal your career path – there’s plenty of chances for additional training along the way, and often personnel from either branch is picked for the mission depending on the skills needed. At the end of the day, everyone receives the baseline training needed to be a part of an expedition.&lt;br /&gt;
&lt;br /&gt;
After successfully graduating, all recruits are taken on a mock 3-day long Expedition in rural Mars, which often just turns into a celebration party with instructors turning a blind eye. It marks the start of your 2-year tour of duty/contract.&lt;br /&gt;
&lt;br /&gt;
It is however, not uncommon for further pre-posting training to be provided to personnel, related to their assignment. This may sit within the range of a couple of weeks, at best.&lt;br /&gt;
&lt;br /&gt;
==Enlisted==&lt;br /&gt;
[[File:EC enlisted.png|thumb|Expeditionary Corpsman]]&lt;br /&gt;
So, you’ve made it through the Academy. Explored countless worlds in the simulator, learned to navigate by map, shot hundreds of toothy aliens in the holodeck. You know which end of the sample bag opens, you learned not to eat the berries off the bushes on exoplanets. Now you&#039;ve worked off the hangover from the Martian Expedition and pinned on your shields. It’s time to get to that exciting work you’ve seen in the recruitment ads.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re lucky to even be on an EC-operated vessel. Most likely you&#039;re piggybacking on some Fleet patrol vessel that passes closest to your destination and is fine with taking a detour. Sometimes you have to hop several vessels along the way. After long and uneventful travel, you’ll have to load up all needed supplies and equipment yourself. Unless you have an EC shuttle docked, the best you would have is a cramped general utility pod. Once planetside, you are in for a mind-numbing routine of mapping out significant features, mineral deposits, taking notes of /everything/, and taking samples of anything you can get your hands on. Machete does come out at this point, except for its actual role – getting through thick vegetation. Then it’s time to get back shipside to pack, label and categorize every single thing you brought back from the planet. And then it’s back to the cryopod for the trip back.&lt;br /&gt;
&lt;br /&gt;
If it was a very important and urgent expedition, and you signed every waiver the Corps threw at you, you could&#039;ve been a part of a bluespace tear run. Even with all modern advances, traveling without a bluespace engine is very risky, and SCG doesn&#039;t approve these missions lightly. Possible sentient life signals that are fading, or a natural phenomena promising fundamental breakthroughs, that must be observed close before it disappears.&lt;br /&gt;
&lt;br /&gt;
Now, contrary to what Expeditionary Directives claim, not everyone in the Corps, or even in the Field Operations, actually go down to the exoplanets to wrestle with alien wildlife. While the EC doesn’t maintain a lot of ships, those that are still around need someone to keep the power running, to make sure air is flowing, to cook the meals. A lot of personnel is also serving on various remote research installations, studying curious xeno-ecologies, alien ruins, or natural anomalies.&lt;br /&gt;
&lt;br /&gt;
Outside of the Torch and the Helios, enlisted of the Expeditionary Corps do not hold ranks akin to that of the Fleet or the Army; a consideration made for organisational compatibility with the Fleet. They are considered government personnel with seniority and pay-bands. As such, the pay-grades below are in line with how they would appear for Expeditionary Corps personnel on the Torch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
! Insignia &lt;br /&gt;
!Rank&lt;br /&gt;
!Role &lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Ec e1.png|center|frameless]]&lt;br /&gt;
|Explorer Apprentice&lt;br /&gt;
|Trainee &lt;br /&gt;
|18&lt;br /&gt;
|You&#039;re in the Expeditionary Academy, being nagged at by old men about how they know the best, and not listening to your team leader on the expedition is a great way to get everyone killed or worse. You didn&#039;t go on any expeditions outside of simulators, and you have a lot to learn before you&#039;re sent to a real one. Apparently, there&#039;s one right on graduation, prepare!&lt;br /&gt;
|-&lt;br /&gt;
!E3 &lt;br /&gt;
|[[File:Ec e3.png|center|frameless]]&lt;br /&gt;
|Explorer&lt;br /&gt;
|Rank and file&lt;br /&gt;
|18-25&lt;br /&gt;
|You can do your job to a satisfactory standard, though you might be not familiar with the finer details. You&#039;ll get better with experience. A lot of Corps personnel spend quite some time in this rank compared to similar paygrades in Defence Forces.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Ec e5.png|center|frameless]]&lt;br /&gt;
| Senior Explorer&lt;br /&gt;
|Specialist and/or a team leader &lt;br /&gt;
|20-30&lt;br /&gt;
|You either took some leadership courses or technical specialty qualifications. At this point, you&#039;re trusted with more sensitive equipment, and you can be put in charge of a small team.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Ec e7.png|center|frameless]]&lt;br /&gt;
|Chief Explorer &lt;br /&gt;
|Veteran team leader&lt;br /&gt;
|30-60&lt;br /&gt;
|You&#039;re one of the few on the top of rank ladder of EC. You&#039;ve seen and done the things. You might not have the leadership or scientific training of the commissioned officers, but your technical skills and vast experience make you invaluable to the Corps. You can be trusted to run an expedition as second-in-command, or a large team on a space facility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
[[File:EC officer.png|thumb|Expeditionary Officer]]&lt;br /&gt;
Despite the somewhat lax hiring standards for EC enlisted, the requirements for the officers have not been relaxed since the creation of the Corps. The applicant must hold a university degree in a related field – astrogation, engineering, physics, biology, medicine, etc. With the recently stated mission of establishing contact with alien species, political science and xenodiplomacy degrees are accepted too.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for this relative strictness. Expeditions are often operating outside the communications range, and the officer in charge has to make the calls on site without consulting the higher command. EC officers are granted a commission on behalf of the Secretary-General, have the right to stake an official claim on unclaimed stellar bodies and have the capacity to represent the SCG in first contact scenarios if no dedicated diplomatic personnel are present.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps Officer corps is, relatively speaking, a small, professional body. Most of its members have a passing familiarity with one another due to the size, the rotation between one of a few facilities and ships and general tight knit nature of EC culture. Officers have, likely, served with one another in some capacity at some point in time. The competitive and professional nature of the EC officer cadre means that they tend to favour internal promotion over external hires and transfers, with the latter being impossible for most command positions, typically being limited to entry level officers and medical staff.&lt;br /&gt;
&lt;br /&gt;
Since candidates already come in with the knowledge, the Academy for officers concentrates mostly on deep space operations and leadership. They also learn a lot about legal matters – teams in the field are given a lot of leeway, and the EC wants to be sure the leaders understand not to abuse it.&lt;br /&gt;
&lt;br /&gt;
Another thing that seems odd to the Defense Forces personnel is that EC officers stay for longer in seemingly unfitting &#039;paygrades&#039;. Due to small scale of most EC operations, most positions are filled with Ensigns, Lieutenants and above posted only on bigger projects that require a great amount of coordination. Watch officers of same rank can have drastically different experience and pay, which is based on their qualifications and actual posting more than on the rank.&lt;br /&gt;
&lt;br /&gt;
Aside from poaching the people with degrees, anyone in the Expeditionary Corps that fulfills the criteria to be an officer, can apply for a commission after completion of the mandatory &#039;&#039;&#039;6 month&#039;&#039;&#039; officer training course.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! O1&lt;br /&gt;
|[[File:Ec o1.png|center|frameless]]&lt;br /&gt;
|Ensign &lt;br /&gt;
|Specialist with a degree in his field, leader of an expedition team&lt;br /&gt;
|25+&lt;br /&gt;
|You had some sort of university degree related to your field, and the Academy brought you up to the speed on the Corps-specific skills. At this rank, you&#039;re either leading a small expedition team or you work as a staff in a facility that needs your skillset.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Ec o3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
| Leader of a department or a bigger autonomous expedition team&lt;br /&gt;
|30-45&lt;br /&gt;
|You are a leader. You&#039;ve had some additional training and experience with leadership, and you&#039;re in charge of an expedition team or a department aboard a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Ec o5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Ship/facility commanding officer or second-in-command.&lt;br /&gt;
|40-50&lt;br /&gt;
|At this point, you&#039;re eligible for a ship command. Though with the number of EC ships, you&#039;re more likely to work as the executive officer of a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
| [[File:Ec o6.png|center|frameless]]&lt;br /&gt;
| Captain&lt;br /&gt;
|Ship/facility commanding officer.&lt;br /&gt;
|48-70 &lt;br /&gt;
|You&#039;re in charge of a ship or a facility. You&#039;ve given a lot to the Corps, and Corps let you run things your way, to a reasonable extent.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Ec o8.png|center|frameless]]&lt;br /&gt;
|Admiral&lt;br /&gt;
|Leader of an EC division or a special Mission&lt;br /&gt;
|60-90&lt;br /&gt;
|You&#039;re in charge of large-spanning Missions that consist of various expeditions and facilities, e.g. Helios Project. Heads of Observatory and Field Operations divisions hold this rank for example. You do not go in the field anymore, operating out of Observatory.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Ec o8 alt.png|center|frameless]]&lt;br /&gt;
|Commandant of the Expeditionary Corps&lt;br /&gt;
|The Big Boss&lt;br /&gt;
|60-90&lt;br /&gt;
|The Boss. Not much to be said, you&#039;re the top. You spend most of your time arguing with politicians rather than doing the science. Maybe you miss wresting alien wildlife when faced with vicious creatures of SCG political scene, but someone has to do this job.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2765</id>
		<title>Expeditionary Corps</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2765"/>
		<updated>2024-07-22T18:52:44Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo ec.png|200x200px|thumb|SCGEC Insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Expeditionary Corps&#039;&#039;&#039; is a [[Sol Central Government]] scientific agency tasked with exploration of uncharted space and worlds, mineralogy surveys and xenoarchaeological studies and, more recently, making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
The EC performs a variety of tasks: discovering and cataloging stellar objects in Observatory, initial surveys of prospective colony sites and space anomalies, in-depth exploration of uncharted worlds, staffing long-term scientific outposts, and studying anomalies and xenoarcheological sites.&lt;br /&gt;
&lt;br /&gt;
While not military, it was modeled in a naval style, with employees having ranks and uniforms, along with falling under the jurisdiction of the [[Sol Code of Uniform Justice]]. It consists of uniformed personnel (enlisted and commissioned officers) and corporate contractors hired on a per mission basis. Corpsmen are often highly specialized for the roles they take on their missions, and they are known for their experimental nature and ability to improvise.&lt;br /&gt;
&lt;br /&gt;
==Expeditionary Directives==&lt;br /&gt;
The Expeditionary Corps&#039; Directives are the cornerstone of all operations done by the organization, the mission statement and motto rolled in one. They are as follows: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exploring the unknown is your Primary Mission&#039;&#039;&#039;. You are to look for land and resources that can be used by Humanity to advance and prosper. Explore. Document. Explain. Knowledge is the most valuable resource.&lt;br /&gt;
*&#039;&#039;&#039;Every member of the Expeditionary Corps is an explorer&#039;&#039;&#039;. Some are Explorers by rank or position, but everyone has to be one when duty calls. You should always expect being assigned to an expedition if needed. You have already volunteered when you signed up.&lt;br /&gt;
*&#039;&#039;&#039;Danger is a part of the mission – avoid, not run away&#039;&#039;&#039;. Keep your crew alive and hull intact, but remember – you are not here to sight-see. Dangers are obstacles to be cleared, not the roadblocks. Weigh risks carefully and keep your Primary Mission in mind.&lt;br /&gt;
&lt;br /&gt;
While important, these should not be taken literally – exercise common sense. For example, even if Second Directive can be interpreted in such way, dragging ship&#039;s only physician to an asteroid survey is not a good idea. Remember that &#039;expedition&#039; is bigger than just the away team, the ship crew is part of it, and they have their role. Third Directive is about taking calculated risks, not cavalier charging into danger. There&#039;s little point in getting expedition to some place if you&#039;re just going to lose it there.&lt;br /&gt;
&lt;br /&gt;
==Operations ==&lt;br /&gt;
[[File:Logo ec observatory.png|110x110px|left|thumb|Observatory Insignia]]&lt;br /&gt;
[[File:Logo ec fieldops.png|110x110px|left|thumb|Field Operations Insignia]]&lt;br /&gt;
The Expeditionary Corps is a uniformed civilian service of the Sol Central Government, tasked with exploring the unknown for the advancement of humanity. However, it had a long period of decline, operating on a greatly reduced budget prior to the beginning of the Helios mission. The Corps consists of enlisted personnel, commissioned officers, and corporate contractors. The uniformed members form the core of expeditions and facilities, with specialists contracted from various corporate and academic entities on a per-mission basis for the more niche tasks.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps are commanded from the SCG EC Observatory in Sol, with personnel organized in two major sections, focusing on the different parts of EC operations. Personnel from both sections are assigned to Programs (Helios Program being an example).&lt;br /&gt;
&lt;br /&gt;
Before the funding increase and renewed interest in exploration, the EC only had a dozen vessels that were operational. Three of these were ancient, Slower-Than-Light (STL) craft, from the Expeditionary Corps&#039; founding days and were reliant on Gateway travel. Most of the personnel are stationed at various outposts, with passage secured by chartering a private vessel or requesting transport from the Fleet.&lt;br /&gt;
&lt;br /&gt;
The Observatory has two methods of handling the investigation of the valuable intelligence it gathers; Post a bounty with all relevant data to be claimed by any private enterprises which is the most commonly used method, or, if the data points to a nearby target or one that shows great value or something of scientific import, a proper EC Expedition is assembled and sent to investigate personally.&lt;br /&gt;
&lt;br /&gt;
The head of an independent EC exploration team is the [[Pathfinder]], a mid-level officer of the Expeditionary Corps who often operates with great leeway and minimal oversight when it comes to how their teams conduct themselves in the field. This is an inevitable consequence of the nature of their exploration missions, often conducted outside of communications range and in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
====Field Operations ====&lt;br /&gt;
The Field Operations section of the Expeditionary Corps is what people see in EC recruitment posters and ads – gruff machos hacking apart aliens on exotic worlds with the iconic machete. That being said, the actual work carried out by the EC&#039;s exploration teams features far less glamour and machismo, being focused instead on mineral surveys, planet habitability reports and collecting samples of xenolife. Corpsmen from this section specialize in xenobotany and handling xenofauna, along with support skills like field medicine or structural engineering.&lt;br /&gt;
&lt;br /&gt;
====Observatory====&lt;br /&gt;
The Observatory section was originally in charge of manning their namesake, but now corpsmen from that section are often found at EC science outposts or spaceships, working more delicate machinery and running complex scientific experiments. Observatory corpsmen staff the infirmaries on EC facilities, and handle complex engineering tasks like power cores and communications. Scientists who join EC full-time are assigned to this section.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
[[File:Logo ec bluespace.png|230x230px|thumb|EC Bluespace Exploration badge. Recovered from a wreck of SEV Titov, which broke up in a bluespace rift.]]&lt;br /&gt;
&#039;&#039;&#039;2130&#039;s:&#039;&#039;&#039; The Expeditionary Corps established early in Terran Commonwealth history by consolidating various national agencies for space exploration. It is tasked with surveying lesser explored Sol bodies like outer planets&#039; satellites and Kuiper Belt, and accompanying the colonization vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2170&#039;s:&#039;&#039;&#039; Rising tensions in Sol between Terran Commonwealth and Ares Confederation, combined with the rapid decline of Earth&#039;s ecosystem prompt creation of what press dubbed &#039;Extinction Countermeasures Committee&#039;. As a part of its activities, long-range EC exploration missions are launched via Pluto Sling, decades of cryo-frozen STL travel, on a quest to find habitable worlds to evacuate humanity to if such need arises.mes. Early missions were small crews, cryo-frozen, with automated systems rigged to wake them up at the destination or for the course correction. They had no way to get assistance or resupply once underway, so the culture of making do and cutting off unnecessary parts was formed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2230&#039;s:&#039;&#039;&#039; As a part of the reorganization of Terran Commonwealth into the Sol Central Government, Expeditionary Corps is placed under the Committee for Economic Development. With fears of an extinction event alleviated by the number of colonies and promise of lasting peace in Sol, the officials aren&#039;t considering space exploration a high-priority area. With the proliferation of FTL travel via gateways, public support for STL missions was failing too. Bluespace rift exploration is still an option, but almost prohibitively dangerous for government operation, requiring a mountain of waivers and volunteer crews. A lot of EC personnel is shifted to research outposts, studying various anomalies in the proximity of gateway-reachable systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2302:&#039;&#039;&#039; Funds starting flowing into the revitalized Expeditionary Corps and the Helios program. What followed was a large-scale publicity campaign, corporate sponsorship. And a change of ownership – The EC was moved under the Committee for Diplomatic Relations, to reflect a new stated objective of the Helios mission – making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
==Vessels and Installations==&lt;br /&gt;
The EC has a number of vessels and installations, with the latter mostly being on the edge of Sol territory.&lt;br /&gt;
&lt;br /&gt;
===Observatory===&lt;br /&gt;
The Observatory or the SCGECO (Sol Central Government Expeditionary Corps Observatory) is the nerve center of the Expeditionary Corps. It is located at Jupiter-Sun L2 Lagrange point and is home to the most advanced high power radio telescope array in the Sol system. It was established in 2130 by Terran Commonwealth as a part of colonization effort, to look for possibly habitable exoplanets without the interference of Sol inner asteroid belt. Due to its location it was also used as a base for survey expedition to Jovian moons and Kuiper belt objects, and over time grew to house majority of EC support facilities. Now it serves as EC headquarters, with both high command (just referred to as Observatory) and EC Academy located here, with a token presence on Mars and Earth.&lt;br /&gt;
&lt;br /&gt;
===SEV Torch===&lt;br /&gt;
The [[SEV Torch]], originally christened as the Sol Fleet Vessel Arrow, is a Mako-class exploratory corvette launched in 2307. The vessel is the result of a deep space exploration program (The Helios Project) overseen by the Sol Central Government (SCG) and involving multiple corporate investors, primarily the [[Expeditionary Corps Organisation|Expeditionary Corps Organisation (EXO)]] and certain [[Skrell|Skrellian]] organizations. The Torch engages in numerous routine expeditions year-round, and is somewhat less-famous than the other ships in the program, with a lower media profile. In spite of this, it has made a number of accomplishments and has a reputation as a reliable survey vessel.&lt;br /&gt;
&lt;br /&gt;
Notably, the Torch was the only one of the five Helios Project vessels to receive a [[Guide to Supermatter|Supermatter Engine]], courtesy of [[NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
===SEV Magnus===&lt;br /&gt;
The SEV Magnus is (or was) an Expeditionary Corps Corvette, a sister ship of sorts to the Torch before various overhauls and refits rendered the Torch a wildly different vessel. The SEV Magnus was an original three-deck Mako Class Corvette, commissioned in service as the SFV Tornado before being mothballed along with all other Mako class corvettes in 2265. It then entered service with the Expeditionary Corps from 2270 as the SEV Magnus. During its time in service the Magnus was a reliable, if unremarkable vessel that served as the Expeditionary Corps flagship before it was replaced in this capacity by the SEV Helios, a time during which it was also placed into the Helios Project as one of the four vessels, where it remained until 2304 when it went missing while conducting a survey mission in B. Wendigo. Efforts to locate the Magnus have failed thus far and its fate is shrouded in mystery. It was a sister ship to the SEV Sagan.&lt;br /&gt;
&lt;br /&gt;
===SEV Icarus===&lt;br /&gt;
A former Lexington-Class Corvette acquired by the expeditionary corps for the Helios Project, the SEV Icarus (Formerly the SFV Reliable) had a somewhat famed history as a vessel of the Third Fleet during the Gaia conflict before being retired from active service and handed over to the Expeditionary Corps as part of an asset sharing program between government departments. The SEV Icarus was refitted from the ground up as an exploration vessel, though notably kept its forward facing cannons from its time in fleet service. The Icarus was last seen in mid-2306 after being sent to investigate gathered probe data. It was supposedly off-course and no evidence has shown that it reached its intended destination.&lt;br /&gt;
&lt;br /&gt;
As of [[Timeline of Canon Events#June 26th 2310|June 26th, 2310]], the wreckage of the SEV Icarus were discovered by the SEV Torch on a remote exoplanet in the Luyten 545 system. An analysis of digital logs recovered from the ship is currently underway – efforts to recover the SEV Icarus itself have so far been stymied. &lt;br /&gt;
&lt;br /&gt;
===SEV Sagan===&lt;br /&gt;
The Sagan is the third and final of the Mako-class corvettes in EC service, and a sister ship to the SEV Magnus. It is a vessel attached to the Helios Project. Formerly the SEV Whirlwind it entered service in 2278 with the EC and has had a solid, reliable and somewhat interesting career since, being notable for the cataloguing and surveying of over forty five star systems before being issued a reliable jump-drive in 2303. The Sagan is, notably from the rest of the Helios Project vessels, equipped with an extensive sensor suite, with some of its newer systems being highly classified and (reportedly, but unconfirmed) possessing systems designed for use with the Rockfish-class stealth craft. The Sagan spends a great deal of its time being called for requests for service from various SCG entities in the scanning of nearby locations of interest.&lt;br /&gt;
&lt;br /&gt;
=== SEV Helios ===&lt;br /&gt;
The Flagship vessel of the Helios Project, and the largest of the EC&#039;s vessels, being a refit of the SFV Yi Sun-Shin, an Antietam-class Destroyer. The Helios is expensively outfitted, well equipped, and considered one of the most prestigious postings in the Expeditionary Corps thanks to its numerous references in the media and its dominance of Expeditionary Corps recruitment campaigns, the Helios does, as a result, do relatively little actual exploration, being used instead to showcase the Expeditionary Corps and its mission to the people of Sol. When it does embark on expeditions, however, they are almost always high profile and with a great deal of pre-planning and intelligence on the systems it will be visiting. Despite its prestige and political flash, many older members of the Expeditionary Corps resent the Helios and its lack of focus on what they consider to be &amp;quot;real work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===SEV Buzz Aldrin===&lt;br /&gt;
The SEV Buzz Aldrin is one of the EC&#039;s many specialist vessels. A heavily modified Cartwheel-Class dropship, the Buzz Aldrin is refitted into a dedicated mobile laboratory. Instead of relying on shuttlecraft for travel to the surface, it can deploy planetside directly, turning into a field lab. The Buzz Aldrin isn&#039;t used for initial scouting and survey, it is deployed when there&#039;s a long-term scientific mission to do in a hostile environment, but building a new outpost isn&#039;t feasible. As a result, the ship is known for its lengthy follow-up work, long deployments on dangerous planets carrying out a multitude of scientific experiments and survey missions.&lt;br /&gt;
&lt;br /&gt;
===SEV Komarov===&lt;br /&gt;
The SEV Komarov is a bluespace exploration vessel boasting the longest record – over 50 rift jumps without catastrophic system failures. Unlike most EC vessels and installations, you have to volunteer to be considered for a posting on the Komarov, due to the inherent danger of unshielded bluespace exploration. The Komarov itself is a curious feat of engineering, featuring multiple layers of redundancy to offset the inevitable post-jump failures. Engineers serving on it claim that as long as they get at least 30% of the ship through the rift, they can make the trip back. The Komarov is used on time-sensitive missions by Observatory, recording time-limited events in deep space up close, and sometimes assisting with rescue missions if no bluespace drive vessels can make it in time.&lt;br /&gt;
&lt;br /&gt;
=== SEV James Cook===&lt;br /&gt;
The SEV James Cook is one of the oldest active service vessels in the Expeditionary Corps, having entered service in 2150 and kept in service through a multitude of refits and overhauls, the Cook is a testament and reminder of the resourcefulness and determination shown by Expeditionary Corpsmen to keep waste low and to make do with what they have. A Newfoundland class vessel which, at the time, was built exclusively by the Terran Commonwealth for the Expeditionary Corps, it remains one of the few EC purpose built vessels and is equipped with a deployable radio telescope array and mounted observatory. The Cook is still a source of great value for the EC despite its reliance on dated and somewhat ancient technology as well as the use of older STL drives.&lt;br /&gt;
&lt;br /&gt;
===Listening Post 42-B===&lt;br /&gt;
Listening Post 42-B is one of the three remaining Expeditionary Corps Observation Outposts located on the frontier of Sol space, equipped with all manner of observation equipment and far away from the usual trade-lanes, commercial hubs and population centers. Posts such as these tend to be long-term assignments with minimal contact with others. Small stations, comparatively speaking, they usually possess a crew of no more than thirty, and assignments are usually year-long. 42-B is notable among the three for having picked up a mysterious signal, only to lose it minutes after. It also has the dubious honour of being the only post outside of SCG borders, orbiting Sinclair&#039;s Star. Some outside entities have speculated that it is used to spy the Skrell, though so far these claims have been unfounded.&lt;br /&gt;
&lt;br /&gt;
==Helios Project Controversy==&lt;br /&gt;
[[File:Logo torch.png|left|thumb|Torch mission patch]]&lt;br /&gt;
The decision to restart the deep space exploration sounded just too good to be true. The sudden change in course and the insistence with which Secretary General Barros pushed this decision spawned a lot of conspiracy theories on just what sort of secret agenda the government had for the Helios mission. &lt;br /&gt;
&lt;br /&gt;
*The main sponsor and participant of the Helios mission was [[NanoTrasen]]. An odd move for a greedy trans-stellar corporation that maintains a sizeable fleet itself, including prospector vessels of their own.&lt;br /&gt;
** &#039;&#039;What were they promised for participation?&#039;&#039;&lt;br /&gt;
*A [[Skrell]] corporation, Krri&#039;gli, agreed to provide a prototype bluespace drive after just a token negotiation, under the condition of priority access to the mission’s findings.&lt;br /&gt;
**&#039;&#039;Are Skrell using the EC to poke at something they’d avoid?&#039;&#039;&lt;br /&gt;
*The Government initially tried to staff the mission entirely with government employees and personnel from the four megacorps, opting not to contract outside companies. It was later relaxed due to personnel requirements and public outrage, to the point where even independent observers and journalists were tentatively allowed to join the expeditions.&lt;br /&gt;
**&#039;&#039;What did they want to hide from the public?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Getting in==&lt;br /&gt;
The media noise generated by the Helios mission attracted new recruits, the curious, the glory hounds, and even few people who genuinely wanted to explore space but believed that the EC was done for. Some disillusioned EC veterans came out of retirement, bringing much-needed experience. Any eligible personnel could request a transfer from Defence Forces into EC for the duration of the mission. For the Fleet, this is a temporary reassignment aboard the Torch, and only applies to Crewmen up to the rank of Commander on a positional basis. Private contractors filled the gaps as they did for many other EC missions.&lt;br /&gt;
&lt;br /&gt;
All new recruits and most Defence Forces transferred personnel are put through a six-month Expeditionary Academy. The core facilities are located on the Observatory, with a few smaller ones for specialized training programs scattered around SCG territory.&lt;br /&gt;
&lt;br /&gt;
Candidates must renounce any state or corporate citizenship they hold for the duration of their service in EC, becoming solely citizens of the SCG.&lt;br /&gt;
&lt;br /&gt;
The training is split into two parts, Basic Skills taking 2 months, and Specialty Training taking 4 months.&lt;br /&gt;
&lt;br /&gt;
===Basic Skills and Orientation===&lt;br /&gt;
The first &#039;&#039;&#039;2 months&#039;&#039;&#039; are focused mostly on instilling some discipline and basic functional adult skills into fresh recruits. Skill-wise, it&#039;s the basics – EVA, first aid, living on a space vessel. Recruits are given a rundown on the way EC operates, its mission and priorities.&lt;br /&gt;
&lt;br /&gt;
Recruits are monitored to weed out those who won&#039;t be able to cope with life on a space vessel. It&#039;s an open secret that troublemakers from all over the SCG use the EC as a last resort for escaping the troubles on their planet, so instructors take this part of the Academy very seriously – you either shape up or ship out.&lt;br /&gt;
&lt;br /&gt;
Most of Defence Forces transfers skip this part, aside from the orientation course on the way EC operates.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Training===&lt;br /&gt;
