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[101st] Ghosts of Razgriz
[color=#FF9900]Pilot's Handbook


Quote: [Image: warning-icon.png][color=#FF9900]Security Note
This is the 101st Pilot's Handbook, ninth printing. This handbook contains classified procedures and should not be distributed beyond 101st personnel.
[color=#CC0000]Preface

[color=#FF9900]To Look More Professional

[color=#FFFFFF]In this handbook are the basic operations required for you, the 101st pilot, to function as a member of the premier elite Guard squadron. Note that all 101st personnel, from the most seasoned officer to the greenhorn off the shuttle from Ibiza, operate on these same standards. Pilots should take greatest care to memorize the following passages, as their duties will depend on the material contained within.

[color=#CC0000]Initial Deployment (For the New Recruit)

[color=#FF9900]Your Beginning as a Ghost of Razgriz

[color=#FFFFFF]If you have been accepted into the 101st Ghosts of Razgriz, this section will be of the most immediate importance to you. This segment contains initial procedures for initiation into the organization.

[color=#FF9900]Funding

[color=#FFFFFF]Funds are, preferably, provided by you or your family, for your craft and its armaments. The military's budget is unpleasantly small, and a pilot volunteering his own funds saves us valuable capital that will be used to further the Outcast people as a whole. If no alternative remains, funds can be provided on request.

[color=#FF9900]Selecting a Callsign

[color=#FFFFFF]Your callsign is determined by a very simple system: It should read Firstname.Lastname[101st] and nothing but. Capital ships will bear a [101st]MNS-Shipname. ( Preferably Hispanic or Italian. )

[color=#FF9900]Ship Choices

[color=#FFFFFF]You will begin on one of multiple paths, depending on the type of craft you will pilot. You are given a number of choices of initial craft, and are encouraged to acquire more than one if your personal or familial budget allows.
  • Borderworlds Z Series "Sabre" Very Heavy Fighter: The workhorse of the Outcast military, the Sabre is a reliable, powerful and deadly space superiority vehicle, and is the most recommended of the craft available.
  • Borderworlds CX Series "Scimitar" Light Fighter: A fast, efficient Light Fighter with unrivaled firepower for its class. It is recommended for pilots with extremely fast reflexes and superior spatial awareness.
  • Borderworlds ZX Series Falcata Bomber: A heavier weapons system designed with the destruction of capital ships in mind. Recommended for pilots with slower reflexes and a more strategic viewpoint of the battlefield.
  • These are the backbones of our forces but other ships are permitted.
[color=#FF9900] Base of operations

[color=#FFFFFF]It is standard procedure to leave one's ship on Planet Malta.

[color=#CC0000]With great power comes great responsability

[color=#FFFFFF]As a member of the 101st you command a certain level of respect from all pilots. As the premier military squadron it is, of course, your duty to uphold and administer the law and command other pilots in Maltese space, but it is generally much preferable not to overuse this power and command by respect rather than fear. Be gentle when issuing orders, and do not issue more than necessary.

[color=#CC0000]Dealing with confused pilots


[color=#FF9900]Why we keep mental hospitals

[color=#FFFFFF]On some occasions you will encounter a pilot who is confused of his state; he will spout 'OoRP' chat into system comms and may be carrying guns that are not standard Outcast fare, such as Corsair Salamancas or Bounty Hunter Reavers, or even flying a ship that is not appropriate, such as a Hammerhead or a Titan. It is important not to try to contact these pilots over System comms; you should preferably speak to them over secure channels, using //OOC//-marked transmissions, and explain, among other things:
  • That they are on a Roleplaying server.
  • That this server is very strict in its Roleplaying, and that they are breaking some of the cardinal rules of RP here.
  • That they should avoid Out of Roleplay chat in system chat.
  • That their ship choice and loadout should generally match their tag and ID.
If these measures are unsuccessful you should take photographic evidence of their misdemeanors, either via the 'Print Screen' controls or an Image Recording module such as Fraps or Xfire, and upload these to the Corsica Server. Submit these to the Military Justice Administrators via the 'Rule Violation Reports' subforum with proper documentation of the code these confused pilots have broken; the Administrators, if the case warrants action, will often impound the pilots ship and temporarily administer them to a mental institution, where corrective measures can be taken.

If a confused pilot becomes hostile, you are authorized to open fire on him and destroy his ship, and invite all non-military forces to do the same. If sensor echoes occur, use your image capture modules and submit to the Military Justice Administrators.