The next &#039;&#039;&#039;4 months&#039;&#039;&#039; are the specialized training. The recruits settle on the division they want to join – Observatory or Field Operations and their specialty. Those who have applicable training and experience can opt to pass the certifications and skip this part entirely if they are so inclined.&lt;br /&gt;
&lt;br /&gt;
Observatory recruits are trained to run their namesake, Observatory, or the ships the EC has. The engineers, the data analysts, the infirmary staff, the logistics specialists. They tend to have more in-depth technical training on their specialization.&lt;br /&gt;
&lt;br /&gt;
Field Operations recruits learn more hands-on skills, useful when operating as a part of expedition outside the facilities. The explorers (the job), the field medics, the ‘sapper’ kind of engineers. They tend to be more of generalists, having to juggle the field skills, their specialty, and field science basics.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision made in the Academy doesn&#039;t seal your career path – there’s plenty of chances for additional training along the way, and often personnel from either branch is picked for the mission depending on the skills needed. At the end of the day, everyone receives the baseline training needed to be a part of an expedition.&lt;br /&gt;
&lt;br /&gt;
After successfully graduating, all recruits are taken on a mock 3-day long Expedition in rural Mars, which often just turns into a celebration party with instructors turning a blind eye. It marks the start of your 2-year tour of duty/contract.&lt;br /&gt;
&lt;br /&gt;
It is however, not uncommon for further pre-posting training to be provided to personnel, related to their assignment. This may sit within the range of a couple of weeks, at best.&lt;br /&gt;
&lt;br /&gt;
==Enlisted==&lt;br /&gt;
[[File:EC enlisted.png|thumb|Expeditionary Corpsman]]&lt;br /&gt;
So, you’ve made it through the Academy. Explored countless worlds in the simulator, learned to navigate by map, shot hundreds of toothy aliens in the holodeck. You know which end of the sample bag opens, you learned not to eat the berries off the bushes on exoplanets. Now you&#039;ve worked off the hangover from the Martian Expedition and pinned on your shields. It’s time to get to that exciting work you’ve seen in the recruitment ads.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re lucky to even be on an EC-operated vessel. Most likely you&#039;re piggybacking on some Fleet patrol vessel that passes closest to your destination and is fine with taking a detour. Sometimes you have to hop several vessels along the way. After long and uneventful travel, you’ll have to load up all needed supplies and equipment yourself. Unless you have an EC shuttle docked, the best you would have is a cramped general utility pod. Once planetside, you are in for a mind-numbing routine of mapping out significant features, mineral deposits, taking notes of /everything/, and taking samples of anything you can get your hands on. Machete does come out at this point, except for its actual role – getting through thick vegetation. Then it’s time to get back shipside to pack, label and categorize every single thing you brought back from the planet. And then it’s back to the cryopod for the trip back.&lt;br /&gt;
&lt;br /&gt;
If it was a very important and urgent expedition, and you signed every waiver the Corps threw at you, you could&#039;ve been a part of a bluespace tear run. Even with all modern advances, traveling without a bluespace engine is very risky, and SCG doesn&#039;t approve these missions lightly. Possible sentient life signals that are fading, or a natural phenomena promising fundamental breakthroughs, that must be observed close before it disappears.&lt;br /&gt;
&lt;br /&gt;
Now, contrary to what Expeditionary Directives claim, not everyone in the Corps, or even in the Field Operations, actually go down to the exoplanets to wrestle with alien wildlife. While the EC doesn’t maintain a lot of ships, those that are still around need someone to keep the power running, to make sure air is flowing, to cook the meals. A lot of personnel is also serving on various remote research installations, studying curious xeno-ecologies, alien ruins, or natural anomalies.&lt;br /&gt;
&lt;br /&gt;
Outside of the Torch and the Helios, enlisted of the Expeditionary Corps do not hold ranks akin to that of the Fleet or the Army. They are considered government personnel with seniority and pay-bands. As such, the pay-grades below are in line with how they would appear for Expeditionary Corps personnel on the Torch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
! Insignia &lt;br /&gt;
!Rank&lt;br /&gt;
!Role &lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Ec e1.png|center|frameless]]&lt;br /&gt;
|Explorer Apprentice&lt;br /&gt;
|Trainee &lt;br /&gt;
|18&lt;br /&gt;
|You&#039;re in the Expeditionary Academy, being nagged at by old men about how they know the best, and not listening to your team leader on the expedition is a great way to get everyone killed or worse. You didn&#039;t go on any expeditions outside of simulators, and you have a lot to learn before you&#039;re sent to a real one. Apparently, there&#039;s one right on graduation, prepare!&lt;br /&gt;
|-&lt;br /&gt;
!E3 &lt;br /&gt;
|[[File:Ec e3.png|center|frameless]]&lt;br /&gt;
|Explorer&lt;br /&gt;
|Rank and file&lt;br /&gt;
|18-25&lt;br /&gt;
|You can do your job to a satisfactory standard, though you might be not familiar with the finer details. You&#039;ll get better with experience. A lot of Corps personnel spend quite some time in this rank compared to similar paygrades in Defence Forces.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Ec e5.png|center|frameless]]&lt;br /&gt;
| Senior Explorer&lt;br /&gt;
|Specialist and/or a team leader &lt;br /&gt;
|20-30&lt;br /&gt;
|You either took some leadership courses or technical specialty qualifications. At this point, you&#039;re trusted with more sensitive equipment, and you can be put in charge of a small team.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Ec e7.png|center|frameless]]&lt;br /&gt;
|Chief Explorer &lt;br /&gt;
|Veteran team leader&lt;br /&gt;
|30-60&lt;br /&gt;
|You&#039;re one of the few on the top of rank ladder of EC. You&#039;ve seen and done the things. You might not have the leadership or scientific training of the commissioned officers, but your technical skills and vast experience make you invaluable to the Corps. You can be trusted to run an expedition as second-in-command, or a large team on a space facility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
[[File:EC officer.png|thumb|Expeditionary Officer]]&lt;br /&gt;
Despite the somewhat lax hiring standards for EC enlisted, the requirements for the officers have not been relaxed since the creation of the Corps. The applicant must hold a university degree in a related field – astrogation, engineering, physics, biology, medicine, etc. With the recently stated mission of establishing contact with alien species, political science and xenodiplomacy degrees are accepted too.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for this relative strictness. Expeditions are often operating outside the communications range, and the officer in charge has to make the calls on site without consulting the higher command. EC officers are granted a commission on behalf of the Secretary-General, have the right to stake an official claim on unclaimed stellar bodies and have the capacity to represent the SCG in first contact scenarios if no dedicated diplomatic personnel are present.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps Officer corps is, relatively speaking, a small, professional body. Most of its members have a passing familiarity with one another due to the size, the rotation between one of a few facilities and ships and general tight knit nature of EC culture. Officers have, likely, served with one another in some capacity at some point in time. The competitive and professional nature of the EC officer cadre means that they tend to favour internal promotion over external hires and transfers, with the latter being impossible for most command positions, typically being limited to entry level officers and medical staff.&lt;br /&gt;
&lt;br /&gt;
Since candidates already come in with the knowledge, the Academy for officers concentrates mostly on deep space operations and leadership. They also learn a lot about legal matters – teams in the field are given a lot of leeway, and the EC wants to be sure the leaders understand not to abuse it.&lt;br /&gt;
&lt;br /&gt;
Another thing that seems odd to the Defense Forces personnel is that EC officers stay for longer in seemingly unfitting &#039;paygrades&#039;. Due to small scale of most EC operations, most positions are filled with Ensigns, Lieutenants and above posted only on bigger projects that require a great amount of coordination. Watch officers of same rank can have drastically different experience and pay, which is based on their qualifications and actual posting more than on the rank.&lt;br /&gt;
&lt;br /&gt;
Aside from poaching the people with degrees, anyone in the Expeditionary Corps that fulfills the criteria to be an officer, can apply for a commission after completion of the mandatory &#039;&#039;&#039;6 month&#039;&#039;&#039; officer training course.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! O1&lt;br /&gt;
|[[File:Ec o1.png|center|frameless]]&lt;br /&gt;
|Ensign &lt;br /&gt;
|Specialist with a degree in his field, leader of an expedition team&lt;br /&gt;
|25+&lt;br /&gt;
|You had some sort of university degree related to your field, and the Academy brought you up to the speed on the Corps-specific skills. At this rank, you&#039;re either leading a small expedition team or you work as a staff in a facility that needs your skillset.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Ec o3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
| Leader of a department or a bigger autonomous expedition team&lt;br /&gt;
|30-45&lt;br /&gt;
|You are a leader. You&#039;ve had some additional training and experience with leadership, and you&#039;re in charge of an expedition team or a department aboard a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Ec o5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Ship/facility commanding officer or second-in-command.&lt;br /&gt;
|40-50&lt;br /&gt;
|At this point, you&#039;re eligible for a ship command. Though with the number of EC ships, you&#039;re more likely to work as the executive officer of a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
| [[File:Ec o6.png|center|frameless]]&lt;br /&gt;
| Captain&lt;br /&gt;
|Ship/facility commanding officer.&lt;br /&gt;
|48-70 &lt;br /&gt;
|You&#039;re in charge of a ship or a facility. You&#039;ve given a lot to the Corps, and Corps let you run things your way, to a reasonable extent.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Ec o8.png|center|frameless]]&lt;br /&gt;
|Admiral&lt;br /&gt;
|Leader of an EC division or a special Mission&lt;br /&gt;
|60-90&lt;br /&gt;
|You&#039;re in charge of large-spanning Missions that consist of various expeditions and facilities, e.g. Helios Project. Heads of Observatory and Field Operations divisions hold this rank for example. You do not go in the field anymore, operating out of Observatory.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Ec o8 alt.png|center|frameless]]&lt;br /&gt;
|Commandant of the Expeditionary Corps&lt;br /&gt;
|The Big Boss&lt;br /&gt;
|60-90&lt;br /&gt;
|The Boss. Not much to be said, you&#039;re the top. You spend most of your time arguing with politicians rather than doing the science. Maybe you miss wresting alien wildlife when faced with vicious creatures of SCG political scene, but someone has to do this job.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2764</id>
		<title>Expeditionary Corps</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2764"/>
		<updated>2024-07-22T18:52:06Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo ec.png|200x200px|thumb|SCGEC Insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Expeditionary Corps&#039;&#039;&#039; is a [[Sol Central Government]] scientific agency tasked with exploration of uncharted space and worlds, mineralogy surveys and xenoarchaeological studies and, more recently, making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
The EC performs a variety of tasks: discovering and cataloging stellar objects in Observatory, initial surveys of prospective colony sites and space anomalies, in-depth exploration of uncharted worlds, staffing long-term scientific outposts, and studying anomalies and xenoarcheological sites.&lt;br /&gt;
&lt;br /&gt;
While not military, it was modeled in a naval style, with employees having ranks and uniforms, along with falling under the jurisdiction of the [[Sol Code of Uniform Justice]]. It consists of uniformed personnel (enlisted and commissioned officers) and corporate contractors hired on a per mission basis. Corpsmen are often highly specialized for the roles they take on their missions, and they are known for their experimental nature and ability to improvise.&lt;br /&gt;
&lt;br /&gt;
==Expeditionary Directives==&lt;br /&gt;
The Expeditionary Corps&#039; Directives are the cornerstone of all operations done by the organization, the mission statement and motto rolled in one. They are as follows: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exploring the unknown is your Primary Mission&#039;&#039;&#039;. You are to look for land and resources that can be used by Humanity to advance and prosper. Explore. Document. Explain. Knowledge is the most valuable resource.&lt;br /&gt;
*&#039;&#039;&#039;Every member of the Expeditionary Corps is an explorer&#039;&#039;&#039;. Some are Explorers by rank or position, but everyone has to be one when duty calls. You should always expect being assigned to an expedition if needed. You have already volunteered when you signed up.&lt;br /&gt;
*&#039;&#039;&#039;Danger is a part of the mission – avoid, not run away&#039;&#039;&#039;. Keep your crew alive and hull intact, but remember – you are not here to sight-see. Dangers are obstacles to be cleared, not the roadblocks. Weigh risks carefully and keep your Primary Mission in mind.&lt;br /&gt;
&lt;br /&gt;
While important, these should not be taken literally – exercise common sense. For example, even if Second Directive can be interpreted in such way, dragging ship&#039;s only physician to an asteroid survey is not a good idea. Remember that &#039;expedition&#039; is bigger than just the away team, the ship crew is part of it, and they have their role. Third Directive is about taking calculated risks, not cavalier charging into danger. There&#039;s little point in getting expedition to some place if you&#039;re just going to lose it there.&lt;br /&gt;
&lt;br /&gt;
==Operations ==&lt;br /&gt;
[[File:Logo ec observatory.png|110x110px|left|thumb|Observatory Insignia]]&lt;br /&gt;
[[File:Logo ec fieldops.png|110x110px|left|thumb|Field Operations Insignia]]&lt;br /&gt;
The Expeditionary Corps is a uniformed civilian service of the Sol Central Government, tasked with exploring the unknown for the advancement of humanity. However, it had a long period of decline, operating on a greatly reduced budget prior to the beginning of the Helios mission. The Corps consists of enlisted personnel, commissioned officers, and corporate contractors. The uniformed members form the core of expeditions and facilities, with specialists contracted from various corporate and academic entities on a per-mission basis for the more niche tasks.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps are commanded from the SCG EC Observatory in Sol, with personnel organized in two major sections, focusing on the different parts of EC operations. Personnel from both sections are assigned to Programs (Helios Program being an example).&lt;br /&gt;
&lt;br /&gt;
Before the funding increase and renewed interest in exploration, the EC only had a dozen vessels that were operational. Three of these were ancient, Slower-Than-Light (STL) craft, from the Expeditionary Corps&#039; founding days and were reliant on Gateway travel. Most of the personnel are stationed at various outposts, with passage secured by chartering a private vessel or requesting transport from the Fleet.&lt;br /&gt;
&lt;br /&gt;
The Observatory has two methods of handling the investigation of the valuable intelligence it gathers; Post a bounty with all relevant data to be claimed by any private enterprises which is the most commonly used method, or, if the data points to a nearby target or one that shows great value or something of scientific import, a proper EC Expedition is assembled and sent to investigate personally.&lt;br /&gt;
&lt;br /&gt;
The head of an independent EC exploration team is the [[Pathfinder]], a mid-level officer of the Expeditionary Corps who often operates with great leeway and minimal oversight when it comes to how their teams conduct themselves in the field. This is an inevitable consequence of the nature of their exploration missions, often conducted outside of communications range and in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
====Field Operations ====&lt;br /&gt;
The Field Operations section of the Expeditionary Corps is what people see in EC recruitment posters and ads – gruff machos hacking apart aliens on exotic worlds with the iconic machete. That being said, the actual work carried out by the EC&#039;s exploration teams features far less glamour and machismo, being focused instead on mineral surveys, planet habitability reports and collecting samples of xenolife. Corpsmen from this section specialize in xenobotany and handling xenofauna, along with support skills like field medicine or structural engineering.&lt;br /&gt;
&lt;br /&gt;
====Observatory====&lt;br /&gt;
The Observatory section was originally in charge of manning their namesake, but now corpsmen from that section are often found at EC science outposts or spaceships, working more delicate machinery and running complex scientific experiments. Observatory corpsmen staff the infirmaries on EC facilities, and handle complex engineering tasks like power cores and communications. Scientists who join EC full-time are assigned to this section.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
[[File:Logo ec bluespace.png|230x230px|thumb|EC Bluespace Exploration badge. Recovered from a wreck of SEV Titov, which broke up in a bluespace rift.]]&lt;br /&gt;
&#039;&#039;&#039;2130&#039;s:&#039;&#039;&#039; The Expeditionary Corps established early in Terran Commonwealth history by consolidating various national agencies for space exploration. It is tasked with surveying lesser explored Sol bodies like outer planets&#039; satellites and Kuiper Belt, and accompanying the colonization vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2170&#039;s:&#039;&#039;&#039; Rising tensions in Sol between Terran Commonwealth and Ares Confederation, combined with the rapid decline of Earth&#039;s ecosystem prompt creation of what press dubbed &#039;Extinction Countermeasures Committee&#039;. As a part of its activities, long-range EC exploration missions are launched via Pluto Sling, decades of cryo-frozen STL travel, on a quest to find habitable worlds to evacuate humanity to if such need arises.mes. Early missions were small crews, cryo-frozen, with automated systems rigged to wake them up at the destination or for the course correction. They had no way to get assistance or resupply once underway, so the culture of making do and cutting off unnecessary parts was formed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2230&#039;s:&#039;&#039;&#039; As a part of the reorganization of Terran Commonwealth into the Sol Central Government, Expeditionary Corps is placed under the Committee for Economic Development. With fears of an extinction event alleviated by the number of colonies and promise of lasting peace in Sol, the officials aren&#039;t considering space exploration a high-priority area. With the proliferation of FTL travel via gateways, public support for STL missions was failing too. Bluespace rift exploration is still an option, but almost prohibitively dangerous for government operation, requiring a mountain of waivers and volunteer crews. A lot of EC personnel is shifted to research outposts, studying various anomalies in the proximity of gateway-reachable systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2302:&#039;&#039;&#039; Funds starting flowing into the revitalized Expeditionary Corps and the Helios program. What followed was a large-scale publicity campaign, corporate sponsorship. And a change of ownership – The EC was moved under the Committee for Diplomatic Relations, to reflect a new stated objective of the Helios mission – making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
==Vessels and Installations==&lt;br /&gt;
The EC has a number of vessels and installations, with the latter mostly being on the edge of Sol territory.&lt;br /&gt;
&lt;br /&gt;
===Observatory===&lt;br /&gt;
The Observatory or the SCGECO (Sol Central Government Expeditionary Corps Observatory) is the nerve center of the Expeditionary Corps. It is located at Jupiter-Sun L2 Lagrange point and is home to the most advanced high power radio telescope array in the Sol system. It was established in 2130 by Terran Commonwealth as a part of colonization effort, to look for possibly habitable exoplanets without the interference of Sol inner asteroid belt. Due to its location it was also used as a base for survey expedition to Jovian moons and Kuiper belt objects, and over time grew to house majority of EC support facilities. Now it serves as EC headquarters, with both high command (just referred to as Observatory) and EC Academy located here, with a token presence on Mars and Earth.&lt;br /&gt;
&lt;br /&gt;
===SEV Torch===&lt;br /&gt;
The [[SEV Torch]], originally christened as the Sol Fleet Vessel Arrow, is a Mako-class exploratory corvette launched in 2307. The vessel is the result of a deep space exploration program (The Helios Project) overseen by the Sol Central Government (SCG) and involving multiple corporate investors, primarily the [[Expeditionary Corps Organisation|Expeditionary Corps Organisation (EXO)]] and certain [[Skrell|Skrellian]] organizations. The Torch engages in numerous routine expeditions year-round, and is somewhat less-famous than the other ships in the program, with a lower media profile. In spite of this, it has made a number of accomplishments and has a reputation as a reliable survey vessel.&lt;br /&gt;
&lt;br /&gt;
Notably, the Torch was the only one of the five Helios Project vessels to receive a [[Guide to Supermatter|Supermatter Engine]], courtesy of [[NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
===SEV Magnus===&lt;br /&gt;
The SEV Magnus is (or was) an Expeditionary Corps Corvette, a sister ship of sorts to the Torch before various overhauls and refits rendered the Torch a wildly different vessel. The SEV Magnus was an original three-deck Mako Class Corvette, commissioned in service as the SFV Tornado before being mothballed along with all other Mako class corvettes in 2265. It then entered service with the Expeditionary Corps from 2270 as the SEV Magnus. During its time in service the Magnus was a reliable, if unremarkable vessel that served as the Expeditionary Corps flagship before it was replaced in this capacity by the SEV Helios, a time during which it was also placed into the Helios Project as one of the four vessels, where it remained until 2304 when it went missing while conducting a survey mission in B. Wendigo. Efforts to locate the Magnus have failed thus far and its fate is shrouded in mystery. It was a sister ship to the SEV Sagan.&lt;br /&gt;
&lt;br /&gt;
===SEV Icarus===&lt;br /&gt;
A former Lexington-Class Corvette acquired by the expeditionary corps for the Helios Project, the SEV Icarus (Formerly the SFV Reliable) had a somewhat famed history as a vessel of the Third Fleet during the Gaia conflict before being retired from active service and handed over to the Expeditionary Corps as part of an asset sharing program between government departments. The SEV Icarus was refitted from the ground up as an exploration vessel, though notably kept its forward facing cannons from its time in fleet service. The Icarus was last seen in mid-2306 after being sent to investigate gathered probe data. It was supposedly off-course and no evidence has shown that it reached its intended destination.&lt;br /&gt;
&lt;br /&gt;
As of [[Timeline of Canon Events#June 26th 2310|June 26th, 2310]], the wreckage of the SEV Icarus were discovered by the SEV Torch on a remote exoplanet in the Luyten 545 system. An analysis of digital logs recovered from the ship is currently underway – efforts to recover the SEV Icarus itself have so far been stymied. &lt;br /&gt;
&lt;br /&gt;
===SEV Sagan===&lt;br /&gt;
The Sagan is the third and final of the Mako-class corvettes in EC service, and a sister ship to the SEV Magnus. It is a vessel attached to the Helios Project. Formerly the SEV Whirlwind it entered service in 2278 with the EC and has had a solid, reliable and somewhat interesting career since, being notable for the cataloguing and surveying of over forty five star systems before being issued a reliable jump-drive in 2303. The Sagan is, notably from the rest of the Helios Project vessels, equipped with an extensive sensor suite, with some of its newer systems being highly classified and (reportedly, but unconfirmed) possessing systems designed for use with the Rockfish-class stealth craft. The Sagan spends a great deal of its time being called for requests for service from various SCG entities in the scanning of nearby locations of interest.&lt;br /&gt;
&lt;br /&gt;
=== SEV Helios ===&lt;br /&gt;
The Flagship vessel of the Helios Project, and the largest of the EC&#039;s vessels, being a refit of the SFV Yi Sun-Shin, an Antietam-class Destroyer. The Helios is expensively outfitted, well equipped, and considered one of the most prestigious postings in the Expeditionary Corps thanks to its numerous references in the media and its dominance of Expeditionary Corps recruitment campaigns, the Helios does, as a result, do relatively little actual exploration, being used instead to showcase the Expeditionary Corps and its mission to the people of Sol. When it does embark on expeditions, however, they are almost always high profile and with a great deal of pre-planning and intelligence on the systems it will be visiting. Despite its prestige and political flash, many older members of the Expeditionary Corps resent the Helios and its lack of focus on what they consider to be &amp;quot;real work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===SEV Buzz Aldrin===&lt;br /&gt;
The SEV Buzz Aldrin is one of the EC&#039;s many specialist vessels. A heavily modified Cartwheel-Class dropship, the Buzz Aldrin is refitted into a dedicated mobile laboratory. Instead of relying on shuttlecraft for travel to the surface, it can deploy planetside directly, turning into a field lab. The Buzz Aldrin isn&#039;t used for initial scouting and survey, it is deployed when there&#039;s a long-term scientific mission to do in a hostile environment, but building a new outpost isn&#039;t feasible. As a result, the ship is known for its lengthy follow-up work, long deployments on dangerous planets carrying out a multitude of scientific experiments and survey missions.&lt;br /&gt;
&lt;br /&gt;
===SEV Komarov===&lt;br /&gt;
The SEV Komarov is a bluespace exploration vessel boasting the longest record – over 50 rift jumps without catastrophic system failures. Unlike most EC vessels and installations, you have to volunteer to be considered for a posting on the Komarov, due to the inherent danger of unshielded bluespace exploration. The Komarov itself is a curious feat of engineering, featuring multiple layers of redundancy to offset the inevitable post-jump failures. Engineers serving on it claim that as long as they get at least 30% of the ship through the rift, they can make the trip back. The Komarov is used on time-sensitive missions by Observatory, recording time-limited events in deep space up close, and sometimes assisting with rescue missions if no bluespace drive vessels can make it in time.&lt;br /&gt;
&lt;br /&gt;
=== SEV James Cook===&lt;br /&gt;
The SEV James Cook is one of the oldest active service vessels in the Expeditionary Corps, having entered service in 2150 and kept in service through a multitude of refits and overhauls, the Cook is a testament and reminder of the resourcefulness and determination shown by Expeditionary Corpsmen to keep waste low and to make do with what they have. A Newfoundland class vessel which, at the time, was built exclusively by the Terran Commonwealth for the Expeditionary Corps, it remains one of the few EC purpose built vessels and is equipped with a deployable radio telescope array and mounted observatory. The Cook is still a source of great value for the EC despite its reliance on dated and somewhat ancient technology as well as the use of older STL drives.&lt;br /&gt;
&lt;br /&gt;
===Listening Post 42-B===&lt;br /&gt;
Listening Post 42-B is one of the three remaining Expeditionary Corps Observation Outposts located on the frontier of Sol space, equipped with all manner of observation equipment and far away from the usual trade-lanes, commercial hubs and population centers. Posts such as these tend to be long-term assignments with minimal contact with others. Small stations, comparatively speaking, they usually possess a crew of no more than thirty, and assignments are usually year-long. 42-B is notable among the three for having picked up a mysterious signal, only to lose it minutes after. It also has the dubious honour of being the only post outside of SCG borders, orbiting Sinclair&#039;s Star. Some outside entities have speculated that it is used to spy the Skrell, though so far these claims have been unfounded.&lt;br /&gt;
&lt;br /&gt;
==Helios Project Controversy==&lt;br /&gt;
[[File:Logo torch.png|left|thumb|Torch mission patch]]&lt;br /&gt;
The decision to restart the deep space exploration sounded just too good to be true. The sudden change in course and the insistence with which Secretary General Barros pushed this decision spawned a lot of conspiracy theories on just what sort of secret agenda the government had for the Helios mission. &lt;br /&gt;
&lt;br /&gt;
*The main sponsor and participant of the Helios mission was [[NanoTrasen]]. An odd move for a greedy trans-stellar corporation that maintains a sizeable fleet itself, including prospector vessels of their own.&lt;br /&gt;
** &#039;&#039;What were they promised for participation?&#039;&#039;&lt;br /&gt;
*A [[Skrell]] corporation, Krri&#039;gli, agreed to provide a prototype bluespace drive after just a token negotiation, under the condition of priority access to the mission’s findings.&lt;br /&gt;
**&#039;&#039;Are Skrell using the EC to poke at something they’d avoid?&#039;&#039;&lt;br /&gt;
*The Government initially tried to staff the mission entirely with government employees and personnel from the four megacorps, opting not to contract outside companies. It was later relaxed due to personnel requirements and public outrage, to the point where even independent observers and journalists were tentatively allowed to join the expeditions.&lt;br /&gt;
**&#039;&#039;What did they want to hide from the public?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Getting in==&lt;br /&gt;
The media noise generated by the Helios mission attracted new recruits, the curious, the glory hounds, and even few people who genuinely wanted to explore space but believed that the EC was done for. Some disillusioned EC veterans came out of retirement, bringing much-needed experience. Any eligible personnel could request a transfer from Defence Forces into EC for the duration of the mission. For the Fleet, this is a temporary reassignment aboard the Torch, and only applies to Crewmen up to the rank of Commander on a positional basis. Private contractors filled the gaps as they did for many other EC missions.&lt;br /&gt;
&lt;br /&gt;
All new recruits and most Defence Forces transferred personnel are put through a six-month Expeditionary Academy. The core facilities are located on the Observatory, with a few smaller ones for specialized training programs scattered around SCG territory.&lt;br /&gt;
&lt;br /&gt;
Candidates must renounce any state or corporate citizenship they hold for the duration of their service in EC, becoming solely citizens of the SCG.&lt;br /&gt;
&lt;br /&gt;
The training is split into two parts, Basic Skills taking 2 months, and Specialty Training taking 4 months.&lt;br /&gt;
&lt;br /&gt;
===Basic Skills and Orientation===&lt;br /&gt;
The first &#039;&#039;&#039;2 months&#039;&#039;&#039; are focused mostly on instilling some discipline and basic functional adult skills into fresh recruits. Skill-wise, it&#039;s the basics – EVA, first aid, living on a space vessel. Recruits are given a rundown on the way EC operates, its mission and priorities.&lt;br /&gt;
&lt;br /&gt;
Recruits are monitored to weed out those who won&#039;t be able to cope with life on a space vessel. It&#039;s an open secret that troublemakers from all over the SCG use the EC as a last resort for escaping the troubles on their planet, so instructors take this part of the Academy very seriously – you either shape up or ship out.&lt;br /&gt;
&lt;br /&gt;
Most of Defence Forces transfers skip this part, aside from the orientation course on the way EC operates.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Training===&lt;br /&gt;
The next &#039;&#039;&#039;4 months&#039;&#039;&#039; are the specialized training. The recruits settle on the division they want to join – Observatory or Field Operations and their specialty. Those who have applicable training and experience can opt to pass the certifications and skip this part entirely if they are so inclined.&lt;br /&gt;
&lt;br /&gt;
Observatory recruits are trained to run their namesake, Observatory, or the ships the EC has. The engineers, the data analysts, the infirmary staff, the logistics specialists. They tend to have more in-depth technical training on their specialization.&lt;br /&gt;
&lt;br /&gt;
Field Operations recruits learn more hands-on skills, useful when operating as a part of expedition outside the facilities. The explorers (the job), the field medics, the ‘sapper’ kind of engineers. They tend to be more of generalists, having to juggle the field skills, their specialty, and field science basics.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision made in the Academy doesn&#039;t seal your career path – there’s plenty of chances for additional training along the way, and often personnel from either branch is picked for the mission depending on the skills needed. At the end of the day, everyone receives the baseline training needed to be a part of an expedition.&lt;br /&gt;
&lt;br /&gt;
After successfully graduating, all recruits are taken on a mock 3-day long Expedition in rural Mars, which often just turns into a celebration party with instructors turning a blind eye. It marks the start of your 2-year tour of duty/contract.&lt;br /&gt;
&lt;br /&gt;
It is however, not uncommon for further pre-posting training to be provided to personnel, related to their assignment. This may sit within the range of a couple of weeks, at best.&lt;br /&gt;
&lt;br /&gt;
==Enlisted==&lt;br /&gt;
[[File:EC enlisted.png|thumb|Expeditionary Corpsman]]&lt;br /&gt;
So, you’ve made it through the Academy. Explored countless worlds in the simulator, learned to navigate by map, shot hundreds of toothy aliens in the holodeck. You know which end of the sample bag opens, you learned not to eat the berries off the bushes on exoplanets. Now you&#039;ve worked off the hangover from the Martian Expedition and pinned on your shields. It’s time to get to that exciting work you’ve seen in the recruitment ads.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re lucky to even be on an EC-operated vessel. Most likely you&#039;re piggybacking on some Fleet patrol vessel that passes closest to your destination and is fine with taking a detour. Sometimes you have to hop several vessels along the way. After long and uneventful travel, you’ll have to load up all needed supplies and equipment yourself. Unless you have an EC shuttle docked, the best you would have is a cramped general utility pod. Once planetside, you are in for a mind-numbing routine of mapping out significant features, mineral deposits, taking notes of /everything/, and taking samples of anything you can get your hands on. Machete does come out at this point, except for its actual role – getting through thick vegetation. Then it’s time to get back shipside to pack, label and categorize every single thing you brought back from the planet. And then it’s back to the cryopod for the trip back.&lt;br /&gt;
&lt;br /&gt;
If it was a very important and urgent expedition, and you signed every waiver the Corps threw at you, you could&#039;ve been a part of a bluespace tear run. Even with all modern advances, traveling without a bluespace engine is very risky, and SCG doesn&#039;t approve these missions lightly. Possible sentient life signals that are fading, or a natural phenomena promising fundamental breakthroughs, that must be observed close before it disappears.&lt;br /&gt;
&lt;br /&gt;
Now, contrary to what Expeditionary Directives claim, not everyone in the Corps, or even in the Field Operations, actually go down to the exoplanets to wrestle with alien wildlife. While the EC doesn’t maintain a lot of ships, those that are still around need someone to keep the power running, to make sure air is flowing, to cook the meals. A lot of personnel is also serving on various remote research installations, studying curious xeno-ecologies, alien ruins, or natural anomalies.&lt;br /&gt;
&lt;br /&gt;
Outside of the members of the Torch and the Helios, enlisted of the Expeditionary Corps do not hold ranks akin to that of the Fleet or the Army. They are considered government personnel with seniority and pay-bands. As such, the pay-grades below are in line with how they would appear for Expeditionary Corps personnel on the Torch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
! Insignia &lt;br /&gt;
!Rank&lt;br /&gt;
!Role &lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Ec e1.png|center|frameless]]&lt;br /&gt;
|Explorer Apprentice&lt;br /&gt;
|Trainee &lt;br /&gt;
|18&lt;br /&gt;
|You&#039;re in the Expeditionary Academy, being nagged at by old men about how they know the best, and not listening to your team leader on the expedition is a great way to get everyone killed or worse. You didn&#039;t go on any expeditions outside of simulators, and you have a lot to learn before you&#039;re sent to a real one. Apparently, there&#039;s one right on graduation, prepare!&lt;br /&gt;
|-&lt;br /&gt;
!E3 &lt;br /&gt;
|[[File:Ec e3.png|center|frameless]]&lt;br /&gt;
|Explorer&lt;br /&gt;
|Rank and file&lt;br /&gt;
|18-25&lt;br /&gt;
|You can do your job to a satisfactory standard, though you might be not familiar with the finer details. You&#039;ll get better with experience. A lot of Corps personnel spend quite some time in this rank compared to similar paygrades in Defence Forces.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Ec e5.png|center|frameless]]&lt;br /&gt;
| Senior Explorer&lt;br /&gt;
|Specialist and/or a team leader &lt;br /&gt;
|20-30&lt;br /&gt;
|You either took some leadership courses or technical specialty qualifications. At this point, you&#039;re trusted with more sensitive equipment, and you can be put in charge of a small team.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Ec e7.png|center|frameless]]&lt;br /&gt;
|Chief Explorer &lt;br /&gt;
|Veteran team leader&lt;br /&gt;
|30-60&lt;br /&gt;
|You&#039;re one of the few on the top of rank ladder of EC. You&#039;ve seen and done the things. You might not have the leadership or scientific training of the commissioned officers, but your technical skills and vast experience make you invaluable to the Corps. You can be trusted to run an expedition as second-in-command, or a large team on a space facility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
[[File:EC officer.png|thumb|Expeditionary Officer]]&lt;br /&gt;
Despite the somewhat lax hiring standards for EC enlisted, the requirements for the officers have not been relaxed since the creation of the Corps. The applicant must hold a university degree in a related field – astrogation, engineering, physics, biology, medicine, etc. With the recently stated mission of establishing contact with alien species, political science and xenodiplomacy degrees are accepted too.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for this relative strictness. Expeditions are often operating outside the communications range, and the officer in charge has to make the calls on site without consulting the higher command. EC officers are granted a commission on behalf of the Secretary-General, have the right to stake an official claim on unclaimed stellar bodies and have the capacity to represent the SCG in first contact scenarios if no dedicated diplomatic personnel are present.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps Officer corps is, relatively speaking, a small, professional body. Most of its members have a passing familiarity with one another due to the size, the rotation between one of a few facilities and ships and general tight knit nature of EC culture. Officers have, likely, served with one another in some capacity at some point in time. The competitive and professional nature of the EC officer cadre means that they tend to favour internal promotion over external hires and transfers, with the latter being impossible for most command positions, typically being limited to entry level officers and medical staff.&lt;br /&gt;
&lt;br /&gt;
Since candidates already come in with the knowledge, the Academy for officers concentrates mostly on deep space operations and leadership. They also learn a lot about legal matters – teams in the field are given a lot of leeway, and the EC wants to be sure the leaders understand not to abuse it.&lt;br /&gt;
&lt;br /&gt;
Another thing that seems odd to the Defense Forces personnel is that EC officers stay for longer in seemingly unfitting &#039;paygrades&#039;. Due to small scale of most EC operations, most positions are filled with Ensigns, Lieutenants and above posted only on bigger projects that require a great amount of coordination. Watch officers of same rank can have drastically different experience and pay, which is based on their qualifications and actual posting more than on the rank.&lt;br /&gt;
&lt;br /&gt;
Aside from poaching the people with degrees, anyone in the Expeditionary Corps that fulfills the criteria to be an officer, can apply for a commission after completion of the mandatory &#039;&#039;&#039;6 month&#039;&#039;&#039; officer training course.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! O1&lt;br /&gt;
|[[File:Ec o1.png|center|frameless]]&lt;br /&gt;
|Ensign &lt;br /&gt;
|Specialist with a degree in his field, leader of an expedition team&lt;br /&gt;
|25+&lt;br /&gt;
|You had some sort of university degree related to your field, and the Academy brought you up to the speed on the Corps-specific skills. At this rank, you&#039;re either leading a small expedition team or you work as a staff in a facility that needs your skillset.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Ec o3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
| Leader of a department or a bigger autonomous expedition team&lt;br /&gt;
|30-45&lt;br /&gt;
|You are a leader. You&#039;ve had some additional training and experience with leadership, and you&#039;re in charge of an expedition team or a department aboard a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Ec o5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Ship/facility commanding officer or second-in-command.&lt;br /&gt;
|40-50&lt;br /&gt;
|At this point, you&#039;re eligible for a ship command. Though with the number of EC ships, you&#039;re more likely to work as the executive officer of a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
| [[File:Ec o6.png|center|frameless]]&lt;br /&gt;
| Captain&lt;br /&gt;
|Ship/facility commanding officer.&lt;br /&gt;
|48-70 &lt;br /&gt;
|You&#039;re in charge of a ship or a facility. You&#039;ve given a lot to the Corps, and Corps let you run things your way, to a reasonable extent.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Ec o8.png|center|frameless]]&lt;br /&gt;
|Admiral&lt;br /&gt;
|Leader of an EC division or a special Mission&lt;br /&gt;
|60-90&lt;br /&gt;
|You&#039;re in charge of large-spanning Missions that consist of various expeditions and facilities, e.g. Helios Project. Heads of Observatory and Field Operations divisions hold this rank for example. You do not go in the field anymore, operating out of Observatory.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Ec o8 alt.png|center|frameless]]&lt;br /&gt;
|Commandant of the Expeditionary Corps&lt;br /&gt;
|The Big Boss&lt;br /&gt;
|60-90&lt;br /&gt;
|The Boss. Not much to be said, you&#039;re the top. You spend most of your time arguing with politicians rather than doing the science. Maybe you miss wresting alien wildlife when faced with vicious creatures of SCG political scene, but someone has to do this job.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2763</id>
		<title>Expeditionary Corps</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2763"/>
		<updated>2024-07-22T18:43:35Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo ec.png|200x200px|thumb|SCGEC Insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Expeditionary Corps&#039;&#039;&#039; is a [[Sol Central Government]] scientific agency tasked with exploration of uncharted space and worlds, mineralogy surveys and xenoarchaeological studies and, more recently, making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
The EC performs a variety of tasks: discovering and cataloging stellar objects in Observatory, initial surveys of prospective colony sites and space anomalies, in-depth exploration of uncharted worlds, staffing long-term scientific outposts, and studying anomalies and xenoarcheological sites.&lt;br /&gt;
&lt;br /&gt;
While not military, it was modeled in a naval style, with employees having ranks and uniforms, along with falling under the jurisdiction of the [[Sol Code of Uniform Justice]]. It consists of uniformed personnel (enlisted and commissioned officers) and corporate contractors hired on a per mission basis. Corpsmen are often highly specialized for the roles they take on their missions, and they are known for their experimental nature and ability to improvise.&lt;br /&gt;
&lt;br /&gt;
==Expeditionary Directives==&lt;br /&gt;
The Expeditionary Corps&#039; Directives are the cornerstone of all operations done by the organization, the mission statement and motto rolled in one. They are as follows: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exploring the unknown is your Primary Mission&#039;&#039;&#039;. You are to look for land and resources that can be used by Humanity to advance and prosper. Explore. Document. Explain. Knowledge is the most valuable resource.&lt;br /&gt;
*&#039;&#039;&#039;Every member of the Expeditionary Corps is an explorer&#039;&#039;&#039;. Some are Explorers by rank or position, but everyone has to be one when duty calls. You should always expect being assigned to an expedition if needed. You have already volunteered when you signed up.&lt;br /&gt;
*&#039;&#039;&#039;Danger is a part of the mission – avoid, not run away&#039;&#039;&#039;. Keep your crew alive and hull intact, but remember – you are not here to sight-see. Dangers are obstacles to be cleared, not the roadblocks. Weigh risks carefully and keep your Primary Mission in mind.&lt;br /&gt;
&lt;br /&gt;
While important, these should not be taken literally – exercise common sense. For example, even if Second Directive can be interpreted in such way, dragging ship&#039;s only physician to an asteroid survey is not a good idea. Remember that &#039;expedition&#039; is bigger than just the away team, the ship crew is part of it, and they have their role. Third Directive is about taking calculated risks, not cavalier charging into danger. There&#039;s little point in getting expedition to some place if you&#039;re just going to lose it there.&lt;br /&gt;
&lt;br /&gt;
==Operations ==&lt;br /&gt;
[[File:Logo ec observatory.png|110x110px|left|thumb|Observatory Insignia]]&lt;br /&gt;
[[File:Logo ec fieldops.png|110x110px|left|thumb|Field Operations Insignia]]&lt;br /&gt;
The Expeditionary Corps is a uniformed civilian service of the Sol Central Government, tasked with exploring the unknown for the advancement of humanity. However, it had a long period of decline, operating on a greatly reduced budget prior to the beginning of the Helios mission. The Corps consists of enlisted personnel, commissioned officers, and corporate contractors. The uniformed members form the core of expeditions and facilities, with specialists contracted from various corporate and academic entities on a per-mission basis for the more niche tasks.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps are commanded from the SCG EC Observatory in Sol, with personnel organized in two major sections, focusing on the different parts of EC operations. Personnel from both sections are assigned to Programs (Helios Program being an example).&lt;br /&gt;
&lt;br /&gt;
Before the funding increase and renewed interest in exploration, the EC only had a dozen vessels that were operational. Three of these were ancient, Slower-Than-Light (STL) craft, from the Expeditionary Corps&#039; founding days and were reliant on Gateway travel. Most of the personnel are stationed at various outposts, with passage secured by chartering a private vessel or requesting transport from the Fleet.&lt;br /&gt;
&lt;br /&gt;
The Observatory has two methods of handling the investigation of the valuable intelligence it gathers; Post a bounty with all relevant data to be claimed by any private enterprises which is the most commonly used method, or, if the data points to a nearby target or one that shows great value or something of scientific import, a proper EC Expedition is assembled and sent to investigate personally.&lt;br /&gt;
&lt;br /&gt;
The head of an independent EC exploration team is the [[Pathfinder]], a mid-level officer of the Expeditionary Corps who often operates with great leeway and minimal oversight when it comes to how their teams conduct themselves in the field. This is an inevitable consequence of the nature of their exploration missions, often conducted outside of communications range and in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
====Field Operations ====&lt;br /&gt;
The Field Operations section of the Expeditionary Corps is what people see in EC recruitment posters and ads – gruff machos hacking apart aliens on exotic worlds with the iconic machete. That being said, the actual work carried out by the EC&#039;s exploration teams features far less glamour and machismo, being focused instead on mineral surveys, planet habitability reports and collecting samples of xenolife. Corpsmen from this section specialize in xenobotany and handling xenofauna, along with support skills like field medicine or structural engineering.&lt;br /&gt;
&lt;br /&gt;
====Observatory====&lt;br /&gt;
The Observatory section was originally in charge of manning their namesake, but now corpsmen from that section are often found at EC science outposts or spaceships, working more delicate machinery and running complex scientific experiments. Observatory corpsmen staff the infirmaries on EC facilities, and handle complex engineering tasks like power cores and communications. Scientists who join EC full-time are assigned to this section.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
[[File:Logo ec bluespace.png|230x230px|thumb|EC Bluespace Exploration badge. Recovered from a wreck of SEV Titov, which broke up in a bluespace rift.]]&lt;br /&gt;
&#039;&#039;&#039;2130&#039;s:&#039;&#039;&#039; The Expeditionary Corps established early in Terran Commonwealth history by consolidating various national agencies for space exploration. It is tasked with surveying lesser explored Sol bodies like outer planets&#039; satellites and Kuiper Belt, and accompanying the colonization vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2170&#039;s:&#039;&#039;&#039; Rising tensions in Sol between Terran Commonwealth and Ares Confederation, combined with the rapid decline of Earth&#039;s ecosystem prompt creation of what press dubbed &#039;Extinction Countermeasures Committee&#039;. As a part of its activities, long-range EC exploration missions are launched via Pluto Sling, decades of cryo-frozen STL travel, on a quest to find habitable worlds to evacuate humanity to if such need arises.mes. Early missions were small crews, cryo-frozen, with automated systems rigged to wake them up at the destination or for the course correction. They had no way to get assistance or resupply once underway, so the culture of making do and cutting off unnecessary parts was formed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2230&#039;s:&#039;&#039;&#039; As a part of the reorganization of Terran Commonwealth into the Sol Central Government, Expeditionary Corps is placed under the Committee for Economic Development. With fears of an extinction event alleviated by the number of colonies and promise of lasting peace in Sol, the officials aren&#039;t considering space exploration a high-priority area. With the proliferation of FTL travel via gateways, public support for STL missions was failing too. Bluespace rift exploration is still an option, but almost prohibitively dangerous for government operation, requiring a mountain of waivers and volunteer crews. A lot of EC personnel is shifted to research outposts, studying various anomalies in the proximity of gateway-reachable systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2302:&#039;&#039;&#039; Funds starting flowing into the revitalized Expeditionary Corps and the Helios program. What followed was a large-scale publicity campaign, corporate sponsorship. And a change of ownership – The EC was moved under the Committee for Diplomatic Relations, to reflect a new stated objective of the Helios mission – making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
==Vessels and Installations==&lt;br /&gt;
The EC has a number of vessels and installations, with the latter mostly being on the edge of Sol territory.&lt;br /&gt;
&lt;br /&gt;
===Observatory===&lt;br /&gt;
The Observatory or the SCGECO (Sol Central Government Expeditionary Corps Observatory) is the nerve center of the Expeditionary Corps. It is located at Jupiter-Sun L2 Lagrange point and is home to the most advanced high power radio telescope array in the Sol system. It was established in 2130 by Terran Commonwealth as a part of colonization effort, to look for possibly habitable exoplanets without the interference of Sol inner asteroid belt. Due to its location it was also used as a base for survey expedition to Jovian moons and Kuiper belt objects, and over time grew to house majority of EC support facilities. Now it serves as EC headquarters, with both high command (just referred to as Observatory) and EC Academy located here, with a token presence on Mars and Earth.&lt;br /&gt;
&lt;br /&gt;
===SEV Torch===&lt;br /&gt;
The [[SEV Torch]], originally christened as the Sol Fleet Vessel Arrow, is a Mako-class exploratory corvette launched in 2307. The vessel is the result of a deep space exploration program (The Helios Project) overseen by the Sol Central Government (SCG) and involving multiple corporate investors, primarily the [[Expeditionary Corps Organisation|Expeditionary Corps Organisation (EXO)]] and certain [[Skrell|Skrellian]] organizations. The Torch engages in numerous routine expeditions year-round, and is somewhat less-famous than the other ships in the program, with a lower media profile. In spite of this, it has made a number of accomplishments and has a reputation as a reliable survey vessel.&lt;br /&gt;
&lt;br /&gt;
Notably, the Torch was the only one of the five Helios Project vessels to receive a [[Guide to Supermatter|Supermatter Engine]], courtesy of [[NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
===SEV Magnus===&lt;br /&gt;
The SEV Magnus is (or was) an Expeditionary Corps Corvette, a sister ship of sorts to the Torch before various overhauls and refits rendered the Torch a wildly different vessel. The SEV Magnus was an original three-deck Mako Class Corvette, commissioned in service as the SFV Tornado before being mothballed along with all other Mako class corvettes in 2265. It then entered service with the Expeditionary Corps from 2270 as the SEV Magnus. During its time in service the Magnus was a reliable, if unremarkable vessel that served as the Expeditionary Corps flagship before it was replaced in this capacity by the SEV Helios, a time during which it was also placed into the Helios Project as one of the four vessels, where it remained until 2304 when it went missing while conducting a survey mission in B. Wendigo. Efforts to locate the Magnus have failed thus far and its fate is shrouded in mystery. It was a sister ship to the SEV Sagan.&lt;br /&gt;
&lt;br /&gt;
===SEV Icarus===&lt;br /&gt;
A former Lexington-Class Corvette acquired by the expeditionary corps for the Helios Project, the SEV Icarus (Formerly the SFV Reliable) had a somewhat famed history as a vessel of the Third Fleet during the Gaia conflict before being retired from active service and handed over to the Expeditionary Corps as part of an asset sharing program between government departments. The SEV Icarus was refitted from the ground up as an exploration vessel, though notably kept its forward facing cannons from its time in fleet service. The Icarus was last seen in mid-2306 after being sent to investigate gathered probe data. It was supposedly off-course and no evidence has shown that it reached its intended destination.&lt;br /&gt;
&lt;br /&gt;
As of [[Timeline of Canon Events#June 26th 2310|June 26th, 2310]], the wreckage of the SEV Icarus were discovered by the SEV Torch on a remote exoplanet in the Luyten 545 system. An analysis of digital logs recovered from the ship is currently underway – efforts to recover the SEV Icarus itself have so far been stymied. &lt;br /&gt;
&lt;br /&gt;
===SEV Sagan===&lt;br /&gt;
The Sagan is the third and final of the Mako-class corvettes in EC service, and a sister ship to the SEV Magnus. It is a vessel attached to the Helios Project. Formerly the SEV Whirlwind it entered service in 2278 with the EC and has had a solid, reliable and somewhat interesting career since, being notable for the cataloguing and surveying of over forty five star systems before being issued a reliable jump-drive in 2303. The Sagan is, notably from the rest of the Helios Project vessels, equipped with an extensive sensor suite, with some of its newer systems being highly classified and (reportedly, but unconfirmed) possessing systems designed for use with the Rockfish-class stealth craft. The Sagan spends a great deal of its time being called for requests for service from various SCG entities in the scanning of nearby locations of interest.&lt;br /&gt;
&lt;br /&gt;
=== SEV Helios ===&lt;br /&gt;
The Flagship vessel of the Helios Project, and the largest of the EC&#039;s vessels, being a refit of the SFV Yi Sun-Shin, an Antietam-class Destroyer. The Helios is expensively outfitted, well equipped, and considered one of the most prestigious postings in the Expeditionary Corps thanks to its numerous references in the media and its dominance of Expeditionary Corps recruitment campaigns, the Helios does, as a result, do relatively little actual exploration, being used instead to showcase the Expeditionary Corps and its mission to the people of Sol. When it does embark on expeditions, however, they are almost always high profile and with a great deal of pre-planning and intelligence on the systems it will be visiting. Despite its prestige and political flash, many older members of the Expeditionary Corps resent the Helios and its lack of focus on what they consider to be &amp;quot;real work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===SEV Buzz Aldrin===&lt;br /&gt;
The SEV Buzz Aldrin is one of the EC&#039;s many specialist vessels. A heavily modified Cartwheel-Class dropship, the Buzz Aldrin is refitted into a dedicated mobile laboratory. Instead of relying on shuttlecraft for travel to the surface, it can deploy planetside directly, turning into a field lab. The Buzz Aldrin isn&#039;t used for initial scouting and survey, it is deployed when there&#039;s a long-term scientific mission to do in a hostile environment, but building a new outpost isn&#039;t feasible. As a result, the ship is known for its lengthy follow-up work, long deployments on dangerous planets carrying out a multitude of scientific experiments and survey missions.&lt;br /&gt;
&lt;br /&gt;
===SEV Komarov===&lt;br /&gt;
The SEV Komarov is a bluespace exploration vessel boasting the longest record – over 50 rift jumps without catastrophic system failures. Unlike most EC vessels and installations, you have to volunteer to be considered for a posting on the Komarov, due to the inherent danger of unshielded bluespace exploration. The Komarov itself is a curious feat of engineering, featuring multiple layers of redundancy to offset the inevitable post-jump failures. Engineers serving on it claim that as long as they get at least 30% of the ship through the rift, they can make the trip back. The Komarov is used on time-sensitive missions by Observatory, recording time-limited events in deep space up close, and sometimes assisting with rescue missions if no bluespace drive vessels can make it in time.&lt;br /&gt;
&lt;br /&gt;
=== SEV James Cook===&lt;br /&gt;
The SEV James Cook is one of the oldest active service vessels in the Expeditionary Corps, having entered service in 2150 and kept in service through a multitude of refits and overhauls, the Cook is a testament and reminder of the resourcefulness and determination shown by Expeditionary Corpsmen to keep waste low and to make do with what they have. A Newfoundland class vessel which, at the time, was built exclusively by the Terran Commonwealth for the Expeditionary Corps, it remains one of the few EC purpose built vessels and is equipped with a deployable radio telescope array and mounted observatory. The Cook is still a source of great value for the EC despite its reliance on dated and somewhat ancient technology as well as the use of older STL drives.&lt;br /&gt;
&lt;br /&gt;
===Listening Post 42-B===&lt;br /&gt;
Listening Post 42-B is one of the three remaining Expeditionary Corps Observation Outposts located on the frontier of Sol space, equipped with all manner of observation equipment and far away from the usual trade-lanes, commercial hubs and population centers. Posts such as these tend to be long-term assignments with minimal contact with others. Small stations, comparatively speaking, they usually possess a crew of no more than thirty, and assignments are usually year-long. 42-B is notable among the three for having picked up a mysterious signal, only to lose it minutes after. It also has the dubious honour of being the only post outside of SCG borders, orbiting Sinclair&#039;s Star. Some outside entities have speculated that it is used to spy the Skrell, though so far these claims have been unfounded.&lt;br /&gt;
&lt;br /&gt;
==Helios Project Controversy==&lt;br /&gt;
[[File:Logo torch.png|left|thumb|Torch mission patch]]&lt;br /&gt;
The decision to restart the deep space exploration sounded just too good to be true. The sudden change in course and the insistence with which Secretary General Barros pushed this decision spawned a lot of conspiracy theories on just what sort of secret agenda the government had for the Helios mission. &lt;br /&gt;
&lt;br /&gt;
*The main sponsor and participant of the Helios mission was [[NanoTrasen]]. An odd move for a greedy trans-stellar corporation that maintains a sizeable fleet itself, including prospector vessels of their own.&lt;br /&gt;
** &#039;&#039;What were they promised for participation?&#039;&#039;&lt;br /&gt;
*A [[Skrell]] corporation, Krri&#039;gli, agreed to provide a prototype bluespace drive after just a token negotiation, under the condition of priority access to the mission’s findings.&lt;br /&gt;
**&#039;&#039;Are Skrell using the EC to poke at something they’d avoid?&#039;&#039;&lt;br /&gt;
*The Government initially tried to staff the mission entirely with government employees and personnel from the four megacorps, opting not to contract outside companies. It was later relaxed due to personnel requirements and public outrage, to the point where even independent observers and journalists were tentatively allowed to join the expeditions.&lt;br /&gt;
**&#039;&#039;What did they want to hide from the public?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Getting in==&lt;br /&gt;
The media noise generated by the Helios mission attracted new recruits, the curious, the glory hounds, and even few people who genuinely wanted to explore space but believed that the EC was done for. Some disillusioned EC veterans came out of retirement, bringing much-needed experience. Any eligible personnel could request a transfer from Defence Forces into EC for the duration of the mission. For the Fleet, this is a temporary reassignment aboard the Torch, and only applies to Crewmen up to the rank of Commander on a positional basis. Private contractors filled the gaps as they did for many other EC missions.&lt;br /&gt;
&lt;br /&gt;
All new recruits and most Defence Forces transferred personnel are put through a six-month Expeditionary Academy. The core facilities are located on the Observatory, with a few smaller ones for specialized training programs scattered around SCG territory.&lt;br /&gt;
&lt;br /&gt;
Candidates must renounce any state or corporate citizenship they hold for the duration of their service in EC, becoming solely citizens of the SCG.&lt;br /&gt;
&lt;br /&gt;
The training is split into two parts, Basic Skills taking 2 months, and Specialty Training taking 4 months.&lt;br /&gt;
&lt;br /&gt;
===Basic Skills and Orientation===&lt;br /&gt;
The first &#039;&#039;&#039;2 months&#039;&#039;&#039; are focused mostly on instilling some discipline and basic functional adult skills into fresh recruits. Skill-wise, it&#039;s the basics – EVA, first aid, living on a space vessel. Recruits are given a rundown on the way EC operates, its mission and priorities.&lt;br /&gt;
&lt;br /&gt;
Recruits are monitored to weed out those who won&#039;t be able to cope with life on a space vessel. It&#039;s an open secret that troublemakers from all over the SCG use the EC as a last resort for escaping the troubles on their planet, so instructors take this part of the Academy very seriously – you either shape up or ship out.&lt;br /&gt;
&lt;br /&gt;
Most of Defence Forces transfers skip this part, aside from the orientation course on the way EC operates.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Training===&lt;br /&gt;
The next &#039;&#039;&#039;4 months&#039;&#039;&#039; are the specialized training. The recruits settle on the division they want to join – Observatory or Field Operations and their specialty. Those who have applicable training and experience can opt to pass the certifications and skip this part entirely if they are so inclined.&lt;br /&gt;
&lt;br /&gt;
Observatory recruits are trained to run their namesake, Observatory, or the ships the EC has. The engineers, the data analysts, the infirmary staff, the logistics specialists. They tend to have more in-depth technical training on their specialization.&lt;br /&gt;
&lt;br /&gt;
Field Operations recruits learn more hands-on skills, useful when operating as a part of expedition outside the facilities. The explorers (the job), the field medics, the ‘sapper’ kind of engineers. They tend to be more of generalists, having to juggle the field skills, their specialty, and field science basics.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision made in the Academy doesn&#039;t seal your career path – there’s plenty of chances for additional training along the way, and often personnel from either branch is picked for the mission depending on the skills needed. At the end of the day, everyone receives the baseline training needed to be a part of an expedition.&lt;br /&gt;
&lt;br /&gt;
After successfully graduating, all recruits are taken on a mock 3-day long Expedition in rural Mars, which often just turns into a celebration party with instructors turning a blind eye. It marks the start of your 2-year tour of duty/contract.&lt;br /&gt;
&lt;br /&gt;
It is however, not uncommon for further pre-posting training to be provided to personnel, related to their assignment. This may sit within the range of a couple of weeks, at best.&lt;br /&gt;
&lt;br /&gt;
==Enlisted==&lt;br /&gt;
[[File:EC enlisted.png|thumb|Expeditionary Corpsman]]&lt;br /&gt;
So, you’ve made it through the Academy. Explored countless worlds in the simulator, learned to navigate by map, shot hundreds of toothy aliens in the holodeck. You know which end of the sample bag opens, you learned not to eat the berries off the bushes on exoplanets. Now you&#039;ve worked off the hangover from the Martian Expedition and pinned on your shields. It’s time to get to that exciting work you’ve seen in the recruitment ads.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re lucky to even be on an EC-operated vessel. Most likely you&#039;re piggybacking on some Fleet patrol vessel that passes closest to your destination and is fine with taking a detour. Sometimes you have to hop several vessels along the way. After long and uneventful travel, you’ll have to load up all needed supplies and equipment yourself. Unless you have an EC shuttle docked, the best you would have is a cramped general utility pod. Once planetside, you are in for a mind-numbing routine of mapping out significant features, mineral deposits, taking notes of /everything/, and taking samples of anything you can get your hands on. Machete does come out at this point, except for its actual role – getting through thick vegetation. Then it’s time to get back shipside to pack, label and categorize every single thing you brought back from the planet. And then it’s back to the cryopod for the trip back.&lt;br /&gt;
&lt;br /&gt;
If it was a very important and urgent expedition, and you signed every waiver the Corps threw at you, you could&#039;ve been a part of a bluespace tear run. Even with all modern advances, traveling without a bluespace engine is very risky, and SCG doesn&#039;t approve these missions lightly. Possible sentient life signals that are fading, or a natural phenomena promising fundamental breakthroughs, that must be observed close before it disappears.&lt;br /&gt;
&lt;br /&gt;
Now, contrary to what Expeditionary Directives claim, not everyone in the Corps, or even in the Field Operations, actually go down to the exoplanets to wrestle with alien wildlife. While the EC doesn’t maintain a lot of ships, those that are still around need someone to keep the power running, to make sure air is flowing, to cook the meals. A lot of personnel is also serving on various remote research installations, studying curious xeno-ecologies, alien ruins, or natural anomalies.&lt;br /&gt;
&lt;br /&gt;
Outside of the Torch, enlisted of the Expeditionary Corps do not hold ranks akin to that of the Fleet or the Army. They are considered government personnel with seniority and pay-bands. As such, the pay-grades below are in line with how they would appear for Expeditionary Corps personnel on the Torch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
! Insignia &lt;br /&gt;
!Rank&lt;br /&gt;
!Role &lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Ec e1.png|center|frameless]]&lt;br /&gt;
|Explorer Apprentice&lt;br /&gt;
|Trainee &lt;br /&gt;
|18&lt;br /&gt;
|You&#039;re in the Expeditionary Academy, being nagged at by old men about how they know the best, and not listening to your team leader on the expedition is a great way to get everyone killed or worse. You didn&#039;t go on any expeditions outside of simulators, and you have a lot to learn before you&#039;re sent to a real one. Apparently, there&#039;s one right on graduation, prepare!&lt;br /&gt;
|-&lt;br /&gt;
!E3 &lt;br /&gt;
|[[File:Ec e3.png|center|frameless]]&lt;br /&gt;
|Explorer&lt;br /&gt;
|Rank and file&lt;br /&gt;
|18-25&lt;br /&gt;
|You can do your job to a satisfactory standard, though you might be not familiar with the finer details. You&#039;ll get better with experience. A lot of Corps personnel spend quite some time in this rank compared to similar paygrades in Defence Forces.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Ec e5.png|center|frameless]]&lt;br /&gt;
| Senior Explorer&lt;br /&gt;
|Specialist and/or a team leader &lt;br /&gt;
|20-30&lt;br /&gt;
|You either took some leadership courses or technical specialty qualifications. At this point, you&#039;re trusted with more sensitive equipment, and you can be put in charge of a small team.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Ec e7.png|center|frameless]]&lt;br /&gt;
|Chief Explorer &lt;br /&gt;
|Veteran team leader&lt;br /&gt;
|30-60&lt;br /&gt;
|You&#039;re one of the few on the top of rank ladder of EC. You&#039;ve seen and done the things. You might not have the leadership or scientific training of the commissioned officers, but your technical skills and vast experience make you invaluable to the Corps. You can be trusted to run an expedition as second-in-command, or a large team on a space facility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
[[File:EC officer.png|thumb|Expeditionary Officer]]&lt;br /&gt;
Despite the somewhat lax hiring standards for EC enlisted, the requirements for the officers have not been relaxed since the creation of the Corps. The applicant must hold a university degree in a related field – astrogation, engineering, physics, biology, medicine, etc. With the recently stated mission of establishing contact with alien species, political science and xenodiplomacy degrees are accepted too.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for this relative strictness. Expeditions are often operating outside the communications range, and the officer in charge has to make the calls on site without consulting the higher command. EC officers are granted a commission on behalf of the Secretary-General, have the right to stake an official claim on unclaimed stellar bodies and have the capacity to represent the SCG in first contact scenarios if no dedicated diplomatic personnel are present.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps Officer corps is, relatively speaking, a small, professional body. Most of its members have a passing familiarity with one another due to the size, the rotation between one of a few facilities and ships and general tight knit nature of EC culture. Officers have, likely, served with one another in some capacity at some point in time. The competitive and professional nature of the EC officer cadre means that they tend to favour internal promotion over external hires and transfers, with the latter being impossible for most command positions, typically being limited to entry level officers and medical staff.&lt;br /&gt;
&lt;br /&gt;
Since candidates already come in with the knowledge, the Academy for officers concentrates mostly on deep space operations and leadership. They also learn a lot about legal matters – teams in the field are given a lot of leeway, and the EC wants to be sure the leaders understand not to abuse it.&lt;br /&gt;
&lt;br /&gt;
Another thing that seems odd to the Defense Forces personnel is that EC officers stay for longer in seemingly unfitting &#039;paygrades&#039;. Due to small scale of most EC operations, most positions are filled with Ensigns, Lieutenants and above posted only on bigger projects that require a great amount of coordination. Watch officers of same rank can have drastically different experience and pay, which is based on their qualifications and actual posting more than on the rank.&lt;br /&gt;
&lt;br /&gt;
Aside from poaching the people with degrees, anyone in the Expeditionary Corps that fulfills the criteria to be an officer, can apply for a commission after completion of the mandatory &#039;&#039;&#039;6 month&#039;&#039;&#039; officer training course.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! O1&lt;br /&gt;
|[[File:Ec o1.png|center|frameless]]&lt;br /&gt;
|Ensign &lt;br /&gt;
|Specialist with a degree in his field, leader of an expedition team&lt;br /&gt;
|25+&lt;br /&gt;
|You had some sort of university degree related to your field, and the Academy brought you up to the speed on the Corps-specific skills. At this rank, you&#039;re either leading a small expedition team or you work as a staff in a facility that needs your skillset.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Ec o3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
| Leader of a department or a bigger autonomous expedition team&lt;br /&gt;
|30-45&lt;br /&gt;
|You are a leader. You&#039;ve had some additional training and experience with leadership, and you&#039;re in charge of an expedition team or a department aboard a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Ec o5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Ship/facility commanding officer or second-in-command.&lt;br /&gt;
|40-50&lt;br /&gt;
|At this point, you&#039;re eligible for a ship command. Though with the number of EC ships, you&#039;re more likely to work as the executive officer of a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
| [[File:Ec o6.png|center|frameless]]&lt;br /&gt;
| Captain&lt;br /&gt;
|Ship/facility commanding officer.&lt;br /&gt;
|48-70 &lt;br /&gt;
|You&#039;re in charge of a ship or a facility. You&#039;ve given a lot to the Corps, and Corps let you run things your way, to a reasonable extent.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Ec o8.png|center|frameless]]&lt;br /&gt;
|Admiral&lt;br /&gt;
|Leader of an EC division or a special Mission&lt;br /&gt;
|60-90&lt;br /&gt;
|You&#039;re in charge of large-spanning Missions that consist of various expeditions and facilities, e.g. Helios Project. Heads of Observatory and Field Operations divisions hold this rank for example. You do not go in the field anymore, operating out of Observatory.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Ec o8 alt.png|center|frameless]]&lt;br /&gt;
|Commandant of the Expeditionary Corps&lt;br /&gt;
|The Big Boss&lt;br /&gt;
|60-90&lt;br /&gt;
|The Boss. Not much to be said, you&#039;re the top. You spend most of your time arguing with politicians rather than doing the science. Maybe you miss wresting alien wildlife when faced with vicious creatures of SCG political scene, but someone has to do this job.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2761</id>
		<title>Timeline of Canon Events</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2761"/>
		<updated>2024-07-20T04:46:19Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This timeline documents the events taking place on and surrounding the [[SEV Torch]], beginning in the March of 2310. This timeline is actively being updated – continue to check back for recaps following each event. &lt;br /&gt;
&lt;br /&gt;
== Spring, 2310 – Attack of the Hale ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* Following a chance meeting with a Terran Pioneer Corps vessel in the E-14b system and the subsequent fallout after an attack by the rogue SFV Nathan Hale, the [[Expeditionary Corps]] gains a major role in diplomatic relations with the ICCG.&lt;br /&gt;
* Tensions raised between the ICCG and the SCG following rogue [[Sol Central Government Fleet|SCG Fleet]] attacks on ICCG delegations.&lt;br /&gt;
* Despite attempts to bring the EC under Fleet supervision, the EC remains independent from the Fleet (for now). Tensions between the EC and the Fleet are at an all time high.&lt;br /&gt;
* After the execution of Torch saboteur Lt. Kristen Rohtin, a portion of Fifth Fleet Vessels have gone rogue and dropped off the grid alongside the SFV Nathan Hale.&lt;br /&gt;
* Advocates for expanding the authority and role of Defense Force leadership are taking over major political positions.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;March 19th 2310&amp;quot;&amp;gt;March 19th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|After the SEV Torch and a [[Gilgamesh Colonial Confederation|ICCG]] exploration vessel, the GCNV Itinerant, arrive in the lush and mineral-rich E-14b sector simultaneously, Solar authorities announce that the Torch will host a delegation from the Itinerant to discuss mutual development of the system. &lt;br /&gt;
&lt;br /&gt;
But not all of Sol wants diplomacy: shortly after receiving the delegation, the Torch receives an urgent fax from the [[Sol Central Government Fleet#5th Fleet|SFV Nathan Hale]] demanding the immediate arrest of the Terrans. Fearing the start of a war, the Torch’s Commanding Officer delays the demand and attempts to contact Expeditionary Command, who — despite communication jamming — re-establish contact with the Torch after several tense hours and confirm that the Hale has gone rogue. &lt;br /&gt;
&lt;br /&gt;
The Torch alerts the Hale that they will not comply with the arrest order; the Hale promptly fires missiles upon the Torch in response, forcing the ship to evacuate the Terran delegates and begin evasive maneuvers. The Torch engages its emergency bluespace jump and evacuates the sector after taking several hits. &lt;br /&gt;
&lt;br /&gt;
The Nathan Hale cuts all communications with Fleet command and falls off all tracking software as Sol decries the Hale&#039;s actions. The Torch arrives far off the planned course with a damaged drive, and awaits repairs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 9th 2310&amp;quot;&amp;gt;April 9th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|For the last several weeks, the damages that the SFV Nathan Hale brought unto the SEV Torch and its crew have been largely repaired, but the largest of all remains at the forefront of everyone&#039;s minds: the Bluespace Drive remains only partially functional. Help arrives after weeks of waiting by way of a delegation from the SFV Amberjack, but it isn&#039;t the help the Torch was expecting. &lt;br /&gt;
&lt;br /&gt;
A representative for the Committee of Diplomatic Affairs meets with the Command of the vessel, inspectors from the Special Affairs Committee hand out a flurry of demerits and fines, and investigators from the [[Sol Federal Police]] and Fleet Internal Investigations pull crew one by one into interrogation and send them away with the knowledge that their personal lives would soon be upturned with exhaustive investigatory searches. &lt;br /&gt;
&lt;br /&gt;
Through the combined efforts of a [[Skrell|Skrellian]] Bluespace Engineer and the SEV Torch&#039;s own Engineering department, the Bluespace Drive is repaired, once more at full functionality. However, the ship&#039;s troubles are not over: the Torch receives orders to remain in space and await future communications from the Admiralty. And as the Amberjack shuttle leaves the SEV Torch, Torch supply crew report the departing political staff looking horribly smug.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 23rd 2310&amp;quot;&amp;gt;April 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As a result of the disastrous inter-organizational audits of the last month, the Torch is forced to contend with an elite team of Fleet investigators and strong-arms charged with shaking down the ship. The team sets to work tearing open lockers and turning out pockets, &amp;quot;finding&amp;quot; drugs, weaponry, and contraband of all description wherever they turn their gaze. &lt;br /&gt;
&lt;br /&gt;
The obvious setup doesn’t escape the notice of the Torch&#039;s Captain, nor indeed most of the crew, and a non-violent protest is rallied. The crew of the Torch gathers near the airlock and surrounds the Fleet investigators who have arrested the Torch&#039;s Senior Engineer with the same sorts of planted evidence they’ve been finding all over the Torch. The Torch&#039;s riot armor-clad Security team attempts to prevent the gathered mob from escalating the situation. &lt;br /&gt;
&lt;br /&gt;
All the while, the Solar Assembly debates an emergency bill which would give the Sol Central Government Defense Forces oversight over the Expeditionary Corps, which would result in an unprecedented end to the organization’s non-military history. Officials from the ICCG announce they will only continue talks with Corps&#039; vessels – and only unsupervised by SFV presence, in their own territory. &lt;br /&gt;
&lt;br /&gt;
The Independents&#039; terms are agreed to by the Corps, the Torch, and Secretary General Amaya Barros despite the advancing assembly motions to gut Corps leadership. The Torch now sets out, without their Senior Engineer, towards the border and an uncertain future…&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;May 14th 2310&amp;quot;&amp;gt;May 14th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The SEV Torch finally arrives in ICCG space to meet with the Terran Pioneer Corps, hoping to establish firmer ties and continue building towards a more peaceful future for humanity. Unbeknownst to both sides, a saboteur from within the Torch’s own crew threatens everything they’re working towards. &lt;br /&gt;
Lieutenant Kristen Rohtin – the Torch&#039;s Chief Engineer, an officer of the Fleet, and a sympathizer of the SFV Nathan Hale – sabotages nearly every major system on board the Torch with the aid of a subverted station-bound drone. The rest of the engineering team struggles to undo the damage as the broken Bluespace Drive causes previously unheard of anomalies. In the chaos, the meeting with the Pioneer Delegation is nearly burned alive by the subverted drone. &lt;br /&gt;
&lt;br /&gt;
The sabotage cuts the Torch off from communicating with Sol. The Solar Assembly, in a state of panic, begins to push for war. Every ounce of paranoia comes to the forefront as Sol believes that the ICCG has intentionally taken the Torch offline. In the brink of time, the engineering team manages to get communications back online, averting the start of an interstellar war. &lt;br /&gt;
&lt;br /&gt;
His sabotage failing and war all but thwarted, Lt. Rohtin arms up and attempts to eliminate the ICCG delegation directly so that no further collaboration may be possible. In a short and brutal shootout, Rohtin is apprehended by the Torch’s security team. &lt;br /&gt;
&lt;br /&gt;
The Torch holds a Field Court-Martial, fearing that carrying Lt. Rohtin back to Sol for trial would open them up to attack from the rogue Nathan Hale, or that sympathizers to Rohtin’s cause at home might allow him to escape justice. The verdict given is one of guilt: Rohtin is executed by firing squad. &lt;br /&gt;
&lt;br /&gt;
Shockingly, unprecedentedly, the Fifth Fleet reports that more members of Special Group Alpha have gone AWOL, with a number of other Fleet personnel also falling off of the radar. It is unclear how or why, but rumors of dissidence, dissatisfaction, and discontent touch every corner of the affair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summer, 2310 – Icarus and Interlude ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* The Torch returns to port after a perilous journey home. Despite the tense political climate, the crew are able to enjoy themselves.&lt;br /&gt;
* On returning to deep space, the Torch finds the wreckage of the SEV Icarus. A heavily-armed group claiming to be local scrappers prevent them from recovering the vessel, forcing them to abandon the Icarus and continue on.&lt;br /&gt;
* [[Iolaus]] initiates a referendum to secede from the SCG, causing an economic crash. The Torch is hit by major – possibly punitive – budget cuts, but scrapes up enough money to continue operations. Early voting continues on Iolaus, with the referendum set to be decided in September.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 12th 2310&amp;quot;&amp;gt;June 12th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch, having been shot at, sabotaged, repeatedly smeared by the press, and still having managed to successfully negotiate with the Terran Pioneer Corps in spite of it all, finally limps home to port in [[Mars]]&#039; orbit. &lt;br /&gt;
&lt;br /&gt;
Before the crew leaves for shore, they are greeted by Expeditionary Command&#039;s welcoming party: Admiral Henry Lau, one of the driving forces behind the Helios Project, personally visits the Torch to meet with its command staff, while a Chief “Party Officer” arrives to entertain the crew. In a rare moment of respite, the Torch celebrates its successful mission with partying, drinking, laser tag, and more – and while the political situation remains tense, the crew are able to leave their worries behind them as they head home. For now, at least.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 26th 2310&amp;quot;&amp;gt;June 26th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|Degraded bluespace emissions matching the signature of the Bluespace Drive of the long lost [[Expeditionary Corps#SEV Icarus|SEV Icarus]] are detected on Ivanov-Theta, an exoplanet in the remote Luyten 545 system. The Torch jumps to the system, hoping to recover its sister ship.&lt;br /&gt;
&lt;br /&gt;
On arriving to the planet, the wreckage of the SEV Icarus is found in shambles, with no survivors in sight – Torch crew salvage what they can from the irradiated ship, focusing on body retrieval and data recovery. Hard-drives, digital logs, and EXO documents are recovered from the vessel, and engineering discovers that the ship&#039;s Bluespace Drive is mostly intact.&lt;br /&gt;
&lt;br /&gt;
However, the Torch soon realizes they are not alone: a third party, claiming to be a local scrapper group, threatens the Torch&#039;s recovery crew with heavy weaponry. The Torch gathers what it can, but makes little headway. Ultimately, Expeditionary Command orders the Torch to continue on its standard route while they make a plan to fully recover the Icarus. &lt;br /&gt;
&lt;br /&gt;
The Torch establishes a small outpost on Ivanov-Theta for a future recovery attempt, but is forced to abandon the SEV Icarus for now.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 30th 2310&amp;quot;&amp;gt;July 30th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As the Sol economy dips in response to the upcoming independence vote by major shipyard and economic powerhouse [[Iolaus]], the Torch was hit by devastating budget cuts and threatened with mission shutdown or privatization if losses were not recouped. Some crew wonder if the cuts were a shameless attempt by reactionary elements in the Senate to punish the EC after the Torch&#039;s rendezvous with the Terrans.&lt;br /&gt;
&lt;br /&gt;
The Torch rallies in response, scalping exoplanets for materials, utilizing the R-UST to produce valuable minerals, mass-producing mechs, selling anything not bolted down for credits, and much much more, ultimately scraping up enough to continue operations. Despite a bit of penny-pinching – and more than a bit of bug-meat – the Torch mission continues on!&lt;br /&gt;
&lt;br /&gt;
Meanwhile, early voting on Iolaus begins – and while difficult to interpret meaningfully, tallies suggest that secession from the SCG is a real possibility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fall, 2310 - Spring, 2311 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* Defecting Fleet forces perpetrate scattered hit-and-run attacks on installations across SCG space over the next few months. The D. Pavonis bluespace gateway is destroyed, leaving frontier colonies cut off and isolated from the Solar core. Rogue ships begin to conglomerate – seemingly, unifying around Copernicus.&lt;br /&gt;
* The Torch discovers the Free Peoples of Earhart (&amp;quot;FPE&amp;quot;) – an unrelated group of hostile, insular colonists descended from a long lost Terran Commonwealth colony ship – at the edge of known human space.&lt;br /&gt;
* The [[Frontier Alliance]] breaks away from the SCG, composed of a loose alignment of defecting Fleet personnel, Iolaus, and other border colonies. [[Brahe]] – despite remaining largely loyal to Sol – is dragged into the Alliance under Iolaus&#039; occupation, and Solar ships flee Alliance territory en masse. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 10th 2310&amp;quot;&amp;gt;September 10th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch is summoned to respond to the SOS of a crashed Fifth Fleet ship from Special Group Alpha, the SFV Jonah, that had previously fallen off tracking software – with much of Special Group Alpha having previously gone rogue alongside its battlecarrier, the infamous SFV Nathan Hale.&lt;br /&gt;
&lt;br /&gt;
On arrival, the Torch recovers two terrified survivors who speak of their ship turning against them in the night – and of their newly-hostile Commander and AI who, with the help of an unknown boarding party, secured the ship and took it off the net. The engineering crew of the Jonah managed to un-subvert their AI, but faced with imminent capture by the crew, the hostile elements on the Jonah&#039;s bridge scuttled the ship. &lt;br /&gt;
&lt;br /&gt;
Both survivors mention to investigators that the boarders – and their own Commander – had accents from the Solar frontier colonies.&lt;br /&gt;
&lt;br /&gt;
A full inventory of retrieved items, papers, and console data retrieved from the SFV Jonah by the Torch&#039;s exploration team can be found [https://hackmd.io/@rootoo807/B1WcWhcgj here].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 24th 2310&amp;quot;&amp;gt;September 24th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|In deep space, after the loss of two researchers under mysterious circumstances, members of the SEV Torch went to the surface of the planet Stocker-Chi to uncover the cause. This chance encounter led to the rediscovery of the population of the long lost COL-Earhart, which set sail under the flag of the Terran Commonwealth centuries ago. Having been entirely isolated since their cryogenic awakening over 100 years ago, they have gathered under the common name of &amp;quot;The Free Peoples of the Earhart&amp;quot;, or FPE, and have sworn themselves sovereign of the SCG. Their current number, location, and plans are widely unknown, but the apprehension of two second-generation colonists by the Torch security force promises enlightenment on the history of these clearly troubled people. To any colonists or deep space travelers who come by members of the &amp;quot;FPE&amp;quot;, it is recommended to exercise caution. The talks about identifying the FPE as a terrorist organization are currently deep underway.&lt;br /&gt;
&lt;br /&gt;
With these potential terrorists showing up across backwater systems, will the Torch start to cave under their antagonistic ways?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;October 23rd 2310&amp;quot;&amp;gt;October 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch responds to a drifting evacuation pod. The pod contains a senior Gateway Administration official who reports harrowing news; rogue ships from Special Group Alpha, including the infamous Nathan Hale, destroyed the D. Pavonis gate.&lt;br /&gt;
&lt;br /&gt;
While dodging bluespace phenomena, the Torch successfully worked with the Administrator to receive, and decode the surviving logs from the attack, and was able to provide Sol with the scans and transponder codes of the attacking vessels, as well as the testimony of the Administrator. The recovered logs can be read [https://hackmd.io/@rootoo807/SJSsddENo?utm_source=preview-mode&amp;amp;utm_medium=rec here].&lt;br /&gt;
&lt;br /&gt;
In response to the news and mounting evidence that the rogue ships are coming from the Copernicus system, ships are seen mobilizing across Sol...&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;November 5th 2310&amp;quot;&amp;gt;November 5th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The deep space exploration vessel the SEV Torch suffered minor damage in a collision with an escape shuttle today. No crewmembers were seriously hurt, but one of the two passengers aboard the shuttle died from their injuries from the crash. The survivor – as well as a second living survivor who was later recovered from space – is currently within custody aboard the Torch, awaiting transportation to the Sol System to receive more thorough medical care. &lt;br /&gt;
&lt;br /&gt;
Rumors have come out that these two survivors are the descendants of survivors from the COL-Earhart disaster. This group is reported to be the cause of multiple colonies being destroyed, and their people killed. The government has refused to comment on the validity of these claims.&lt;br /&gt;
&lt;br /&gt;
The validity of the Free Peoples of Earhart is beginning to increase across space. As more sightings of people claiming to be from this group pop up, the number of members is beginning to cause concern for the safety of colonies and transport ships. Part of exploration duties now consists of noting potential settlements for the FPE, abandoned or populated, to better handle the threat. Currently, they are seen by the public as an organized group of pirates. SolGov has yet to interrogate one in their home system.&lt;br /&gt;
|-&lt;br /&gt;
|March 18th, 2311&lt;br /&gt;
|The [[Expeditionary Corps#SEV Komarov|SEV Komarov]] is attacked by Fifth Fleet defectors, who steal valuable bluespace technology and kidnap EC Lieutenant Sverker Larson, the Komarov&#039;s Chief Engineer. One of the defectors&#039; shuttles is discovered adrift, engines disabled. The SEV Torch responds to the scene, capturing the shuttle in its gravity well and laying siege. &lt;br /&gt;
The Torch is able to disable the remaining defectors aboard, take the shuttle, and reclaim the captive lieutenant. He carries grim news: these defectors – hailing primarily from Iolaus and a smattering of fringe border colonies – have begun to unite under a single banner, calling themselves the &amp;quot;Frontier Alliance&amp;quot;. At the present, the ships that attacked the Komarov are searching for a cache of information Larson preemptively jettisoned from the Komarov into sector SGECO 1313.&lt;br /&gt;
The Torch has the opportunity to burn engine fuel and beat this alliance of mutineers to the cache. The Captain makes the call, and the bridge plots the course.&lt;br /&gt;
|-&lt;br /&gt;
|April 1st, 2311&lt;br /&gt;
|The Torch races to retrieve the Komarov cache, right as the new [[Frontier Alliance]] – made up of a contingent of Fifth Fleet mutineers, Iolans, and a collection of other dissident colonies – declares ownership of the Copernicus system and the swaths of space and remote colonies around it. Chaos overtakes the system as Solar ships are forced to flee Alliance territory or else be subject to the Alliance&#039;s mercy. &lt;br /&gt;
Shortly after sending a team of Explorers aboard the Charon to retrieve the cache, the Torch is confronted by the UFS Bulwark, who demands the Torch leave the sector immediately in the name of the Frontier Alliance. The Captain stalls for time by inviting a group of the Bulwark&#039;s so-called &amp;quot;diplomats&amp;quot; onto the Torch to share the Alliance&#039;s beliefs and purpose, hoping to distract them. &lt;br /&gt;
The arrival goes disastrously, with Torch crew jeering, shoving, and eventually pepper-spraying the visitors. The Alliance crew prepare to return to their ship right as the Bulwark realizes the Torch has a shuttle on the planet... &lt;br /&gt;
A shootout commences as the Alliance crew race back to their ship and the Torch attempts to detain them. The Torch reconvenes with the Charon and flees the sector, despite the Bulwark&#039;s best efforts to shoot them out of the sky.&lt;br /&gt;
The Frontier Alliance – all the more hateful towards Sol for the Torch&#039;s actions – takes their place on the galactic stage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summer, 2312 - Encounter with the Legion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* The Torch encounters a hostile group, unseen before. Synthetic assimilators of an unknown origin. The crew suffers losses and decides to retreat, slowly making their way to the outpost at E-14b.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 20th 2312&amp;quot;&amp;gt;July 20th, 2312&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch ends up at Gilese 936, after an unidentified fault with the bluespace drive. While the drive troubleshoots itself, an expedition is sent to the temporarily dubbed, Anderson-Eta exoplanet. A brief exploration reveals the presence of a facility inhabited by automated systems, and a group of synthetic assimilators, with familiar frames bearing the markings of the Terran Commonwealth, as well as that of the Expeditionary Corps.&lt;br /&gt;
&lt;br /&gt;
With the hoard of synthetics eventually making their intentions clear, a fight breaks out. The Torch was assaulted, and losses were taken. The crew were forced to jump out of the system, with a plan to retreat to a safe haven.&lt;br /&gt;
&lt;br /&gt;
Now, with sparse information. The rest of the Sol Central Government are vying for more information from the members of the Torch. And as such, have launched an investigation into the matter. Meanwhile, the intentions of this new species, or its origins, are left unknown.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2760</id>
		<title>Timeline of Canon Events</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2760"/>
		<updated>2024-07-20T04:45:14Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This timeline documents the events taking place on and surrounding the [[SEV Torch]], beginning in the March of 2310. This timeline is actively being updated – continue to check back for recaps following each event. &lt;br /&gt;
&lt;br /&gt;
== Spring, 2310 – Attack of the Hale ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* Following a chance meeting with a Terran Pioneer Corps vessel in the E-14b system and the subsequent fallout after an attack by the rogue SFV Nathan Hale, the [[Expeditionary Corps]] gains a major role in diplomatic relations with the ICCG.&lt;br /&gt;
* Tensions raised between the ICCG and the SCG following rogue [[Sol Central Government Fleet|SCG Fleet]] attacks on ICCG delegations.&lt;br /&gt;
* Despite attempts to bring the EC under Fleet supervision, the EC remains independent from the Fleet (for now). Tensions between the EC and the Fleet are at an all time high.&lt;br /&gt;
* After the execution of Torch saboteur Lt. Kristen Rohtin, a portion of Fifth Fleet Vessels have gone rogue and dropped off the grid alongside the SFV Nathan Hale.&lt;br /&gt;
* Advocates for expanding the authority and role of Defense Force leadership are taking over major political positions.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;March 19th 2310&amp;quot;&amp;gt;March 19th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|After the SEV Torch and a [[Gilgamesh Colonial Confederation|ICCG]] exploration vessel, the GCNV Itinerant, arrive in the lush and mineral-rich E-14b sector simultaneously, Solar authorities announce that the Torch will host a delegation from the Itinerant to discuss mutual development of the system. &lt;br /&gt;
&lt;br /&gt;
But not all of Sol wants diplomacy: shortly after receiving the delegation, the Torch receives an urgent fax from the [[Sol Central Government Fleet#5th Fleet|SFV Nathan Hale]] demanding the immediate arrest of the Terrans. Fearing the start of a war, the Torch’s Commanding Officer delays the demand and attempts to contact Expeditionary Command, who — despite communication jamming — re-establish contact with the Torch after several tense hours and confirm that the Hale has gone rogue. &lt;br /&gt;
&lt;br /&gt;
The Torch alerts the Hale that they will not comply with the arrest order; the Hale promptly fires missiles upon the Torch in response, forcing the ship to evacuate the Terran delegates and begin evasive maneuvers. The Torch engages its emergency bluespace jump and evacuates the sector after taking several hits. &lt;br /&gt;
&lt;br /&gt;
The Nathan Hale cuts all communications with Fleet command and falls off all tracking software as Sol decries the Hale&#039;s actions. The Torch arrives far off the planned course with a damaged drive, and awaits repairs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 9th 2310&amp;quot;&amp;gt;April 9th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|For the last several weeks, the damages that the SFV Nathan Hale brought unto the SEV Torch and its crew have been largely repaired, but the largest of all remains at the forefront of everyone&#039;s minds: the Bluespace Drive remains only partially functional. Help arrives after weeks of waiting by way of a delegation from the SFV Amberjack, but it isn&#039;t the help the Torch was expecting. &lt;br /&gt;
&lt;br /&gt;
A representative for the Committee of Diplomatic Affairs meets with the Command of the vessel, inspectors from the Special Affairs Committee hand out a flurry of demerits and fines, and investigators from the [[Sol Federal Police]] and Fleet Internal Investigations pull crew one by one into interrogation and send them away with the knowledge that their personal lives would soon be upturned with exhaustive investigatory searches. &lt;br /&gt;
&lt;br /&gt;
Through the combined efforts of a [[Skrell|Skrellian]] Bluespace Engineer and the SEV Torch&#039;s own Engineering department, the Bluespace Drive is repaired, once more at full functionality. However, the ship&#039;s troubles are not over: the Torch receives orders to remain in space and await future communications from the Admiralty. And as the Amberjack shuttle leaves the SEV Torch, Torch supply crew report the departing political staff looking horribly smug.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 23rd 2310&amp;quot;&amp;gt;April 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As a result of the disastrous inter-organizational audits of the last month, the Torch is forced to contend with an elite team of Fleet investigators and strong-arms charged with shaking down the ship. The team sets to work tearing open lockers and turning out pockets, &amp;quot;finding&amp;quot; drugs, weaponry, and contraband of all description wherever they turn their gaze. &lt;br /&gt;
&lt;br /&gt;
The obvious setup doesn’t escape the notice of the Torch&#039;s Captain, nor indeed most of the crew, and a non-violent protest is rallied. The crew of the Torch gathers near the airlock and surrounds the Fleet investigators who have arrested the Torch&#039;s Senior Engineer with the same sorts of planted evidence they’ve been finding all over the Torch. The Torch&#039;s riot armor-clad Security team attempts to prevent the gathered mob from escalating the situation. &lt;br /&gt;
&lt;br /&gt;
All the while, the Solar Assembly debates an emergency bill which would give the Sol Central Government Defense Forces oversight over the Expeditionary Corps, which would result in an unprecedented end to the organization’s non-military history. Officials from the ICCG announce they will only continue talks with Corps&#039; vessels – and only unsupervised by SFV presence, in their own territory. &lt;br /&gt;
&lt;br /&gt;
The Independents&#039; terms are agreed to by the Corps, the Torch, and Secretary General Amaya Barros despite the advancing assembly motions to gut Corps leadership. The Torch now sets out, without their Senior Engineer, towards the border and an uncertain future…&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;May 14th 2310&amp;quot;&amp;gt;May 14th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The SEV Torch finally arrives in ICCG space to meet with the Terran Pioneer Corps, hoping to establish firmer ties and continue building towards a more peaceful future for humanity. Unbeknownst to both sides, a saboteur from within the Torch’s own crew threatens everything they’re working towards. &lt;br /&gt;
Lieutenant Kristen Rohtin – the Torch&#039;s Chief Engineer, an officer of the Fleet, and a sympathizer of the SFV Nathan Hale – sabotages nearly every major system on board the Torch with the aid of a subverted station-bound drone. The rest of the engineering team struggles to undo the damage as the broken Bluespace Drive causes previously unheard of anomalies. In the chaos, the meeting with the Pioneer Delegation is nearly burned alive by the subverted drone. &lt;br /&gt;
&lt;br /&gt;
The sabotage cuts the Torch off from communicating with Sol. The Solar Assembly, in a state of panic, begins to push for war. Every ounce of paranoia comes to the forefront as Sol believes that the ICCG has intentionally taken the Torch offline. In the brink of time, the engineering team manages to get communications back online, averting the start of an interstellar war. &lt;br /&gt;
&lt;br /&gt;
His sabotage failing and war all but thwarted, Lt. Rohtin arms up and attempts to eliminate the ICCG delegation directly so that no further collaboration may be possible. In a short and brutal shootout, Rohtin is apprehended by the Torch’s security team. &lt;br /&gt;
&lt;br /&gt;
The Torch holds a Field Court-Martial, fearing that carrying Lt. Rohtin back to Sol for trial would open them up to attack from the rogue Nathan Hale, or that sympathizers to Rohtin’s cause at home might allow him to escape justice. The verdict given is one of guilt: Rohtin is executed by firing squad. &lt;br /&gt;
&lt;br /&gt;
Shockingly, unprecedentedly, the Fifth Fleet reports that more members of Special Group Alpha have gone AWOL, with a number of other Fleet personnel also falling off of the radar. It is unclear how or why, but rumors of dissidence, dissatisfaction, and discontent touch every corner of the affair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summer, 2310 – Icarus and Interlude ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* The Torch returns to port after a perilous journey home. Despite the tense political climate, the crew are able to enjoy themselves.&lt;br /&gt;
* On returning to deep space, the Torch finds the wreckage of the SEV Icarus. A heavily-armed group claiming to be local scrappers prevent them from recovering the vessel, forcing them to abandon the Icarus and continue on.&lt;br /&gt;
* [[Iolaus]] initiates a referendum to secede from the SCG, causing an economic crash. The Torch is hit by major – possibly punitive – budget cuts, but scrapes up enough money to continue operations. Early voting continues on Iolaus, with the referendum set to be decided in September.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 12th 2310&amp;quot;&amp;gt;June 12th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch, having been shot at, sabotaged, repeatedly smeared by the press, and still having managed to successfully negotiate with the Terran Pioneer Corps in spite of it all, finally limps home to port in [[Mars]]&#039; orbit. &lt;br /&gt;
&lt;br /&gt;
Before the crew leaves for shore, they are greeted by Expeditionary Command&#039;s welcoming party: Admiral Henry Lau, one of the driving forces behind the Helios Project, personally visits the Torch to meet with its command staff, while a Chief “Party Officer” arrives to entertain the crew. In a rare moment of respite, the Torch celebrates its successful mission with partying, drinking, laser tag, and more – and while the political situation remains tense, the crew are able to leave their worries behind them as they head home. For now, at least.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 26th 2310&amp;quot;&amp;gt;June 26th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|Degraded bluespace emissions matching the signature of the Bluespace Drive of the long lost [[Expeditionary Corps#SEV Icarus|SEV Icarus]] are detected on Ivanov-Theta, an exoplanet in the remote Luyten 545 system. The Torch jumps to the system, hoping to recover its sister ship.&lt;br /&gt;
&lt;br /&gt;
On arriving to the planet, the wreckage of the SEV Icarus is found in shambles, with no survivors in sight – Torch crew salvage what they can from the irradiated ship, focusing on body retrieval and data recovery. Hard-drives, digital logs, and EXO documents are recovered from the vessel, and engineering discovers that the ship&#039;s Bluespace Drive is mostly intact.&lt;br /&gt;
&lt;br /&gt;
However, the Torch soon realizes they are not alone: a third party, claiming to be a local scrapper group, threatens the Torch&#039;s recovery crew with heavy weaponry. The Torch gathers what it can, but makes little headway. Ultimately, Expeditionary Command orders the Torch to continue on its standard route while they make a plan to fully recover the Icarus. &lt;br /&gt;
&lt;br /&gt;
The Torch establishes a small outpost on Ivanov-Theta for a future recovery attempt, but is forced to abandon the SEV Icarus for now.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 30th 2310&amp;quot;&amp;gt;July 30th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As the Sol economy dips in response to the upcoming independence vote by major shipyard and economic powerhouse [[Iolaus]], the Torch was hit by devastating budget cuts and threatened with mission shutdown or privatization if losses were not recouped. Some crew wonder if the cuts were a shameless attempt by reactionary elements in the Senate to punish the EC after the Torch&#039;s rendezvous with the Terrans.&lt;br /&gt;
&lt;br /&gt;
The Torch rallies in response, scalping exoplanets for materials, utilizing the R-UST to produce valuable minerals, mass-producing mechs, selling anything not bolted down for credits, and much much more, ultimately scraping up enough to continue operations. Despite a bit of penny-pinching – and more than a bit of bug-meat – the Torch mission continues on!&lt;br /&gt;
&lt;br /&gt;
Meanwhile, early voting on Iolaus begins – and while difficult to interpret meaningfully, tallies suggest that secession from the SCG is a real possibility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fall, 2310 - Spring, 2311 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* Defecting Fleet forces perpetrate scattered hit-and-run attacks on installations across SCG space over the next few months. The D. Pavonis bluespace gateway is destroyed, leaving frontier colonies cut off and isolated from the Solar core. Rogue ships begin to conglomerate – seemingly, unifying around Copernicus.&lt;br /&gt;
* The Torch discovers the Free Peoples of Earhart (&amp;quot;FPE&amp;quot;) – an unrelated group of hostile, insular colonists descended from a long lost Terran Commonwealth colony ship – at the edge of known human space.&lt;br /&gt;
* The [[Frontier Alliance]] breaks away from the SCG, composed of a loose alignment of defecting Fleet personnel, Iolaus, and other border colonies. [[Brahe]] – despite remaining largely loyal to Sol – is dragged into the Alliance under Iolaus&#039; occupation, and Solar ships flee Alliance territory en masse. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 10th 2310&amp;quot;&amp;gt;September 10th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch is summoned to respond to the SOS of a crashed Fifth Fleet ship from Special Group Alpha, the SFV Jonah, that had previously fallen off tracking software – with much of Special Group Alpha having previously gone rogue alongside its battlecarrier, the infamous SFV Nathan Hale.&lt;br /&gt;
&lt;br /&gt;
On arrival, the Torch recovers two terrified survivors who speak of their ship turning against them in the night – and of their newly-hostile Commander and AI who, with the help of an unknown boarding party, secured the ship and took it off the net. The engineering crew of the Jonah managed to un-subvert their AI, but faced with imminent capture by the crew, the hostile elements on the Jonah&#039;s bridge scuttled the ship. &lt;br /&gt;
&lt;br /&gt;
Both survivors mention to investigators that the boarders – and their own Commander – had accents from the Solar frontier colonies.&lt;br /&gt;
&lt;br /&gt;
A full inventory of retrieved items, papers, and console data retrieved from the SFV Jonah by the Torch&#039;s exploration team can be found [https://hackmd.io/@rootoo807/B1WcWhcgj here].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 24th 2310&amp;quot;&amp;gt;September 24th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|In deep space, after the loss of two researchers under mysterious circumstances, members of the SEV Torch went to the surface of the planet Stocker-Chi to uncover the cause. This chance encounter led to the rediscovery of the population of the long lost COL-Earhart, which set sail under the flag of the Terran Commonwealth centuries ago. Having been entirely isolated since their cryogenic awakening over 100 years ago, they have gathered under the common name of &amp;quot;The Free Peoples of the Earhart&amp;quot;, or FPE, and have sworn themselves sovereign of the SCG. Their current number, location, and plans are widely unknown, but the apprehension of two second-generation colonists by the Torch security force promises enlightenment on the history of these clearly troubled people. To any colonists or deep space travelers who come by members of the &amp;quot;FPE&amp;quot;, it is recommended to exercise caution. The talks about identifying the FPE as a terrorist organization are currently deep underway.&lt;br /&gt;
&lt;br /&gt;
With these potential terrorists showing up across backwater systems, will the Torch start to cave under their antagonistic ways?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;October 23rd 2310&amp;quot;&amp;gt;October 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch responds to a drifting evacuation pod. The pod contains a senior Gateway Administration official who reports harrowing news; rogue ships from Special Group Alpha, including the infamous Nathan Hale, destroyed the D. Pavonis gate.&lt;br /&gt;
&lt;br /&gt;
While dodging bluespace phenomena, the Torch successfully worked with the Administrator to receive, and decode the surviving logs from the attack, and was able to provide Sol with the scans and transponder codes of the attacking vessels, as well as the testimony of the Administrator. The recovered logs can be read [https://hackmd.io/@rootoo807/SJSsddENo?utm_source=preview-mode&amp;amp;utm_medium=rec here].&lt;br /&gt;
&lt;br /&gt;
In response to the news and mounting evidence that the rogue ships are coming from the Copernicus system, ships are seen mobilizing across Sol...&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;November 5th 2310&amp;quot;&amp;gt;November 5th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The deep space exploration vessel the SEV Torch suffered minor damage in a collision with an escape shuttle today. No crewmembers were seriously hurt, but one of the two passengers aboard the shuttle died from their injuries from the crash. The survivor – as well as a second living survivor who was later recovered from space – is currently within custody aboard the Torch, awaiting transportation to the Sol System to receive more thorough medical care. &lt;br /&gt;
&lt;br /&gt;
Rumors have come out that these two survivors are the descendants of survivors from the COL-Earhart disaster. This group is reported to be the cause of multiple colonies being destroyed, and their people killed. The government has refused to comment on the validity of these claims.&lt;br /&gt;
&lt;br /&gt;
The validity of the Free Peoples of Earhart is beginning to increase across space. As more sightings of people claiming to be from this group pop up, the number of members is beginning to cause concern for the safety of colonies and transport ships. Part of exploration duties now consists of noting potential settlements for the FPE, abandoned or populated, to better handle the threat. Currently, they are seen by the public as an organized group of pirates. SolGov has yet to interrogate one in their home system.&lt;br /&gt;
|-&lt;br /&gt;
|March 18th, 2311&lt;br /&gt;
|The [[Expeditionary Corps#SEV Komarov|SEV Komarov]] is attacked by Fifth Fleet defectors, who steal valuable bluespace technology and kidnap EC Lieutenant Sverker Larson, the Komarov&#039;s Chief Engineer. One of the defectors&#039; shuttles is discovered adrift, engines disabled. The SEV Torch responds to the scene, capturing the shuttle in its gravity well and laying siege. &lt;br /&gt;
The Torch is able to disable the remaining defectors aboard, take the shuttle, and reclaim the captive lieutenant. He carries grim news: these defectors – hailing primarily from Iolaus and a smattering of fringe border colonies – have begun to unite under a single banner, calling themselves the &amp;quot;Frontier Alliance&amp;quot;. At the present, the ships that attacked the Komarov are searching for a cache of information Larson preemptively jettisoned from the Komarov into sector SGECO 1313.&lt;br /&gt;
The Torch has the opportunity to burn engine fuel and beat this alliance of mutineers to the cache. The Captain makes the call, and the bridge plots the course.&lt;br /&gt;
|-&lt;br /&gt;
|April 1st, 2311&lt;br /&gt;
|The Torch races to retrieve the Komarov cache, right as the new [[Frontier Alliance]] – made up of a contingent of Fifth Fleet mutineers, Iolans, and a collection of other dissident colonies – declares ownership of the Copernicus system and the swaths of space and remote colonies around it. Chaos overtakes the system as Solar ships are forced to flee Alliance territory or else be subject to the Alliance&#039;s mercy. &lt;br /&gt;
Shortly after sending a team of Explorers aboard the Charon to retrieve the cache, the Torch is confronted by the UFS Bulwark, who demands the Torch leave the sector immediately in the name of the Frontier Alliance. The Captain stalls for time by inviting a group of the Bulwark&#039;s so-called &amp;quot;diplomats&amp;quot; onto the Torch to share the Alliance&#039;s beliefs and purpose, hoping to distract them. &lt;br /&gt;
The arrival goes disastrously, with Torch crew jeering, shoving, and eventually pepper-spraying the visitors. The Alliance crew prepare to return to their ship right as the Bulwark realizes the Torch has a shuttle on the planet... &lt;br /&gt;
A shootout commences as the Alliance crew race back to their ship and the Torch attempts to detain them. The Torch reconvenes with the Charon and flees the sector, despite the Bulwark&#039;s best efforts to shoot them out of the sky.&lt;br /&gt;
The Frontier Alliance – all the more hateful towards Sol for the Torch&#039;s actions – takes their place on the galactic stage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summer, 2312 - Encounter with the Legion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|Overall&lt;br /&gt;
|&lt;br /&gt;
* The Torch encounters a hostile group, unseen before. Synthetic assimilators of an unknown origin. The crew suffers losses and decides to retreat, slowly making their way to outpost E-14b. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 20th 2312&amp;quot;&amp;gt;July 20th, 2312&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch ends up at Gilese 936, after an unidentified fault with the bluespace drive. While the drive troubleshoots itself, an expedition is sent to the temporarily dubbed, Anderson-Eta exoplanet. A brief exploration reveals the presence of a facility inhabited by automated systems, and a group of synthetic assimilators, with familiar frames bearing the markings of the Terran Commonwealth, as well as that of the Expeditionary Corps.&lt;br /&gt;
&lt;br /&gt;
With the hoard of synthetics eventually making their intentions clear, a fight breaks out. The Torch was assaulted, and losses were taken. The crew were forced to jump out of the system, with a plan to retreat to a safe haven.&lt;br /&gt;
&lt;br /&gt;
Now, with sparse information. The rest of the Sol Central Government are vying for more information from the members of the Torch. And as such, have launched an investigation into the matter. Meanwhile, the intentions of this new species, or its origins, are left unknown.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Skrell_Military&amp;diff=2744</id>
		<title>Skrell Military</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Skrell_Military&amp;diff=2744"/>
		<updated>2024-06-27T07:23:18Z</updated>

		<summary type="html">&lt;p&gt;Ryan: typo in skrell military&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Skrell]] possess a highly diverse military, with different levels of organisation, expertise and various duties dependent upon who it is organised by.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The most common military forces seen in the Skrellian territories are the local reserves of each City-State. In charge of the city’s defence, they also fill the role of law enforcement for the government. However, their small numbers coupled with the political independence of every City-State limits their capacity in time of war and general offensives against their enemies. As such the forces of a city state, known as the Qrri-Morr&#039;Kon, are usually limited almost entirely to local defence, emergency medical, search and rescue and policing with a heavy focus on the latter. The Qrri-Morr&#039;Kon also contains a city states intelligence service is unusually diverse, often consisting of a large number of Malish-Katish analysts and Talum and Kanin-Katish operatives monitored by Raskinta handlers.&lt;br /&gt;
&lt;br /&gt;
To compensate for this issue, the Skrell formed what they call the Skrellian Defence Task Forces, or Qarr-Morr&#039;Kon. SDTFs are independent entities formed by several City-States who pool together resources and manpower for their common safety. Once such a group is formed, they gain full independence from their creators, although they are still informally bound to them as they need the City States as a source of recruitment and materials. Private corporations also have a part to play with the SDTFs, as they often sign contracts with them to sell equipment and ships at preferential prices. For the corporations, it is mostly a way to advertise themselves: The prestige of a partnership with an SDTF, along with the fact that such groups only procure the best equipment generally means a major boost in sales based on the reputation of the SDTF.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, SDTFs are not ruled by Qerr-Katish, but by a Raskinta-Katish commander, assisted by a variation of a Qerr-Koal council, in the form of the officers in charge of the various subsections of the organisation.&lt;br /&gt;
&lt;br /&gt;
As for recruitment, City States provide the SDTFs with volunteers s after which the SDTF evaluates them under various criteria to decide how many of them will actually join the group. There is rarely a lack of volunteers for this task, as being an SDTF member entails a lot of advantages over a regular inhabitant of a city; Higher wages than with an equivalent ‘civilian’ job, priority when it comes to healthcare and education for their close family and more. Members of a SDTF also enjoy multi-citizenship across the various founding cities of the organisation, a perk rarely enjoyed in civilian life and a serious motivator for potential recruits.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might expect, the Raskinta-Katish only represent half to three quarters of an SDTFs&#039; manpower. Kanin-Katish generally have a strong presence in a task force and a smaller amount of Malish-Katish can be found working along their more physical brethren in a variety of medical, science and research roles. A few Qerr-Katish work as diplomats and managers for groups, while Talum-Katish are a very exceptional caste to be seen working in them, only for for rare tasks related to the SDTF’s public image.&lt;br /&gt;
&lt;br /&gt;
Culturally SDTF&#039;s are fundamentally different in style, culture, mode of operation and living to human militaries. SDTF&#039;s are, thanks to their heavy Raskinta influence and control, highly communal organisations, and tight familial bonds are formed within them. Skrell put little importance on standing on ceremony or command separation. There is no officer-enlisted style divide, and there is often little need to &amp;quot;pull rank.&amp;quot; Life in an SDTF is a highly personal, informal, yet regimented affair.&lt;br /&gt;
&lt;br /&gt;
As for the castes, they take a more complicated shape within the Skrellian military; while the main structure remains, they are subsequently divided into more diverse categorisations, themselves separated into smaller partitions to ensure every Skrell is performing their duty as a specialised, competent component of a greater machine. The sub-divisions are divided into the following components:&lt;br /&gt;
&lt;br /&gt;
Raskinta-Katish Components:&lt;br /&gt;
&lt;br /&gt;
* Me’kerr-Ketish: Soldiers specialised in boarding operations and fighting in 0G, they are formed to perform lighting strikes, at their best in closed environments. They also handle rapid strike orbital strike operations.&lt;br /&gt;
* Me’xoal-Ketish: The ground forces of a SDTF. Contrary to the Me’kerr-Ketish, they are formed for long range combat, patient and thorough in their actions.&lt;br /&gt;
* Qi’kerr-Ketish: The Skrellian space and air forces. Heavily trained in hit and run operations, mostly as a support and diversion for the infantry. While most are focused around the operation and piloting of fighter, bomber and strike craft they also helm the larger SDTF fleet vessels and a Qi&#039;Kerr is usually found as the commander of the Fleet.&lt;br /&gt;
* Qi’xoal-Ketish: The ground vehicles of a SDTF, their role is further divided into long range support to the infantry and as a lighting strike force for critical targets.&lt;br /&gt;
&lt;br /&gt;
Malish-Katish Components:&lt;br /&gt;
&lt;br /&gt;
* Keloa-Ketish: Mostly fleet-based, this component is in charge of the Research &amp;amp; Development projects of the SDTF, generally working closely with the groups partners to improve and adapt their technology to the needs of the defence forces.&lt;br /&gt;
* Mero&#039;ta-Ketish: An SDTF&#039;s medical caste. This component is almost entirely responsible for providing medical services within an SDTF and has a variety of physicians, surgeons and nursing staff.&lt;br /&gt;
* Toglo’i-Ketish: Technical support for Raskinta, these Malish-Katish often accompany them during operations to provide technical support. As such, they often tend to adopt some traits of their military brothers.&lt;br /&gt;
&lt;br /&gt;
Kanin-Katish Components:&lt;br /&gt;
&lt;br /&gt;
* Megloa-Ketish: Work in collaboration with the Keloa-Ketish in R&amp;amp;D. Their close contact with their intellectual kin tends to make them more inquisitive and individualistic than other Kanin-Katish.&lt;br /&gt;
* Xiqarr-Ketish: Fleet-based, they are in charge of operating, maintaining and piloting the SDTF’s fleet and starbases. Heavily engineering focused.&lt;br /&gt;
* Goxo’i-Ketish: Similarly to the Toglo’i-Katish, they handle technical support for the Raskinta-Katish, generally accompanying the Qi’xoal-Ketish for vehicle maintenance on the field, but also engaged into demolitions and communications operations along the Qi’xoal-Ketish. The similar mindsets of Kanin-Katish and Raskinta-Katish consequently improve their capacity for cooperation.&lt;br /&gt;
* Mero&#039;tol-Ketish: Roughly equivalent to human medical technician/field medic roles these are combat trained medical personnel who accompany Raskinta infantry and provide medical support, patient care and emergency medicine on the battlefield. They also guard, maintain and establish field hospitals for the Mero&#039;ta-Ketish, and their close work with both see them adopting some of the traits of both groups.&lt;br /&gt;
&lt;br /&gt;
The Qerr-Katish and Talum-Katish, few in numbers, do not have larger component organisations within the SDTFs. As for the subsequent divisions within each component, they tend to differ from task force to task force, although some global patterns exist (separation of space and air forces within the Qi’kerr-Ketish, artillery and frontline vehicles within the Qi’xoal-Ketish and so forth.)&lt;br /&gt;
&lt;br /&gt;
Here are a few famous SDTFs found across history:&lt;br /&gt;
&lt;br /&gt;
* Qerr’voal: A famous name within the Raskinta-Katish community, the Qerr’voal is the SDTF in charge of defending the Qerr’Vallis system, a task the Qerr&#039;Voal has carried out with distinction for 600 years. Despite the relative safety and stability of the system many young Skrell of Qerr&#039;Balak and the surrounding colonies try to enter the prestigious organisation in order to gain status and influence with their brethern.&lt;br /&gt;
* Qala’oa: Relatively recent, this particular group was funded shortly after the first contact between Skrell and humans. Patrolling several worlds at the border between the two species this SDTF has, like the colonies it protects, started to slowly adopt some human customs and views, for better and for worse. Still growing today, some expect it to become the largest SDTF along the skrell-human border within the next thirty years.&lt;br /&gt;
&lt;br /&gt;
== Life in Space ==&lt;br /&gt;
Up until the 8th century, the Skrell had no established rules or customs when it came to life in space. While they certainly had their planetbound colonies and small space stations spread across their territories, long-term living in the void was virtually unheard of. However, as new settlements began to grow in numbers and importance, many corporations that had heavily invested in colonial development had to adapt their infrastructures, with many moving most of their operations to large space stations either in orbit of Qerr&#039;Balak or, more generally, within the Qerr&#039;valis system. Imperceptibly, they had slowly grown increasingly independent from planetside governments, and by the end of the century, most planetside leaders had to acknowledge that the only logical step left for these companies was to attain full political independence, breaking the hegemony of the Qerr-skria over Skrellkind.&lt;br /&gt;
&lt;br /&gt;
Back on Qerr&#039;Balak, the various governments were scrambling to find a proper way to react to the crisis. The transition process was already well on its way, and across the planet, academies and Qerr-skria were afraid to see their authority turn to dust as one corporation after the other would free themselves from their influence. Open war was immediately discarded; not only were the corporations too numerous, making any sort of military operation difficult, perhaps even doomed to failure as several of them were responsible for the manufacture of many city-states&#039; spacecraft and weaponry, but the repercussions of public governments openly attacking the private sector would be disastrous for the economy and most likely a very unpopular move for the population in general. More so, the geopolitical ramifications of militarising space were legion: who would be the leading authority in such a war? how to prevent similar occurrences in the future? how to make sure that space would remain a neutral zone, free of the political struggles between the thousands of independent governments back on the planet? No city-state was willing to take the first step to react to the situation, until the city of Kal&#039;lo, as often in its history, proposed a solution that would shape the Skrellian military for centuries to come.&lt;br /&gt;
&lt;br /&gt;
Using the corporations&#039; own weapons against them, the city-state, along with numerous others partners, pooled its resources to create a government-funded but privately-owned military group, tasked with enforcing Skrellian laws in areas where the planet&#039;s governments could not operate. This new structure would later give birth to the countless defence task forces we see today in Skrellian space. The organisation, officially operating of their own volition and able to declare itself an authoritative figure without implicating planetside governments, was therefore able to pressure private organisations into respecting most of Qerr&#039;Balak&#039;s legislative apparatus under threat of military action, even though it could not fully keep them under control.&lt;br /&gt;
&lt;br /&gt;
Nowadays, the dynamics of the relationship between corporations and the military have not changed much, except for the scale of it; thousands of corporations with their own structures and agendas have to compete and operate with thousands of military groups with their own structures and agendas in a gargantuan yet functional machinery only the Skrell are capable of.&lt;br /&gt;
&lt;br /&gt;
On one hand, life in corporate territories resemble most aspects planetary life: stations have their own laws (over time, the focus shifted from obeying traditional Skrellian laws to creating their own set of rules that nonetheless respects the spirit of the universal Skrellian system), use the same caste system, and are still tied to the economic system of the city-states, as they are still the only ones printing money universally recognised in their territories. They are, however, very different in their organisation, as they are mostly ruled by groups of share-owning Qerr-Katish who legislate and manage their holdings in a much more oligarchical system than the technocratic monarchy of the city-states.&lt;br /&gt;
&lt;br /&gt;
Despite their best efforts to place themselves as equals to the city-states, various pressures have so far prevented them from fulfilling their potential; apart from their monetary dependence, they are also strongly discouraged by the SDTFs from forming their own large-scale military groups, usually relying on small private security and said SDTFs to ensure their safety (and despite the copious amounts of money and equipment invested in these groups, the defence task forces often seem to prioritise their own interests or the city-states&#039; before the ones of corporations). Similarly, while several corporations have attempted in the past to evolve into fully-fledged, space-based city-states with the powers and duties linked to the function, these experiments have for the most part always failed, with the stations falling back to their corporate habits in the next 50 years, in the best of cases.&lt;br /&gt;
&lt;br /&gt;
On the other hand, one would be mistaken to think that the authority of the SDTFs stops at their fleets. Over centuries of power struggles and expansion of their operations, the task forces own a fairly large amount of assets in space, from observation outposts to orbital cities occupied by civilians who fall under the authority of the military. In their case, life is much harsher than in city-states or corporate territories, as martial law is much more strict and punitive than everywhere else. It does not help that the military authorities maintain a tight control on migratory fluxes, leaving very few opportunities for the Skrell to move away to more tolerant environments. It can however be said that territories under the authority of SDTFs are the safest places in skrell with the military being so pervasive in society that piracy and organised crime are unable to properly operate. Moreover, while corporations have a relatively (in comparison to city-states) unequal society, with the Qerr-Katish holding most of the wealth and resources, the SDTFs do everything in their power to preserve the egalitarian structure of planetside societies in their own holdings.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]][[Category:Aliens]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2743</id>
		<title>Expeditionary Corps</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Expeditionary_Corps&amp;diff=2743"/>
		<updated>2024-06-26T11:58:02Z</updated>

		<summary type="html">&lt;p&gt;Ryan: /* SEV Buzz Aldrin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo ec.png|200x200px|thumb|SCGEC Insignia]]&lt;br /&gt;
The &#039;&#039;&#039;Expeditionary Corps&#039;&#039;&#039; is a [[Sol Central Government]] scientific agency tasked with exploration of uncharted space and worlds, mineralogy surveys and xenoarchaeological studies and, more recently, making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
The EC performs a variety of tasks: discovering and cataloging stellar objects in Observatory, initial surveys of prospective colony sites and space anomalies, in-depth exploration of uncharted worlds, staffing long-term scientific outposts, and studying anomalies and xenoarcheological sites.&lt;br /&gt;
&lt;br /&gt;
While not military, it was modeled in a naval style, with employees having ranks and uniforms, along with falling under the jurisdiction of the [[Sol Code of Uniform Justice]]. It consists of uniformed personnel (enlisted and commissioned officers) and corporate contractors hired on a per mission basis. Corpsmen are often highly specialized for the roles they take on their missions, and they are known for their experimental nature and ability to improvise.&lt;br /&gt;
&lt;br /&gt;
==Expeditionary Directives==&lt;br /&gt;
The Expeditionary Corps&#039; Directives are the cornerstone of all operations done by the organization, the mission statement and motto rolled in one. They are as follows: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exploring the unknown is your Primary Mission&#039;&#039;&#039;. You are to look for land and resources that can be used by Humanity to advance and prosper. Explore. Document. Explain. Knowledge is the most valuable resource.&lt;br /&gt;
*&#039;&#039;&#039;Every member of the Expeditionary Corps is an explorer&#039;&#039;&#039;. Some are Explorers by rank or position, but everyone has to be one when duty calls. You should always expect being assigned to an expedition if needed. You have already volunteered when you signed up.&lt;br /&gt;
*&#039;&#039;&#039;Danger is a part of the mission – avoid, not run away&#039;&#039;&#039;. Keep your crew alive and hull intact, but remember – you are not here to sight-see. Dangers are obstacles to be cleared, not the roadblocks. Weigh risks carefully and keep your Primary Mission in mind.&lt;br /&gt;
&lt;br /&gt;
While important, these should not be taken literally – exercise common sense. For example, even if Second Directive can be interpreted in such way, dragging ship&#039;s only physician to an asteroid survey is not a good idea. Remember that &#039;expedition&#039; is bigger than just the away team, the ship crew is part of it, and they have their role. Third Directive is about taking calculated risks, not cavalier charging into danger. There&#039;s little point in getting expedition to some place if you&#039;re just going to lose it there.&lt;br /&gt;
&lt;br /&gt;
==Operations ==&lt;br /&gt;
[[File:Logo ec observatory.png|110x110px|left|thumb|Observatory Insignia]]&lt;br /&gt;
[[File:Logo ec fieldops.png|110x110px|left|thumb|Field Operations Insignia]]&lt;br /&gt;
The Expeditionary Corps is a uniformed civilian service of the Sol Central Government, tasked with exploring the unknown for the advancement of humanity. However, it had a long period of decline, operating on a greatly reduced budget prior to the beginning of the Helios mission. The Corps consists of enlisted personnel, commissioned officers, and corporate contractors. The uniformed members form the core of expeditions and facilities, with specialists contracted from various corporate and academic entities on a per-mission basis for the more niche tasks.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps are commanded from the SCG EC Observatory in Sol, with personnel organized in two major sections, focusing on the different parts of EC operations. Personnel from both sections are assigned to Programs (Helios Program being an example).&lt;br /&gt;
&lt;br /&gt;
Before the funding increase and renewed interest in exploration, the EC only had a dozen vessels that were operational. Three of these were ancient, Slower-Than-Light (STL) craft, from the Expeditionary Corps&#039; founding days and were reliant on Gateway travel. Most of the personnel are stationed at various outposts, with passage secured by chartering a private vessel or requesting transport from the Fleet.&lt;br /&gt;
&lt;br /&gt;
The Observatory has two methods of handling the investigation of the valuable intelligence it gathers; Post a bounty with all relevant data to be claimed by any private enterprises which is the most commonly used method, or, if the data points to a nearby target or one that shows great value or something of scientific import, a proper EC Expedition is assembled and sent to investigate personally.&lt;br /&gt;
&lt;br /&gt;
The head of an independent EC exploration team is the [[Pathfinder]], a mid-level officer of the Expeditionary Corps who often operates with great leeway and minimal oversight when it comes to how their teams conduct themselves in the field. This is an inevitable consequence of the nature of their exploration missions, often conducted outside of communications range and in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
====Field Operations ====&lt;br /&gt;
The Field Operations section of the Expeditionary Corps is what people see in EC recruitment posters and ads – gruff machos hacking apart aliens on exotic worlds with the iconic machete. That being said, the actual work carried out by the EC&#039;s exploration teams features far less glamour and machismo, being focused instead on mineral surveys, planet habitability reports and collecting samples of xenolife. Corpsmen from this section specialize in xenobotany and handling xenofauna, along with support skills like field medicine or structural engineering.&lt;br /&gt;
&lt;br /&gt;
====Observatory====&lt;br /&gt;
The Observatory section was originally in charge of manning their namesake, but now corpsmen from that section are often found at EC science outposts or spaceships, working more delicate machinery and running complex scientific experiments. Observatory corpsmen staff the infirmaries on EC facilities, and handle complex engineering tasks like power cores and communications. Scientists who join EC full-time are assigned to this section.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
[[File:Logo ec bluespace.png|230x230px|thumb|EC Bluespace Exploration badge. Recovered from a wreck of SEV Titov, which broke up in a bluespace rift.]]&lt;br /&gt;
&#039;&#039;&#039;2130&#039;s:&#039;&#039;&#039; The Expeditionary Corps established early in Terran Commonwealth history by consolidating various national agencies for space exploration. It is tasked with surveying lesser explored Sol bodies like outer planets&#039; satellites and Kuiper Belt, and accompanying the colonization vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2170&#039;s:&#039;&#039;&#039; Rising tensions in Sol between Terran Commonwealth and Ares Confederation, combined with the rapid decline of Earth&#039;s ecosystem prompt creation of what press dubbed &#039;Extinction Countermeasures Committee&#039;. As a part of its activities, long-range EC exploration missions are launched via Pluto Sling, decades of cryo-frozen STL travel, on a quest to find habitable worlds to evacuate humanity to if such need arises.mes. Early missions were small crews, cryo-frozen, with automated systems rigged to wake them up at the destination or for the course correction. They had no way to get assistance or resupply once underway, so the culture of making do and cutting off unnecessary parts was formed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2230&#039;s:&#039;&#039;&#039; As a part of the reorganization of Terran Commonwealth into the Sol Central Government, Expeditionary Corps is placed under the Committee for Economic Development. With fears of an extinction event alleviated by the number of colonies and promise of lasting peace in Sol, the officials aren&#039;t considering space exploration a high-priority area. With the proliferation of FTL travel via gateways, public support for STL missions was failing too. Bluespace rift exploration is still an option, but almost prohibitively dangerous for government operation, requiring a mountain of waivers and volunteer crews. A lot of EC personnel is shifted to research outposts, studying various anomalies in the proximity of gateway-reachable systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2302:&#039;&#039;&#039; Funds starting flowing into the revitalized Expeditionary Corps and the Helios program. What followed was a large-scale publicity campaign, corporate sponsorship. And a change of ownership – The EC was moved under the Committee for Diplomatic Relations, to reflect a new stated objective of the Helios mission – making contact with undiscovered sapient life.&lt;br /&gt;
&lt;br /&gt;
==Vessels and Installations==&lt;br /&gt;
The EC has a number of vessels and installations, with the latter mostly being on the edge of Sol territory.&lt;br /&gt;
&lt;br /&gt;
===Observatory===&lt;br /&gt;
The Observatory or the SCGECO (Sol Central Government Expeditionary Corps Observatory) is the nerve center of the Expeditionary Corps. It is located at Jupiter-Sun L2 Lagrange point and is home to the most advanced high power radio telescope array in the Sol system. It was established in 2130 by Terran Commonwealth as a part of colonization effort, to look for possibly habitable exoplanets without the interference of Sol inner asteroid belt. Due to its location it was also used as a base for survey expedition to Jovian moons and Kuiper belt objects, and over time grew to house majority of EC support facilities. Now it serves as EC headquarters, with both high command (just referred to as Observatory) and EC Academy located here, with a token presence on Mars and Earth.&lt;br /&gt;
&lt;br /&gt;
===SEV Torch===&lt;br /&gt;
The [[SEV Torch]], originally christened as the Sol Fleet Vessel Arrow, is a Mako-class exploratory corvette launched in 2307. The vessel is the result of a deep space exploration program (The Helios Project) overseen by the Sol Central Government (SCG) and involving multiple corporate investors, primarily the [[Expeditionary Corps Organisation|Expeditionary Corps Organisation (EXO)]] and certain [[Skrell|Skrellian]] organizations. The Torch engages in numerous routine expeditions year-round, and is somewhat less-famous than the other ships in the program, with a lower media profile. In spite of this, it has made a number of accomplishments and has a reputation as a reliable survey vessel.&lt;br /&gt;
&lt;br /&gt;
Notably, the Torch was the only one of the five Helios Project vessels to receive a [[Guide to Supermatter|Supermatter Engine]], courtesy of [[NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
===SEV Magnus===&lt;br /&gt;
The SEV Magnus is (or was) an Expeditionary Corps Corvette, a sister ship of sorts to the Torch before various overhauls and refits rendered the Torch a wildly different vessel. The SEV Magnus was an original three-deck Mako Class Corvette, commissioned in service as the SFV Tornado before being mothballed along with all other Mako class corvettes in 2265. It then entered service with the Expeditionary Corps from 2270 as the SEV Magnus. During its time in service the Magnus was a reliable, if unremarkable vessel that served as the Expeditionary Corps flagship before it was replaced in this capacity by the SEV Helios, a time during which it was also placed into the Helios Project as one of the four vessels, where it remained until 2304 when it went missing while conducting a survey mission in B. Wendigo. Efforts to locate the Magnus have failed thus far and its fate is shrouded in mystery. It was a sister ship to the SEV Sagan.&lt;br /&gt;
&lt;br /&gt;
===SEV Icarus===&lt;br /&gt;
A former Lexington-Class Corvette acquired by the expeditionary corps for the Helios Project, the SEV Icarus (Formerly the SFV Reliable) had a somewhat famed history as a vessel of the Third Fleet during the Gaia conflict before being retired from active service and handed over to the Expeditionary Corps as part of an asset sharing program between government departments. The SEV Icarus was refitted from the ground up as an exploration vessel, though notably kept its forward facing cannons from its time in fleet service. The Icarus was last seen in mid-2306 after being sent to investigate gathered probe data. It was supposedly off-course and no evidence has shown that it reached its intended destination.&lt;br /&gt;
&lt;br /&gt;
As of [[Timeline of Canon Events#June 26th 2310|June 26th, 2310]], the wreckage of the SEV Icarus were discovered by the SEV Torch on a remote exoplanet in the Luyten 545 system. An analysis of digital logs recovered from the ship is currently underway – efforts to recover the SEV Icarus itself have so far been stymied. &lt;br /&gt;
&lt;br /&gt;
===SEV Sagan===&lt;br /&gt;
The Sagan is the third and final of the Mako-class corvettes in EC service, and a sister ship to the SEV Magnus. It is a vessel attached to the Helios Project. Formerly the SEV Whirlwind it entered service in 2278 with the EC and has had a solid, reliable and somewhat interesting career since, being notable for the cataloguing and surveying of over forty five star systems before being issued a reliable jump-drive in 2303. The Sagan is, notably from the rest of the Helios Project vessels, equipped with an extensive sensor suite, with some of its newer systems being highly classified and (reportedly, but unconfirmed) possessing systems designed for use with the Rockfish-class stealth craft. The Sagan spends a great deal of its time being called for requests for service from various SCG entities in the scanning of nearby locations of interest.&lt;br /&gt;
&lt;br /&gt;
=== SEV Helios ===&lt;br /&gt;
The Flagship vessel of the Helios Project, and the largest of the EC&#039;s vessels, being a refit of the SFV Yi Sun-Shin, an Antietam-class Destroyer. The Helios is expensively outfitted, well equipped, and considered one of the most prestigious postings in the Expeditionary Corps thanks to its numerous references in the media and its dominance of Expeditionary Corps recruitment campaigns, the Helios does, as a result, do relatively little actual exploration, being used instead to showcase the Expeditionary Corps and its mission to the people of Sol. When it does embark on expeditions, however, they are almost always high profile and with a great deal of pre-planning and intelligence on the systems it will be visiting. Despite its prestige and political flash, many older members of the Expeditionary Corps resent the Helios and its lack of focus on what they consider to be &amp;quot;real work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===SEV Buzz Aldrin===&lt;br /&gt;
The SEV Buzz Aldrin is one of the EC&#039;s many specialist vessels. A heavily modified Cartwheel-Class dropship, the Buzz Aldrin is refitted into a dedicated mobile laboratory. Instead of relying on shuttlecraft for travel to the surface, it can deploy planetside directly, turning into a field lab. The Buzz Aldrin isn&#039;t used for initial scouting and survey, it is deployed when there&#039;s a long-term scientific mission to do in a hostile environment, but building a new outpost isn&#039;t feasible. As a result, the ship is known for its lengthy follow-up work, long deployments on dangerous planets carrying out a multitude of scientific experiments and survey missions.&lt;br /&gt;
&lt;br /&gt;
===SEV Komarov===&lt;br /&gt;
The SEV Komarov is a bluespace exploration vessel boasting the longest record – over 50 rift jumps without catastrophic system failures. Unlike most EC vessels and installations, you have to volunteer to be considered for a posting on the Komarov, due to the inherent danger of unshielded bluespace exploration. The Komarov itself is a curious feat of engineering, featuring multiple layers of redundancy to offset the inevitable post-jump failures. Engineers serving on it claim that as long as they get at least 30% of the ship through the rift, they can make the trip back. The Komarov is used on time-sensitive missions by Observatory, recording time-limited events in deep space up close, and sometimes assisting with rescue missions if no bluespace drive vessels can make it in time.&lt;br /&gt;
&lt;br /&gt;
=== SEV James Cook===&lt;br /&gt;
The SEV James Cook is one of the oldest active service vessels in the Expeditionary Corps, having entered service in 2150 and kept in service through a multitude of refits and overhauls, the Cook is a testament and reminder of the resourcefulness and determination shown by Expeditionary Corpsmen to keep waste low and to make do with what they have. A Newfoundland class vessel which, at the time, was built exclusively by the Terran Commonwealth for the Expeditionary Corps, it remains one of the few EC purpose built vessels and is equipped with a deployable radio telescope array and mounted observatory. The Cook is still a source of great value for the EC despite its reliance on dated and somewhat ancient technology as well as the use of older STL drives.&lt;br /&gt;
&lt;br /&gt;
===Listening Post 42-B===&lt;br /&gt;
Listening Post 42-B is one of the three remaining Expeditionary Corps Observation Outposts located on the frontier of Sol space, equipped with all manner of observation equipment and far away from the usual trade-lanes, commercial hubs and population centers. Posts such as these tend to be long-term assignments with minimal contact with others. Small stations, comparatively speaking, they usually possess a crew of no more than thirty, and assignments are usually year-long. 42-B is notable among the three for having picked up a mysterious signal, only to lose it minutes after. It also has the dubious honour of being the only post outside of SCG borders, orbiting Sinclair&#039;s Star. Some outside entities have speculated that it is used to spy the Skrell, though so far these claims have been unfounded.&lt;br /&gt;
&lt;br /&gt;
==Helios Project Controversy==&lt;br /&gt;
[[File:Logo torch.png|left|thumb|Torch mission patch]]&lt;br /&gt;
The decision to restart the deep space exploration sounded just too good to be true. The sudden change in course and the insistence with which Secretary General Barros pushed this decision spawned a lot of conspiracy theories on just what sort of secret agenda the government had for the Helios mission. &lt;br /&gt;
&lt;br /&gt;
*The main sponsor and participant of the Helios mission was [[NanoTrasen]]. An odd move for a greedy trans-stellar corporation that maintains a sizeable fleet itself, including prospector vessels of their own.&lt;br /&gt;
** &#039;&#039;What were they promised for participation?&#039;&#039;&lt;br /&gt;
*A [[Skrell]] corporation, Krri&#039;gli, agreed to provide a prototype bluespace drive after just a token negotiation, under the condition of priority access to the mission’s findings.&lt;br /&gt;
**&#039;&#039;Are Skrell using the EC to poke at something they’d avoid?&#039;&#039;&lt;br /&gt;
*The Government initially tried to staff the mission entirely with government employees and personnel from the four megacorps, opting not to contract outside companies. It was later relaxed due to personnel requirements and public outrage, to the point where even independent observers and journalists were tentatively allowed to join the expeditions.&lt;br /&gt;
**&#039;&#039;What did they want to hide from the public?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Getting in==&lt;br /&gt;
The media noise generated by the Helios mission attracted new recruits, the curious, the glory hounds, and even few people who genuinely wanted to explore space but believed that the EC was done for. Some disillusioned EC veterans came out of retirement, bringing much-needed experience. Any eligible personnel could request a transfer from Defence Forces into EC for the duration of the mission. For the Fleet, this is a temporary reassignment aboard the Torch, and only applies to Crewmen up to the rank of Commander on a positional basis. Private contractors filled the gaps as they did for many other EC missions.&lt;br /&gt;
&lt;br /&gt;
All new recruits and most Defence Forces transferred personnel are put through a six-month Expeditionary Academy. The core facilities are located on the Observatory, with a few smaller ones for specialized training programs scattered around SCG territory.&lt;br /&gt;
&lt;br /&gt;
Candidates must renounce any state or corporate citizenship they hold for the duration of their service in EC, becoming solely citizens of the SCG.&lt;br /&gt;
&lt;br /&gt;
The training is split into two parts, Basic Skills taking 2 months, and Specialty Training taking 4 months.&lt;br /&gt;
&lt;br /&gt;
===Basic Skills and Orientation===&lt;br /&gt;
The first &#039;&#039;&#039;2 months&#039;&#039;&#039; are focused mostly on instilling some discipline and basic functional adult skills into fresh recruits. Skill-wise, it&#039;s the basics – EVA, first aid, living on a space vessel. Recruits are given a rundown on the way EC operates, its mission and priorities.&lt;br /&gt;
&lt;br /&gt;
Recruits are monitored to weed out those who won&#039;t be able to cope with life on a space vessel. It&#039;s an open secret that troublemakers from all over the SCG use the EC as a last resort for escaping the troubles on their planet, so instructors take this part of the Academy very seriously – you either shape up or ship out.&lt;br /&gt;
&lt;br /&gt;
Most of Defence Forces transfers skip this part, aside from the orientation course on the way EC operates.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Training===&lt;br /&gt;
The next &#039;&#039;&#039;4 months&#039;&#039;&#039; are the specialized training. The recruits settle on the division they want to join – Observatory or Field Operations and their specialty. Those who have applicable training and experience can opt to pass the certifications and skip this part entirely if they are so inclined.&lt;br /&gt;
&lt;br /&gt;
Observatory recruits are trained to run their namesake, Observatory, or the ships the EC has. The engineers, the data analysts, the infirmary staff, the logistics specialists. They tend to have more in-depth technical training on their specialization.&lt;br /&gt;
&lt;br /&gt;
Field Operations recruits learn more hands-on skills, useful when operating as a part of expedition outside the facilities. The explorers (the job), the field medics, the ‘sapper’ kind of engineers. They tend to be more of generalists, having to juggle the field skills, their specialty, and field science basics.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision made in the Academy doesn&#039;t seal your career path – there’s plenty of chances for additional training along the way, and often personnel from either branch is picked for the mission depending on the skills needed. At the end of the day, everyone receives the baseline training needed to be a part of an expedition.&lt;br /&gt;
&lt;br /&gt;
After successfully graduating, all recruits are taken on a mock 3-day long Expedition in rural Mars, which often just turns into a celebration party with instructors turning a blind eye. It marks the start of your 2-year tour of duty/contract.&lt;br /&gt;
&lt;br /&gt;
==Enlisted==&lt;br /&gt;
[[File:EC enlisted.png|thumb|Expeditionary Corpsman]]&lt;br /&gt;
So, you’ve made it through the Academy. Explored countless worlds in the simulator, learned to navigate by map, shot hundreds of toothy aliens in the holodeck. You know which end of the sample bag opens, you learned not to eat the berries off the bushes on exoplanets. Now you&#039;ve worked off the hangover from the Martian Expedition and pinned on your shields. It’s time to get to that exciting work you’ve seen in the recruitment ads.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re lucky to even be on an EC-operated vessel. Most likely you&#039;re piggybacking on some Fleet patrol vessel that passes closest to your destination and is fine with taking a detour. Sometimes you have to hop several vessels along the way. After long and uneventful travel, you’ll have to load up all needed supplies and equipment yourself. Unless you have an EC shuttle docked, the best you would have is a cramped general utility pod. Once planetside, you are in for a mind-numbing routine of mapping out significant features, mineral deposits, taking notes of /everything/, and taking samples of anything you can get your hands on. Machete does come out at this point, except for its actual role – getting through thick vegetation. Then it’s time to get back shipside to pack, label and categorize every single thing you brought back from the planet. And then it’s back to the cryopod for the trip back.&lt;br /&gt;
&lt;br /&gt;
If it was a very important and urgent expedition, and you signed every waiver the Corps threw at you, you could&#039;ve been a part of a bluespace tear run. Even with all modern advances, traveling without a bluespace engine is very risky, and SCG doesn&#039;t approve these missions lightly. Possible sentient life signals that are fading, or a natural phenomena promising fundamental breakthroughs, that must be observed close before it disappears.&lt;br /&gt;
&lt;br /&gt;
Now, contrary to what Expeditionary Directives claim, not everyone in the Corps, or even in the Field Operations, actually go down to the exoplanets to wrestle with alien wildlife. While the EC doesn’t maintain a lot of ships, those that are still around need someone to keep the power running, to make sure air is flowing, to cook the meals. A lot of personnel is also serving on various remote research installations, studying curious xeno-ecologies, alien ruins, or natural anomalies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
! Insignia &lt;br /&gt;
!Rank&lt;br /&gt;
!Role &lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!E1&lt;br /&gt;
|[[File:Ec e1.png|center|frameless]]&lt;br /&gt;
|Explorer Apprentice&lt;br /&gt;
|Trainee &lt;br /&gt;
|18&lt;br /&gt;
|You&#039;re in the Expeditionary Academy, being nagged at by old men about how they know the best, and not listening to your team leader on the expedition is a great way to get everyone killed or worse. You didn&#039;t go on any expeditions outside of simulators, and you have a lot to learn before you&#039;re sent to a real one. Apparently, there&#039;s one right on graduation, prepare!&lt;br /&gt;
|-&lt;br /&gt;
!E3 &lt;br /&gt;
|[[File:Ec e3.png|center|frameless]]&lt;br /&gt;
|Explorer&lt;br /&gt;
|Rank and file&lt;br /&gt;
|18-25&lt;br /&gt;
|You can do your job to a satisfactory standard, though you might be not familiar with the finer details. You&#039;ll get better with experience. A lot of Corps personnel spend quite some time in this rank compared to similar paygrades in Defence Forces.&lt;br /&gt;
|-&lt;br /&gt;
!E5&lt;br /&gt;
|[[File:Ec e5.png|center|frameless]]&lt;br /&gt;
| Senior Explorer&lt;br /&gt;
|Specialist and/or a team leader &lt;br /&gt;
|20-30&lt;br /&gt;
|You either took some leadership courses or technical specialty qualifications. At this point, you&#039;re trusted with more sensitive equipment, and you can be put in charge of a small team.&lt;br /&gt;
|-&lt;br /&gt;
!E7&lt;br /&gt;
|[[File:Ec e7.png|center|frameless]]&lt;br /&gt;
|Chief Explorer &lt;br /&gt;
|Veteran team leader&lt;br /&gt;
|30-60&lt;br /&gt;
|You&#039;re one of the few on the top of rank ladder of EC. You&#039;ve seen and done the things. You might not have the leadership or scientific training of the commissioned officers, but your technical skills and vast experience make you invaluable to the Corps. You can be trusted to run an expedition as second-in-command, or a large team on a space facility.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
[[File:EC officer.png|thumb|Expeditionary Officer]]&lt;br /&gt;
Despite the somewhat lax hiring standards for EC enlisted, the requirements for the officers have not been relaxed since the creation of the Corps. The applicant must hold a university degree in a related field – astrogation, engineering, physics, biology, medicine, etc. With the recently stated mission of establishing contact with alien species, political science and xenodiplomacy degrees are accepted too.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for this relative strictness. Expeditions are often operating outside the communications range, and the officer in charge has to make the calls on site without consulting the higher command. EC officers are granted a commission on behalf of the Secretary-General, have the right to stake an official claim on unclaimed stellar bodies and have the capacity to represent the SCG in first contact scenarios if no dedicated diplomatic personnel are present.&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Corps Officer corps is, relatively speaking, a small, professional body. Most of its members have a passing familiarity with one another due to the size, the rotation between one of a few facilities and ships and general tight knit nature of EC culture. Officers have, likely, served with one another in some capacity at some point in time. The competitive and professional nature of the EC officer cadre means that they tend to favour internal promotion over external hires and transfers, with the latter being impossible for most command positions, typically being limited to entry level officers and medical staff.&lt;br /&gt;
&lt;br /&gt;
Since candidates already come in with the knowledge, the Academy for officers concentrates mostly on deep space operations and leadership. They also learn a lot about legal matters – teams in the field are given a lot of leeway, and the EC wants to be sure the leaders understand not to abuse it.&lt;br /&gt;
&lt;br /&gt;
Another thing that seems odd to the Defense Forces personnel is that EC officers stay for longer in seemingly unfitting &#039;paygrades&#039;. Due to small scale of most EC operations, most positions are filled with Ensigns, Lieutenants and above posted only on bigger projects that require a great amount of coordination. Corpsmen of same rank can have drastically different experience and pay, which is based on their qualifications and actual posting more than on the rank.&lt;br /&gt;
&lt;br /&gt;
Aside from poaching the people with degrees, anyone with a rank of Chief Explorer can apply for an elevator program. In exchange for signing a 10-year contract with the EC, their education is funded for a master&#039;s degree of their choice, and they are awarded the rank of Lieutenant after passing the Academy.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
!Role&lt;br /&gt;
! Usual Age&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! O1&lt;br /&gt;
|[[File:Ec o1.png|center|frameless]]&lt;br /&gt;
|Ensign &lt;br /&gt;
|Specialist with a degree in his field, leader of an expedition team&lt;br /&gt;
|25+&lt;br /&gt;
|You had some sort of university degree related to your field, and the Academy brought you up to the speed on the Corps-specific skills. At this rank, you&#039;re either leading a small expedition team or you work as a staff in a facility that needs your skillset.&lt;br /&gt;
|-&lt;br /&gt;
!O3&lt;br /&gt;
|[[File:Ec o3.png|center|frameless]]&lt;br /&gt;
|Lieutenant&lt;br /&gt;
| Leader of a department or a bigger autonomous expedition team&lt;br /&gt;
|30-45&lt;br /&gt;
|You are a leader. You&#039;ve had some additional training and experience with leadership, and you&#039;re in charge of an expedition team or a department aboard a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O5&lt;br /&gt;
|[[File:Ec o5.png|center|frameless]]&lt;br /&gt;
|Commander&lt;br /&gt;
|Ship/facility commanding officer or second-in-command.&lt;br /&gt;
|40-50&lt;br /&gt;
|At this point, you&#039;re eligible for a ship command. Though with the number of EC ships, you&#039;re more likely to work as the executive officer of a space vessel or facility.&lt;br /&gt;
|-&lt;br /&gt;
!O6&lt;br /&gt;
| [[File:Ec o6.png|center|frameless]]&lt;br /&gt;
| Captain&lt;br /&gt;
|Ship/facility commanding officer.&lt;br /&gt;
|48-70 &lt;br /&gt;
|You&#039;re in charge of a ship or a facility. You&#039;ve given a lot to the Corps, and Corps let you run things your way, to a reasonable extent.&lt;br /&gt;
|-&lt;br /&gt;
!O8&lt;br /&gt;
|[[File:Ec o8.png|center|frameless]]&lt;br /&gt;
|Admiral&lt;br /&gt;
|Leader of an EC division or a special Mission&lt;br /&gt;
|60-90&lt;br /&gt;
|You&#039;re in charge of large-spanning Missions that consist of various expeditions and facilities, e.g. Helios Project. Heads of Observatory and Field Operations divisions hold this rank for example. You do not go in the field anymore, operating out of Observatory.&lt;br /&gt;
|-&lt;br /&gt;
!O10&lt;br /&gt;
|[[File:Ec o8 alt.png|center|frameless]]&lt;br /&gt;
|Commandant of the Expeditionary Corps&lt;br /&gt;
|The Big Boss&lt;br /&gt;
|60-90&lt;br /&gt;
|The Boss. Not much to be said, you&#039;re the top. You spend most of your time arguing with politicians rather than doing the science. Maybe you miss wresting alien wildlife when faced with vicious creatures of SCG political scene, but someone has to do this job.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2728</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2728"/>
		<updated>2024-06-20T19:48:23Z</updated>

		<summary type="html">&lt;p&gt;Ryan: navbox add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
[[File:Penglai.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sestris&amp;diff=2727</id>
		<title>Sestris</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sestris&amp;diff=2727"/>
		<updated>2024-06-20T19:46:59Z</updated>

		<summary type="html">&lt;p&gt;Ryan: navbox add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sestris.png|thumb]]&lt;br /&gt;
Sestris, or The Union of Sestris and Bratis is a political entity within the [[Gilgamesh Colonial Confederation]].&lt;br /&gt;
&lt;br /&gt;
Sestris and Bratis form a system pair settled by a French colonial mission in the early days of interstellar expansion, with Sestris having claimed Bratis as a colony in the pre-GCC era. These systems were founding members of the GCC – second only to Gilgamesh in terms of political and economic power, citizens of Sestris enjoy a generally high standard of living and many can be found within the ranks of the ICCG Defense Forces.  &lt;br /&gt;
&lt;br /&gt;
== Sestris ==&lt;br /&gt;
&lt;br /&gt;
=== Amelie ===&lt;br /&gt;
&lt;br /&gt;
==== Geography ====&lt;br /&gt;
Amelie Possesses Earth-like gravity and a hot, dense atmosphere – surface conditions are survivable, but uncomfortable, and most settlements are climate-controlled. Within these domed cities, life is generally quite cushy: Sainte Marguerite, the first colony established in Sestris, is today a glittering metropolis and the financial capital of the GCC. Other major settlements include Chartreuse – an open-air city near Amelie’s relatively-temperate south pole, which boasts the planet’s largest botanical garden as well as several prestigious universities.&lt;br /&gt;
&lt;br /&gt;
==== Culture ====&lt;br /&gt;
Amelie is a relic of the era of its colonization, with the Colonization project being the only to contain one old-Earth culture group, this comes across quite clearly in the modern day, with Amelians extremely protective of their Cultural identity. This most visibly comes across in the architecture of the planet. Maintained over the years by a byzantine set of zoning laws, if one didn’t know any better, they would think any one of Amelie’s cities could have been on earth, if not for the planet’s hot dense atmosphere.&lt;br /&gt;
&lt;br /&gt;
Amelians are commonly described in terms such as ‘snobbish’, ‘uptight’, or ‘having superiority complexes’. Parallels are often drawn to the common dislike of Luna in Sol due to the wealth present on the planet, with many across the Confederation considering those from Amelie to be the highest of the upper class, and to many in who find themselves in less beneficial economic situations, the appearance of an Amelian is tantamount to the arrival of the bourgeoisie.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
Amelian politics is unique in the Confederation in that most Amelians couldn’t care less about lengthy careers in overall Confederation Politics. This results in Amelian representatives in the Confederate Directory often being isolationist pragmatists content with maintaining the status quo. They are surprisingly resistant to the Militarist wing of the Confederation Directory, preferring their tax dollars be spent where they have a greater chance to return back to Amelie.&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
Amelie is a mostly ‘white collar’ economy, with much of the Planets GDP held within the financial and insurance sectors as Amelie is the seat of most of the Confederation’s major banks and insurance companies. Other sectors such as military and agriculture are negligible to the service industry’s share of the Planet’s GDP, with workers not employed by the banks or insurance companies likely working in the planet’s tourist industry or other civil duties.&lt;br /&gt;
&lt;br /&gt;
=== Croixcolline ===&lt;br /&gt;
Croixcolline is a grey, barren world, riddled with a sprawling network of trenches, caverns, and caves. While currently incapable of supporting life, geological evidence suggests Croixcolline once held liquid water. Sporadic terraforming efforts have been underway for the past century, though waning interest and recent economic turmoil have ensured that few are stuck. &lt;br /&gt;
&lt;br /&gt;
== Bratis ==&lt;br /&gt;
&lt;br /&gt;
=== Savoie ===&lt;br /&gt;
&lt;br /&gt;
==== Geography ====&lt;br /&gt;
Savoie is an icy volcanic moon orbiting a gas giant and one of few rocky celestial bodies of any notable size in the system. Savoie possesses a large liquid ocean below its inhospitable surface, making it an attractive candidate for colonists seeking to spread beyond Sestris in the early days of colonial expansion. &lt;br /&gt;
&lt;br /&gt;
==== Culture ====&lt;br /&gt;
Culturally Savoie is identical to Amelie with the notable minority of immigrants from elsewhere in the Confederation with fond memories of GCNRB or GCNOB Bratis. As well the lack of zoning laws has resulted in a much more modern look and feeling to the planet.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
Politically Savoie marches to Amelie’s beat in full lock step. Although technically independent in all matters, the two are so deeply interconnected, and Amelie is vastly greater in size, thus Savoie is quite happy to wait to see what the delegates from Amelie say, and then agree.&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
Savoie is a small but densely-populated colony focusing on tourism and military logistics today. The Pioneer Corps maintains a research base, GCNRB Bratis, in the moon’s orbit. This outpost is dedicated primarily to geological monitoring and is considered a training assignment for recruits.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Zemlya&amp;diff=2726</id>
		<title>Zemlya</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Zemlya&amp;diff=2726"/>
		<updated>2024-06-20T19:45:45Z</updated>

		<summary type="html">&lt;p&gt;Ryan: add navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zemlya.png|thumb]]&lt;br /&gt;
Zemlya, formally Novaya Zemlya, is a cold, barren dwarf planet in the Gilgamesh system. It has been extensively colonised and is a major industrial hub within the [[Gilgamesh Colonial Confederation|GCC]]. Lacking an atmosphere, the planet’s inhabitants are housed either underground, within one of the many industrial structures protruding from the barren landscape, or in the domed capital city of Donorovka.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Confederation ===&lt;br /&gt;
Colonised by Terra prior to Gilgamesh’s reintegration into the Terran Commonwealth, Zemlya was colonised due to its large quantities of easily-accessible metals. Rather than exporting raw ore to be refined on Terra, early colonists established industrial facilities on the dwarf planet itself. These nascent corporations quickly expanded into manufacturing and shipbuilding, with it being cheaper for finished products to be assembled on Zemlya before being shuttled off planet – in the early days, more often than not, on vessels also newly-manufactured on Zemlya.&lt;br /&gt;
&lt;br /&gt;
=== Ares Conflict &amp;amp; Founding Confederation Member ===&lt;br /&gt;
By the time the Ares Conflict began, Zemlya had been transformed from a barren rock to the industrial lynchpin that allowed Gilgamesh to remain on the sidelines of the conflict. It was in the shipyards of Zemlya that the first vessels of the Gilgamesh Self-Defence Flotilla were manufactured. The founding of the Gilgamesh Colonial Confederation played a pivotal role in Zemlya’s history, transforming the planet from one of many industrial outposts in human-controlled space to the industrial backbone of the new Confederation– triggering with it a flood of money, material, and people.&lt;br /&gt;
&lt;br /&gt;
=== Today ===&lt;br /&gt;
Zemlya today is somewhat of a shadow of its former self. While the Conflict increased demand on Zemlya for all types of goods, the waves of conscription that rocked the Confederation forced many factories to consolidate, closing larger facilities to operate smaller ones at peak capacity. While the planet has recovered from the rut of the late 90s, it has been observed by many both on Zemlya and elsewhere in the Confederation that the planet relies heavily on immigrants and temporary workers from elsewhere in the Confederation.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Zemlya’s demographics are often referred to as the ‘control’ by Confederation Census workers. Due to the planet’s high draw of industrial workers, the planet’s demographics are almost identical to the Confederation’s as a whole, with two in three naming Pan-Slavic as their primary daily language and the other one third declaring Zurich Common as their primary daily language, compared to declared primary personal languages, with all major human languages holding roughly similar percentages.&lt;br /&gt;
&lt;br /&gt;
Zemlya has also slowly developed strong union membership, with about seventy percent of respondents declaring their membership in a union in the 2310 Census.&lt;br /&gt;
&lt;br /&gt;
Zemlya, specifically it’s capital city Donorovka is home to several of the Confederations largest corporations, with Novaya Zemlya Shipyards, Donorovka Metallurgy, and Novaya Zemlya Arms having their headquarters within the city’s dome.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Zemlya lacks any atmosphere, with the planet looking like nothing more than a barren rock should you not know where to look.&lt;br /&gt;
&lt;br /&gt;
Zemlya’s surface is nothing special, appearing just like the countless other barren grey planets in space, though the many sprawling industrial complexes across the planet’s surface gives away the locations of many of the planet’s settlements in underground complexes. The notable exception is the Capital of Donorovka, housed underneath a massive airtight dome, forming the only ‘open air’ settlement on the planet.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Zemlya’s workforce is overwhelmingly engaged in industrial activities, with only ten percent of workers employed in service industries - This has the effect that Zemlya and Terra are in a symbiotic relationship, with Terra reliant on Zemlya’s industrial goods, and Zemlya reliant on Terran agriculture to feed its population.&lt;br /&gt;
&lt;br /&gt;
Zemlya is undeniably the most important industrial area in the Confederation, with Zemlyan shipyards integral to the Confederate Navy, and Zemlyan factories producing much of the Confederations industrial goods.&lt;br /&gt;
&lt;br /&gt;
== Unions ==&lt;br /&gt;
Zemlya’s labour industry has developed and changed drastically as the years have passed. Unions were unheard of on the planet until 2271 when the Planet’s first Official (legal) Union, the Zemlya Shipbreaker’s Union was formed following a string of high-profile workplace incidents. The Union’s founding did not go without its share of ‘controversy’, with several of the planet’s megacorporations putting up extremely heavy resistance to Unions forming in their sectors, this included the hiring of strikebreakers, intimidation, and importing entire workforces to replace unionized workers. This extremely public game of cat and mouse between the fledgeling Unions and the corporations received little public attention until 2293 when it suddenly blew up in the government’s face.&lt;br /&gt;
&lt;br /&gt;
=== The Donorovka Incident ===&lt;br /&gt;
The Donorovka Incident, or as it is commonly called on Zemlya, ‘The Final Straw’, was the incident and following coverup of a casualty incident at Donorovka Metallurgy on the night of September 21st, 2293.&lt;br /&gt;
&lt;br /&gt;
The Incident began when a sleep deprived replacement worker fell from a railingless catwalk, dying when they landed in a pile of molten slag. The subsequent coverup of the incident by the company was shattered when an armed group of metallurgists who were present during the incident forced their way into the Zemlyan Senate with security footage from the mill. Although the metallurgists were arrested for their acts, the security tapes were kept in the public eye by the trials.&lt;br /&gt;
&lt;br /&gt;
The Confederation Directory acted quickly, with the Conflict now in full swing they pushed through sweeping workplace safety regulations that silenced much, but not all, of the anger coming from Zemlya, kicking the proverbial can down the road far enough to see the conflict through.&lt;br /&gt;
&lt;br /&gt;
Following the Conflict, many drafted industrial workers returned to Zemlya to find that they were quickly replaced and forgotten, this anger along with the sense of camaraderie that all found in the Navy fused with the lingering anger from the Donorovka Incident to push Union membership on Zemlya past 50% for the first time in 2299.&lt;br /&gt;
&lt;br /&gt;
This milestone was met with an announcement that Novaya Zemlya Shipyards and Novaya Zemlya Arms would allow their entire workforce to vote on if they wished to unionize; the resulting vote for Unionization pushed the total Union membership on Zemlya to 67%, where it has remained close to to this day.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Zemlyan politics were dominated for much of its history by industrialists and corporate interests, with Corporate backed candidates holding the majority of seats in the Zemlyan Senate for that time. Zemlyan politics began to change at about the same time that the Planet’s unions began to form, with vast public interest in Workers safety and rights at the time, non-Corporate candidates began winning elections against their corporation backed foes.&lt;br /&gt;
&lt;br /&gt;
This trend was similarly affected by the Donorovka Incident, with the wave of anger diluting the Corporate hold on the Senate enough that a non-corporate majority was achieved for the first time following elections in 2295. The ‘95 government quickly passed legislation outlawing the hiring of strikebreakers and intimidating workers to prevent Unionization. The ‘95 government was brought down by a vote of no-confidence in February 2296, however no government since has reached the needed vote threshold to repeal the ‘95 government’s legislation.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Template:Navbox_Lore&amp;diff=2725</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Template:Navbox_Lore&amp;diff=2725"/>
		<updated>2024-06-20T19:42:10Z</updated>

		<summary type="html">&lt;p&gt;Ryan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color:white; background-color:#00a867;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Baystation 12 Lore&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;&#039;Main&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&amp;lt;small&amp;gt;[[Beginning Lore]] ∙ [[Timeline of Canon Events]] ∙ [[SEV Torch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;&#039;Humanity&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |&amp;lt;small&amp;gt;History&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt;[[Timeline of Humanity]] ∙ [[Gaia Conflict]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |&amp;lt;small&amp;gt;Corporations&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt;[[Aether Atmospherics and Recycling|Aether Atmospherics]] ∙ [[Deimos Advanced Information Systems|DAIS]] ∙ [[Gilthari Exports]] ∙ [[Hephaestus Industries]] ∙ [[NanoTrasen]] ∙ [[Ward-Takahashi GMB]] ∙ [[Xynergy]] ∙ [[Corporations|Other Corporations]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Sol Central Government|&amp;lt;small&amp;gt;Sol Central Government&amp;lt;/small&amp;gt;]]&lt;br /&gt;
|&amp;lt;small&amp;gt;Locations: [[Venus]] ∙ [[Earth]] ∙ [[Luna]] ∙ [[Mars]] ∙ [[Phobos]] ∙ [[Ceres]] ∙ [[Pluto]] ∙ [[Ceti Epsilon]] ∙ [[Eos]] ∙ [[Pirx]] ∙ [[Tadmor]] ∙ [[Saffar]] ∙ [[Foster&#039;s World]] ∙ [[Nueva Castilla]] ∙ [[Gaia]]*&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Organizations: [[Sol Central Government Army|SCG Army]] ∙ [[Expeditionary Corps]] ∙ [[Expeditionary Corps Organisation|EXO]] ∙ [[Sol Central Government Fleet|SCG Fleet]] ∙ [[Sol Federal Police]] ∙ [[Sol Central Government Organisations|Other SCG Organizations]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Other: [[Expeditionary Tales]] ∙ [[Fleet Vessels]] ∙ [[SEV Torch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Gilgamesh Colonial Confederation|&amp;lt;small&amp;gt;Gilgamesh Colonial Confederation&amp;lt;/small&amp;gt;]]&lt;br /&gt;
|&amp;lt;small&amp;gt;Locations: [[Terra]] ∙ [[Zemlya]] ∙ [[Sestris]] ∙ [[Gaia]]* ∙ [[Other Members|Members]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&amp;lt;small&amp;gt;Organizations: [[Gilgamesh Colonial Navy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Frontier Alliance|&amp;lt;small&amp;gt;Frontier Alliance&amp;lt;/small&amp;gt;]]&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt;Locations: [[Iolaus]] ∙ [[Brahe]] ∙ [[Frontier Systems#Umiri|Umiri]] ∙ [[Frontier Systems#Kaze|Kaze]] ∙ [[Frontier Systems#Sunset|Sunset]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |&amp;lt;small&amp;gt;Other Systems&amp;lt;/small&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;small&amp;gt; Locations: [[Frontier Systems]] ∙ [[Nyx]] ∙ [[Magnitka]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;&#039;Aliens&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&amp;lt;small&amp;gt;[[Skrell]] ([[Skrell Roleplay Guide|Roleplay Guide]] ∙ [[Skrell Biology|Biology]] ∙ [[Skrell Castes|Castes]] ∙ [[Skrell Crime|Crime]] ∙ [[Skrell Culture|Culture]] ∙ [[Skrell Family and Education|Family and Education]] ∙ [[Skrell Language|Language]] ∙ [[Skrell Military|Military]] ∙ [[Skrell Politics and Economics|Politics and Economics]] ∙ [[Qerr&#039;Balak]])&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Unathi]] ([[Unathi Agriculture|Agriculture]] ∙ [[Unathi Clans|Clans]] ∙ [[Unathi Cults|Cults]] ∙ [[Unathi Industry|Industry]] ∙ [[Unathi Life Cycle|Life Cycle]] ∙ [[Unathi Military|Military]] ∙ [[Timeline of Unathi History|Timeline]] ∙ [[Yeosa&#039;Unathi]] ∙ [[Moghes]] ∙ [[Regions of Moghes]] ∙ [[Ouere]])&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Adherent]] ∙ [[Positronic]] ∙ [[Diona]] ∙ [[Giant Armoured Serpentid]] ([[Giant Armoured Serpentid Roleplay Guide|Roleplay Guide]] ∙ [[Tau-Wilo]]) ∙ [[Vox]] ([[Vox Roleplay Guide|Roleplay Guide]])&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;&#039;Misc.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&amp;lt;small&amp;gt;[[Language]] ∙ [[Prosthetics]] ∙ [[Ship Prefixes]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Lore&amp;diff=2724</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Lore&amp;diff=2724"/>
		<updated>2024-06-20T19:40:36Z</updated>

		<summary type="html">&lt;p&gt;Ryan: add a lil dot between Members and Gaia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; box-shadow: 0 0 .3em #999; border-radius: .2em;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: .2em;&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;Lore&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Solgov logo.png|center|frameless||link=]]&lt;br /&gt;
&amp;lt;big&amp;gt;[[Beginning Lore]] ∙ [[Timeline of Canon Events]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); height:40px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&#039;&#039;&#039;Humanity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; | History&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Timeline of Humanity]] ∙ [[Gaia Conflict]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Corporations&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Aether Atmospherics and Recycling|Aether Atmospherics]] ∙ [[Deimos Advanced Information Systems|DAIS]] ∙ [[Gilthari Exports]] ∙ [[Hephaestus Industries]] ∙ [[NanoTrasen]] ∙ [[Ward-Takahashi GMB]] ∙ [[Xynergy]] ∙ [[Corporations|Other Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Sol Central Government]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:  &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; [[Venus]] ∙ [[Earth]] ∙ [[Luna]] ∙ [[Mars]] ∙ [[Phobos]] ∙ [[Ceres]] ∙ [[Pluto]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Colonies:&#039;&#039;&#039; [[Ceti Epsilon]] ∙ [[Eos]] ∙ [[Pirx]] ∙ [[Tadmor]] ∙ [[Saffar]] ∙ [[Foster&#039;s World]] ∙ [[Nueva Castilla]] ∙ [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Sol Central Government Army|SCG Army]] ∙ [[Expeditionary Corps]] ∙ [[Expeditionary Corps Organisation|EXO]] ∙ [[Sol Central Government Fleet|SCG Fleet]] ∙ [[Sol Federal Police]] ∙ [[Sol Central Government Organisations|Other SCG Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other:&#039;&#039;&#039; [[Expeditionary Tales]] ∙ [[Fleet Vessels]] ∙ [[SEV Torch]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Gilgamesh Colonial Confederation]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Core GCC:&#039;&#039;&#039; [[Terra]] ∙ [[Zemlya]] ∙ [[Sestris]]&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039; [[Other Members|Members]] ∙ [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Gilgamesh Colonial Navy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Frontier Alliance]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Iolaus]] ∙ [[Brahe]] ∙ [[Frontier Systems#Umiri|Umiri]] ∙ [[Frontier Systems#Kaze|Kaze]] ∙ [[Frontier Systems#Sunset|Sunset]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Other Systems and Planets&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Frontier Systems]] ∙ [[Nyx]] ∙ [[Magnitka]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; color:white; background:rgba(0, 168, 104);&amp;quot;|&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Skrell.png|center|frameless|link=Skrell]][[Skrell]]&lt;br /&gt;
&lt;br /&gt;
[[Skrell Roleplay Guide|Roleplay Guide]] ∙ [[Skrell Biology|Biology]] ∙ [[Skrell Castes|Castes]] ∙ [[Skrell Crime|Crime]] ∙ [[Skrell Culture|Culture]] ∙ [[Skrell Family and Education|Family and Education]] ∙ [[Skrell Language|Language]] ∙ [[Skrell Military|Military]] ∙ [[Skrell Politics and Economics|Politics and Economics]] &lt;br /&gt;
&lt;br /&gt;
Planets ([[Qerr&#039;Balak]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Unathi.png|center|frameless|link=Unathi]][[Unathi]]&lt;br /&gt;
&lt;br /&gt;
[[Unathi Agriculture|Agriculture]] ∙ [[Unathi Clans|Clans]] ∙ [[Unathi Cults|Cults]] ∙ [[Unathi Industry|Industry]] ∙ [[Unathi Life Cycle|Life Cycle]] ∙ [[Unathi Military|Military]] ∙ [[Timeline of Unathi History|Timeline]] ∙ [[Yeosa&#039;Unathi]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Moghes]] ∙ [[Regions of Moghes]] ∙ [[Ouere]])&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Giant armoured serpentid.png|center|frameless|link=Giant Armoured Serpentid]][[Giant Armoured Serpentid]]&lt;br /&gt;
&lt;br /&gt;
[[Giant Armoured Serpentid Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Tau-Wilo]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Adherent.png|center|frameless|link=Adherent]][[Adherent]]&lt;br /&gt;
| style=&amp;quot;width: 30%;&amp;quot;|[[File:Ipc.png|center|frameless|link=Positronic]][[Positronic]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Diona.png|center|frameless|link=Diona]][[Diona]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Vox.png|center|frameless|link=Vox]][[Vox]]&lt;br /&gt;
&lt;br /&gt;
[[Vox Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: 0 0 0 .2em;&amp;quot;|&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |[[Language]] ∙ [[Prosthetics]] ∙ [[Ship Prefixes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Zemlya&amp;diff=2723</id>
		<title>Zemlya</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Zemlya&amp;diff=2723"/>
		<updated>2024-06-20T19:28:05Z</updated>

		<summary type="html">&lt;p&gt;Ryan: one smol typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zemlya.png|thumb]]&lt;br /&gt;
Zemlya, formally Novaya Zemlya, is a cold, barren dwarf planet in the Gilgamesh system. It has been extensively colonised and is a major industrial hub within the [[Gilgamesh Colonial Confederation|GCC]]. Lacking an atmosphere, the planet’s inhabitants are housed either underground, within one of the many industrial structures protruding from the barren landscape, or in the domed capital city of Donorovka.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Confederation ===&lt;br /&gt;
Colonised by Terra prior to Gilgamesh’s reintegration into the Terran Commonwealth, Zemlya was colonised due to its large quantities of easily-accessible metals. Rather than exporting raw ore to be refined on Terra, early colonists established industrial facilities on the dwarf planet itself. These nascent corporations quickly expanded into manufacturing and shipbuilding, with it being cheaper for finished products to be assembled on Zemlya before being shuttled off planet – in the early days, more often than not, on vessels also newly-manufactured on Zemlya.&lt;br /&gt;
&lt;br /&gt;
=== Ares Conflict &amp;amp; Founding Confederation Member ===&lt;br /&gt;
By the time the Ares Conflict began, Zemlya had been transformed from a barren rock to the industrial lynchpin that allowed Gilgamesh to remain on the sidelines of the conflict. It was in the shipyards of Zemlya that the first vessels of the Gilgamesh Self-Defence Flotilla were manufactured. The founding of the Gilgamesh Colonial Confederation played a pivotal role in Zemlya’s history, transforming the planet from one of many industrial outposts in human-controlled space to the industrial backbone of the new Confederation– triggering with it a flood of money, material, and people.&lt;br /&gt;
&lt;br /&gt;
=== Today ===&lt;br /&gt;
Zemlya today is somewhat of a shadow of its former self. While the Conflict increased demand on Zemlya for all types of goods, the waves of conscription that rocked the Confederation forced many factories to consolidate, closing larger facilities to operate smaller ones at peak capacity. While the planet has recovered from the rut of the late 90s, it has been observed by many both on Zemlya and elsewhere in the Confederation that the planet relies heavily on immigrants and temporary workers from elsewhere in the Confederation.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Zemlya’s demographics are often referred to as the ‘control’ by Confederation Census workers. Due to the planet’s high draw of industrial workers, the planet’s demographics are almost identical to the Confederation’s as a whole, with two in three naming Pan-Slavic as their primary daily language and the other one third declaring Zurich Common as their primary daily language, compared to declared primary personal languages, with all major human languages holding roughly similar percentages.&lt;br /&gt;
&lt;br /&gt;
Zemlya has also slowly developed strong union membership, with about seventy percent of respondents declaring their membership in a union in the 2310 Census.&lt;br /&gt;
&lt;br /&gt;
Zemlya, specifically it’s capital city Donorovka is home to several of the Confederations largest corporations, with Novaya Zemlya Shipyards, Donorovka Metallurgy, and Novaya Zemlya Arms having their headquarters within the city’s dome.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Zemlya lacks any atmosphere, with the planet looking like nothing more than a barren rock should you not know where to look.&lt;br /&gt;
&lt;br /&gt;
Zemlya’s surface is nothing special, appearing just like the countless other barren grey planets in space, though the many sprawling industrial complexes across the planet’s surface gives away the locations of many of the planet’s settlements in underground complexes. The notable exception is the Capital of Donorovka, housed underneath a massive airtight dome, forming the only ‘open air’ settlement on the planet.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Zemlya’s workforce is overwhelmingly engaged in industrial activities, with only ten percent of workers employed in service industries - This has the effect that Zemlya and Terra are in a symbiotic relationship, with Terra reliant on Zemlya’s industrial goods, and Zemlya reliant on Terran agriculture to feed its population.&lt;br /&gt;
&lt;br /&gt;
Zemlya is undeniably the most important industrial area in the Confederation, with Zemlyan shipyards integral to the Confederate Navy, and Zemlyan factories producing much of the Confederations industrial goods.&lt;br /&gt;
&lt;br /&gt;
== Unions ==&lt;br /&gt;
Zemlya’s labour industry has developed and changed drastically as the years have passed. Unions were unheard of on the planet until 2271 when the Planet’s first Official (legal) Union, the Zemlya Shipbreaker’s Union was formed following a string of high-profile workplace incidents. The Union’s founding did not go without its share of ‘controversy’, with several of the planet’s megacorporations putting up extremely heavy resistance to Unions forming in their sectors, this included the hiring of strikebreakers, intimidation, and importing entire workforces to replace unionized workers. This extremely public game of cat and mouse between the fledgeling Unions and the corporations received little public attention until 2293 when it suddenly blew up in the government’s face.&lt;br /&gt;
&lt;br /&gt;
=== The Donorovka Incident ===&lt;br /&gt;
The Donorovka Incident, or as it is commonly called on Zemlya, ‘The Final Straw’, was the incident and following coverup of a casualty incident at Donorovka Metallurgy on the night of September 21st, 2293.&lt;br /&gt;
&lt;br /&gt;
The Incident began when a sleep deprived replacement worker fell from a railingless catwalk, dying when they landed in a pile of molten slag. The subsequent coverup of the incident by the company was shattered when an armed group of metallurgists who were present during the incident forced their way into the Zemlyan Senate with security footage from the mill. Although the metallurgists were arrested for their acts, the security tapes were kept in the public eye by the trials.&lt;br /&gt;
&lt;br /&gt;
The Confederation Directory acted quickly, with the Conflict now in full swing they pushed through sweeping workplace safety regulations that silenced much, but not all, of the anger coming from Zemlya, kicking the proverbial can down the road far enough to see the conflict through.&lt;br /&gt;
&lt;br /&gt;
Following the Conflict, many drafted industrial workers returned to Zemlya to find that they were quickly replaced and forgotten, this anger along with the sense of camaraderie that all found in the Navy fused with the lingering anger from the Donorovka Incident to push Union membership on Zemlya past 50% for the first time in 2299.&lt;br /&gt;
&lt;br /&gt;
This milestone was met with an announcement that Novaya Zemlya Shipyards and Novaya Zemlya Arms would allow their entire workforce to vote on if they wished to unionize; the resulting vote for Unionization pushed the total Union membership on Zemlya to 67%, where it has remained close to to this day.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Zemlyan politics were dominated for much of its history by industrialists and corporate interests, with Corporate backed candidates holding the majority of seats in the Zemlyan Senate for that time. Zemlyan politics began to change at about the same time that the Planet’s unions began to form, with vast public interest in Workers safety and rights at the time, non-Corporate candidates began winning elections against their corporation backed foes.&lt;br /&gt;
&lt;br /&gt;
This trend was similarly affected by the Donorovka Incident, with the wave of anger diluting the Corporate hold on the Senate enough that a non-corporate majority was achieved for the first time following elections in 2295. The ‘95 government quickly passed legislation outlawing the hiring of strikebreakers and intimidating workers to prevent Unionization. The ‘95 government was brought down by a vote of no-confidence in February 2296, however no government since has reached the needed vote threshold to repeal the ‘95 government’s legislation.&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Vessels_of_the_SCG_Fleet&amp;diff=2667</id>
		<title>Vessels of the SCG Fleet</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Vessels_of_the_SCG_Fleet&amp;diff=2667"/>
		<updated>2024-06-07T12:22:23Z</updated>

		<summary type="html">&lt;p&gt;Ryan: Forgot the &amp;#039;c&amp;#039; in the Orca-&amp;quot;Class&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In terms of size vessels nominally go, from largest to smallest: &lt;br /&gt;
&lt;br /&gt;
* Supercarrier&lt;br /&gt;
* Battlecarriers &lt;br /&gt;
* Carriers&lt;br /&gt;
* Flagships &lt;br /&gt;
* Escort Carriers &lt;br /&gt;
* Battlecruisers &lt;br /&gt;
* Cruisers &lt;br /&gt;
* Destroyers &lt;br /&gt;
* Frigates &lt;br /&gt;
* Corvettes &lt;br /&gt;
* Single-Seaters.&lt;br /&gt;
&lt;br /&gt;
Craft, varying massively in purpose, size and scale fit into no set size category, and can be, on average, anywhere from the size of an Escort Carrier (in the case of the Lubna) to a single-seater.&lt;br /&gt;
&lt;br /&gt;
== Flagships ==&lt;br /&gt;
Flagships are nominally large Battlecruisers in size and scale with their own hangar. A force unto themselves, most Flagships are heavily armed, armoured and are usually the centerpiece of a Fleet flag group. Rare and expensive, there is usually only one of these per-Fleet.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Amazon-Class&lt;br /&gt;
|The newest in the collection of SolGov Fleet ships, this battlecarrier is fitted with the newest technology and weaponry, as well as a healthy complement of strike craft. Most importantly though is its advanced suite of command, information, and communication equipment. Only two are currently deployed: the SFV Amazon and the SFV Victorious.&lt;br /&gt;
|-&lt;br /&gt;
!Resolution-Class&lt;br /&gt;
|The most common type of flagship, this class is little more than an upsized battlecruiser with an impromptu hangar tacked on. Slow, but with a sharp bite, the Resolution-class is still a force to be reckoned with, even on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Supercarriers ==&lt;br /&gt;
Supercarriers are among the most important vessels in the Fleet, carrying a multitude of just about everything a Fleet needs to function and large numbers of troops and numerous smaller vessels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Terra-Class&lt;br /&gt;
|Antique class of supercarrier of which all have been decommissioned, save for its namesake ship, the SFV Terra, which has been converted into a museum.&lt;br /&gt;
|-&lt;br /&gt;
!Aldrin-Class&lt;br /&gt;
|This class is the backbone of the SolGov fleet. It holds a multitude of troops, supplies, and craft, carrying an army with it wherever it goes. Light on conventional armament, the Aldrin relies on other spacecraft for defense. Capable of carrying ten squadrons of strike craft, over a dozen support craft, as well as a few docked larger vessels of varying designations and size, these imposing vessels are limited largely by their speed and need for resupply.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Carriers ==&lt;br /&gt;
The Fleet utilises a number of other types of carrier, with carriers forming the centrepieces of many Fleet groups. Carriers tend to operate defensively and are usually escorted by large numbers of other, smaller vessels for protection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Scorpio-Class Battlecarrier&lt;br /&gt;
|More self-sufficient than both carriers and battlecruisers, the Scorpio-class is often found at the heart of smaller &amp;quot;wolfpack&amp;quot; fleets, pursuing independent objectives during larger engagements. Equipped with two large flight pods, point defense cannons, heavy armor, and a host of other weapons, these Battlecarriers are practically fleets unto themselves. However, the expense of these vessels, especially compared to the older Capricorn-class, means that they are fairly rare.&lt;br /&gt;
|-&lt;br /&gt;
!Nefertari-Class Carrier&lt;br /&gt;
|This class is often found linked with its larger counterparts to &amp;quot;share the load&amp;quot; of maintaining a fighter wing. These classes often carry support equipment that supercarriers cannot, along with utility spacecraft. Operating independently, Nefertari-class ships tend to be too generalized for anything more than patrol missions.&lt;br /&gt;
|-&lt;br /&gt;
!Orca-Class Escort Carrier&lt;br /&gt;
|Only capable of carrying two squadrons of strike craft, the Orca makes up for its small complement with a longer range than its larger counterparts, as well as more conventional weaponry. The Orca can often be found protecting stationary installations and supply fleets. The Orca gained a reputation during the Gaia Conflict for an ability to operate behind enemy lines autonomously for weeks at a time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battlecruisers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Midway-Class&lt;br /&gt;
|The main combat vessel of the Fleet, this ship has big guns and tons of armor, made to take enemy ships head-on. A preponderance of forward-facing armor and weaponry necessitates that Midway-class vessels travel with escorts.&lt;br /&gt;
|-&lt;br /&gt;
!Charles De Gaulle-Class&lt;br /&gt;
|An older battlecruiser, the De Gaulle-class has some advantages over the Midway in armor and support capabilities, most importantly: a large storage bay containing dropships, landing craft, and vehicles for leading landing operations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cruisers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Waterloo-Class&lt;br /&gt;
|A counterpart to the Midway, the Waterloois also built for direct combat, but has less armor and forward-facing weaponry. Instead, it is equipped with support weaponry, a larger complement of missiles and torpedoes, as well as electromagnetic jamming equipment. Some Waterloo cruisers eschew most space-to-space weaponry entirely, and carry weapons designed for planetary bombardment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Destroyers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Antietam-Class&lt;br /&gt;
|The combat support vessel of the Fleet, this class has an average amount of both weaponry and armor, designed to screen larger craft and swarm larger enemies. Mediocre in open combat, most Antietam-class vessels remain part of larger fleets.&lt;br /&gt;
|-&lt;br /&gt;
!Yari-Class&lt;br /&gt;
|Specifically designed as a capital ship killer, the Yari class is built around an enormous mass driver, designed to fire both conventional and nuclear projectiles. Lacking in armor and other armament, the Yari has only speed and the defenses of other vessels to protect it as it closes to accurate firing range.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Frigates ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Somme-Class&lt;br /&gt;
|A nimble vessel, Somme-class ships provide valuable support platforms for the fleet, filling roles from minelaying to drone control. Standard equipmentincludes an array of point defense cannons for taking down guided projectiles and strike craft.&lt;br /&gt;
|-&lt;br /&gt;
!Nuum-Class&lt;br /&gt;
|A more specialized vessel than the Somme, Nuum-class frigates are equipped with thousands of missiles of varying payloads, designed to screen against fighters, drones, and other smaller craft. With such a focused specialization, missile frigates are almost never seen operating alone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Corvettes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Lexington-Class&lt;br /&gt;
|More an anti-fighter and hunter-killer vessel than anything, this class is often sent out to flank formations, and catch enemies that have strayed from their escorts. In more unstable sectors, Lexington-class vessels are sometimes used as up-armored patrol craft.&lt;br /&gt;
|-&lt;br /&gt;
!Scorpion-Class&lt;br /&gt;
|A fast missile-carrier intended to support larger formations through mobility and firepower. A Scorpion alone is an easier target than most other ships its size as it carries little in the way of self defense weapons, but in groups they represent an outsized and unexpected threat to larger targets.&lt;br /&gt;
|-&lt;br /&gt;
!Cartwheel-Class Assault Corvette&lt;br /&gt;
|A dedicated ground support class, these ships are filled to the brim with troops, aircraft, and supplies to act as the link between carriers and the ground. These ships often forego anti-ship weaponry for increased armor and carrying capacity, as well as keel-facing cannons for use planetside.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Rockfish-Class Stealth Craft&lt;br /&gt;
|Only known to the public because of high-profile links in the Committee of Defense and Security, Rockfish are used for sensitive missions and covert operations. Estimated to be between a Corvette and a Patrol Craft in size, the actual capabilities of the Rockfish-class are classified.&lt;br /&gt;
|-&lt;br /&gt;
!Dromedary-Class Support Craft&lt;br /&gt;
|A highly modular vessel, the Dromedary-class is reconfigured for a variety of support roles, including tender, rescue and salvage, and replenishment. Lightly armored and armed, a Dromedary-class without escorts is a juicy target.&lt;br /&gt;
|-&lt;br /&gt;
!Lubna-Class Medical Craft&lt;br /&gt;
|An older vessel, Lubna-class hospital ships remain in service providing medical care and transportation to wounded members of the Fleet and Army, often ferrying the injured back to planetside or orbital medical centers.&lt;br /&gt;
|-&lt;br /&gt;
!Cobra-Class Patrol Craft&lt;br /&gt;
|Little more than a pair of engines, crew compartment, and pulse cannon, the Cobra is often used to board and search craft during interdictions.&lt;br /&gt;
|-&lt;br /&gt;
!BF-28 &amp;quot;Albatross&amp;quot; Landing Craft&lt;br /&gt;
|A ponderous ship, Albatrosses are oversized drop pods, packed with enough armor to make it through planetary defenses and deploy their pissed off cargo: an entire Armsman Detachment or Army Battalion. Sometimes called the &amp;quot;One-Way A&amp;quot; Albatrosses have a reputation for being able to make it to the surface, but in the process take so much damage they are unable to return to orbit.&lt;br /&gt;
|-&lt;br /&gt;
!HG-101 &amp;quot;Manta&amp;quot; Electronic Warfare Craft&lt;br /&gt;
|Designed to jam communications and disrupt missile targeting, Mantas are also equipped with strong sensor equipment, and are often used as forward recon craft.&lt;br /&gt;
|-&lt;br /&gt;
!PM-24 &amp;quot;Flare&amp;quot; Modular Transport&lt;br /&gt;
|A multi-role spacecraft, the Flare can be configured as a transport, dropship, gunship, or patrol craft, among other options. It is a fairly common utility craft aboard larger SolGov spacecraft. Popular among PMCs and mercenary groups, refitted Flares can be found in many hands throughout human space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Single-Seaters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!PM-55 &amp;quot;Shikra&amp;quot; Recon Fighter&lt;br /&gt;
|An advanced superiority fighter, made to bridge the gap between the aging Kestrel, and the more recent Eagle-II. Since the deployment of the latter, the Shikra has been pushed into a reconnaissance role, with its agile frame, and the mini-AWACS suite - sacrificing some of its payload potential.&lt;br /&gt;
|-&lt;br /&gt;
!PM-07 &amp;quot;Comet&amp;quot; Tactical Bomber&lt;br /&gt;
|Equipped with heavy torpedo and missile mounts, the Comet is designed to take down capital ships and stations. Rarely used by the Fleet, Comet pilots have a reputation for being somewhat lazy.&lt;br /&gt;
|-&lt;br /&gt;
!Eagle-II Strike Fighter&lt;br /&gt;
|The hierarchical descendent of the Kestrel strike fighter. The Eagle-II is the Solar Assembly Fleet&#039;s main superiority craft; a modernised take on a venerable payload-carrying platform.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Vessels_of_the_SCG_Fleet&amp;diff=2666</id>
		<title>Vessels of the SCG Fleet</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Vessels_of_the_SCG_Fleet&amp;diff=2666"/>
		<updated>2024-06-07T12:21:27Z</updated>

		<summary type="html">&lt;p&gt;Ryan: edited the shikra&amp;#039;s desc, added the eagle-ii, capitalised the &amp;#039;c&amp;#039; to &amp;#039;C&amp;#039; for some of the &amp;#039;-class&amp;#039; suffixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In terms of size vessels nominally go, from largest to smallest: &lt;br /&gt;
&lt;br /&gt;
* Supercarrier&lt;br /&gt;
* Battlecarriers &lt;br /&gt;
* Carriers&lt;br /&gt;
* Flagships &lt;br /&gt;
* Escort Carriers &lt;br /&gt;
* Battlecruisers &lt;br /&gt;
* Cruisers &lt;br /&gt;
* Destroyers &lt;br /&gt;
* Frigates &lt;br /&gt;
* Corvettes &lt;br /&gt;
* Single-Seaters.&lt;br /&gt;
&lt;br /&gt;
Craft, varying massively in purpose, size and scale fit into no set size category, and can be, on average, anywhere from the size of an Escort Carrier (in the case of the Lubna) to a single-seater.&lt;br /&gt;
&lt;br /&gt;
== Flagships ==&lt;br /&gt;
Flagships are nominally large Battlecruisers in size and scale with their own hangar. A force unto themselves, most Flagships are heavily armed, armoured and are usually the centerpiece of a Fleet flag group. Rare and expensive, there is usually only one of these per-Fleet.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Amazon-Class&lt;br /&gt;
|The newest in the collection of SolGov Fleet ships, this battlecarrier is fitted with the newest technology and weaponry, as well as a healthy complement of strike craft. Most importantly though is its advanced suite of command, information, and communication equipment. Only two are currently deployed: the SFV Amazon and the SFV Victorious.&lt;br /&gt;
|-&lt;br /&gt;
!Resolution-Class&lt;br /&gt;
|The most common type of flagship, this class is little more than an upsized battlecruiser with an impromptu hangar tacked on. Slow, but with a sharp bite, the Resolution-class is still a force to be reckoned with, even on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Supercarriers ==&lt;br /&gt;
Supercarriers are among the most important vessels in the Fleet, carrying a multitude of just about everything a Fleet needs to function and large numbers of troops and numerous smaller vessels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Terra-Class&lt;br /&gt;
|Antique class of supercarrier of which all have been decommissioned, save for its namesake ship, the SFV Terra, which has been converted into a museum.&lt;br /&gt;
|-&lt;br /&gt;
!Aldrin-Class&lt;br /&gt;
|This class is the backbone of the SolGov fleet. It holds a multitude of troops, supplies, and craft, carrying an army with it wherever it goes. Light on conventional armament, the Aldrin relies on other spacecraft for defense. Capable of carrying ten squadrons of strike craft, over a dozen support craft, as well as a few docked larger vessels of varying designations and size, these imposing vessels are limited largely by their speed and need for resupply.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Carriers ==&lt;br /&gt;
The Fleet utilises a number of other types of carrier, with carriers forming the centrepieces of many Fleet groups. Carriers tend to operate defensively and are usually escorted by large numbers of other, smaller vessels for protection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Scorpio-Class Battlecarrier&lt;br /&gt;
|More self-sufficient than both carriers and battlecruisers, the Scorpio-class is often found at the heart of smaller &amp;quot;wolfpack&amp;quot; fleets, pursuing independent objectives during larger engagements. Equipped with two large flight pods, point defense cannons, heavy armor, and a host of other weapons, these Battlecarriers are practically fleets unto themselves. However, the expense of these vessels, especially compared to the older Capricorn-class, means that they are fairly rare.&lt;br /&gt;
|-&lt;br /&gt;
!Nefertari-Class Carrier&lt;br /&gt;
|This class is often found linked with its larger counterparts to &amp;quot;share the load&amp;quot; of maintaining a fighter wing. These classes often carry support equipment that supercarriers cannot, along with utility spacecraft. Operating independently, Nefertari-class ships tend to be too generalized for anything more than patrol missions.&lt;br /&gt;
|-&lt;br /&gt;
!Orca-class Escort Carrier&lt;br /&gt;
|Only capable of carrying two squadrons of strike craft, the Orca makes up for its small complement with a longer range than its larger counterparts, as well as more conventional weaponry. The Orca can often be found protecting stationary installations and supply fleets. The Orca gained a reputation during the Gaia Conflict for an ability to operate behind enemy lines autonomously for weeks at a time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battlecruisers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Midway-Class&lt;br /&gt;
|The main combat vessel of the Fleet, this ship has big guns and tons of armor, made to take enemy ships head-on. A preponderance of forward-facing armor and weaponry necessitates that Midway-class vessels travel with escorts.&lt;br /&gt;
|-&lt;br /&gt;
!Charles De Gaulle-Class&lt;br /&gt;
|An older battlecruiser, the De Gaulle-class has some advantages over the Midway in armor and support capabilities, most importantly: a large storage bay containing dropships, landing craft, and vehicles for leading landing operations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cruisers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Waterloo-Class&lt;br /&gt;
|A counterpart to the Midway, the Waterloois also built for direct combat, but has less armor and forward-facing weaponry. Instead, it is equipped with support weaponry, a larger complement of missiles and torpedoes, as well as electromagnetic jamming equipment. Some Waterloo cruisers eschew most space-to-space weaponry entirely, and carry weapons designed for planetary bombardment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Destroyers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Antietam-Class&lt;br /&gt;
|The combat support vessel of the Fleet, this class has an average amount of both weaponry and armor, designed to screen larger craft and swarm larger enemies. Mediocre in open combat, most Antietam-class vessels remain part of larger fleets.&lt;br /&gt;
|-&lt;br /&gt;
!Yari-Class&lt;br /&gt;
|Specifically designed as a capital ship killer, the Yari class is built around an enormous mass driver, designed to fire both conventional and nuclear projectiles. Lacking in armor and other armament, the Yari has only speed and the defenses of other vessels to protect it as it closes to accurate firing range.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Frigates ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Somme-Class&lt;br /&gt;
|A nimble vessel, Somme-class ships provide valuable support platforms for the fleet, filling roles from minelaying to drone control. Standard equipmentincludes an array of point defense cannons for taking down guided projectiles and strike craft.&lt;br /&gt;
|-&lt;br /&gt;
!Nuum-Class&lt;br /&gt;
|A more specialized vessel than the Somme, Nuum-class frigates are equipped with thousands of missiles of varying payloads, designed to screen against fighters, drones, and other smaller craft. With such a focused specialization, missile frigates are almost never seen operating alone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Corvettes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Lexington-Class&lt;br /&gt;
|More an anti-fighter and hunter-killer vessel than anything, this class is often sent out to flank formations, and catch enemies that have strayed from their escorts. In more unstable sectors, Lexington-class vessels are sometimes used as up-armored patrol craft.&lt;br /&gt;
|-&lt;br /&gt;
!Scorpion-Class&lt;br /&gt;
|A fast missile-carrier intended to support larger formations through mobility and firepower. A Scorpion alone is an easier target than most other ships its size as it carries little in the way of self defense weapons, but in groups they represent an outsized and unexpected threat to larger targets.&lt;br /&gt;
|-&lt;br /&gt;
!Cartwheel-Class Assault Corvette&lt;br /&gt;
|A dedicated ground support class, these ships are filled to the brim with troops, aircraft, and supplies to act as the link between carriers and the ground. These ships often forego anti-ship weaponry for increased armor and carrying capacity, as well as keel-facing cannons for use planetside.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Rockfish-Class Stealth Craft&lt;br /&gt;
|Only known to the public because of high-profile links in the Committee of Defense and Security, Rockfish are used for sensitive missions and covert operations. Estimated to be between a Corvette and a Patrol Craft in size, the actual capabilities of the Rockfish-class are classified.&lt;br /&gt;
|-&lt;br /&gt;
!Dromedary-Class Support Craft&lt;br /&gt;
|A highly modular vessel, the Dromedary-class is reconfigured for a variety of support roles, including tender, rescue and salvage, and replenishment. Lightly armored and armed, a Dromedary-class without escorts is a juicy target.&lt;br /&gt;
|-&lt;br /&gt;
!Lubna-Class Medical Craft&lt;br /&gt;
|An older vessel, Lubna-class hospital ships remain in service providing medical care and transportation to wounded members of the Fleet and Army, often ferrying the injured back to planetside or orbital medical centers.&lt;br /&gt;
|-&lt;br /&gt;
!Cobra-Class Patrol Craft&lt;br /&gt;
|Little more than a pair of engines, crew compartment, and pulse cannon, the Cobra is often used to board and search craft during interdictions.&lt;br /&gt;
|-&lt;br /&gt;
!BF-28 &amp;quot;Albatross&amp;quot; Landing Craft&lt;br /&gt;
|A ponderous ship, Albatrosses are oversized drop pods, packed with enough armor to make it through planetary defenses and deploy their pissed off cargo: an entire Armsman Detachment or Army Battalion. Sometimes called the &amp;quot;One-Way A&amp;quot; Albatrosses have a reputation for being able to make it to the surface, but in the process take so much damage they are unable to return to orbit.&lt;br /&gt;
|-&lt;br /&gt;
!HG-101 &amp;quot;Manta&amp;quot; Electronic Warfare Craft&lt;br /&gt;
|Designed to jam communications and disrupt missile targeting, Mantas are also equipped with strong sensor equipment, and are often used as forward recon craft.&lt;br /&gt;
|-&lt;br /&gt;
!PM-24 &amp;quot;Flare&amp;quot; Modular Transport&lt;br /&gt;
|A multi-role spacecraft, the Flare can be configured as a transport, dropship, gunship, or patrol craft, among other options. It is a fairly common utility craft aboard larger SolGov spacecraft. Popular among PMCs and mercenary groups, refitted Flares can be found in many hands throughout human space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Single-Seaters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!PM-55 &amp;quot;Shikra&amp;quot; Recon Fighter&lt;br /&gt;
|An advanced superiority fighter, made to bridge the gap between the aging Kestrel, and the more recent Eagle-II. Since the deployment of the latter, the Shikra has been pushed into a reconnaissance role, with its agile frame, and the mini-AWACS suite - sacrificing some of its payload potential.&lt;br /&gt;
|-&lt;br /&gt;
!PM-07 &amp;quot;Comet&amp;quot; Tactical Bomber&lt;br /&gt;
|Equipped with heavy torpedo and missile mounts, the Comet is designed to take down capital ships and stations. Rarely used by the Fleet, Comet pilots have a reputation for being somewhat lazy.&lt;br /&gt;
|-&lt;br /&gt;
!Eagle-II Strike Fighter&lt;br /&gt;
|The hierarchical descendent of the Kestrel strike fighter. The Eagle-II is the Solar Assembly Fleet&#039;s main superiority craft; a modernised take on a venerable payload-carrying platform.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ryan</name></author>
	</entry>
</feed>