[color=#CC0000]Dealing with rogue capital ships


[color=#FF9900]When the shipyards get lax...

[color=#FFFFFF]There are instances where, by some misfortune, a captain and his crew may become mentally deranged, or even simply mutiny. It is important in these situations to be on your guard, and why ever pilot is strongly advised to purchase a bomber. These ships comm systems will frequently emit 'OoRP' transmissions and exhibit behavior illegal both under Maltese and Server-Universal law. It is important to use your screen-capture modules and follow the reporting procedures as defined in these instances.

[color=#FF9900]When a Capital Ship Goes Hostile

[color=#FFFFFF]Should a Capital ship become hostile, use any measures necessary to destroy it. Sound the alarm, call the bombers and request the assistance of all the independents in removing it. Either way, it must be destroyed.

[color=#CC0000]Dealing with traders

[color=#FF9900]Ensuring the Security of Maltese Economy
[color=#FFFFFF]As the sole exporter of Cardamine we often have haulers pass through our space, importing valuable components such as alloys, engines and so on and so forth, and exporting the Orange Gold. These traders should generally be scanned before allowing docking rights, though this is not generally necessary. If a trader is extremely petulant you have the authority to demand he drop his cargo. If he refuses you may open fire. Situations like this should generally be avoided, though, as this is bad for public relations in general. If it is necessary, though, use the authority given you.

[color=#CC0000]System Policy

[color=#FF9900]Restricted Space


[color=#FFFFFF]Omicron-85 is a restricted military zone, containing one of our scant few Dreadnoughts, Military Headquarters, and a vital shipyard, the only shipyard, in space that can produce Dreadnoughts. These must be protected at all costs. Any ships approaching the Omicron-85 Jumphole should be warned off. Ships that have already entered Omicron-85 should be advised of its status as a restricted zone and ordered to leave. If they refuse they should be destroyed by any means necessary, from a Corsair Dreadnought to the weakest Starflier. This territory is vital to our people's operations and it must be protected at all costs.
[size=small]All independent Outcast ships are allowed to enter Omicron-85 without authorization.

[color=#FF9900]Limited Tours

[color=#FFFFFF]On some occasions research vessels may request access into the system to gather data on the Black Hole. These scientists should be advised to contact us via the messaging system.

[color=#CC0000]Dealing with the Nomads and their technology

[color=#FF9900]Relations with Nomads


[color=#FFFFFF]Nomads are entities, seemingly totally biological, that guard our dead at the graveyard surrounding the Omicron-90 jumphole. They are to be treated with respect and given a wide berth. Instances are recorded of Nomads coming to aid Outcast forces. They are a superior combat force and any confrontation should be avoided. Nomad space is forbidden territory; do not go there unless requested by the inhabitants.

[color=#FF9900]Nomad Technology

[color=#FFFFFF]It is possible, using advanced bio-interface equipment, to modify certain types of equipment salvaged from the Nomads. These can include different types of weaponry and even thrusters. Needless to say, it is against Outcast law to equip any type of Nomad technology. Bio matter should be returned directly or turned over to 101st vessels for handling. Ships carrying Nomad technology should be told to turn it over to the authorities on Malta or Ibiza, or to drop it in space; individuals carrying Nomad Bio-matter should be instructed to turn it over to the 101st. Failure to do so should be treated as a hostile action to the Maltese nation and resolved by force, if necessary.

[color=#CC0000]Raiding, assaults and piracy

[color=#FF9900]Offensive Forces


[color=#FFFFFF]The opportunity may often arise to rally Outcast forces of sufficient strength and attack various targets of opportunity without extensive planning; in this case, you are authorized to attempt to rally all available Outcast forces, excepting large capital ships if there is not ample fighter/bomber support to protect them, and attack said targets of opportunity. Target areas will be categorized by region.

[color=#FF9900]Liberty

[color=#FFFFFF]Liberty is a viable target for smaller raiding wings led by Lt. Commander and/or higher rank. Capital ships flying under 101st command are not allowed to enter Liberty. Occasional escort for Cardamine trade is permissible.

[color=#FF9900]Rheinland

[color=#FFFFFF]As a whole, Rheinland is not a target of opportunity. We have enough enemies close by without flying across Sirius looking for more.

[color=#FF9900]Kusari

[color=#FFFFFF]Kusari is considered a hostile nation and a sizable threat. Many hostile forces such as the GMG and IMG are based either partially or wholly in Kusari, and the KNF itself presents a threat to the Cardamine trade; KNF and KSP craft should be dealt with with extreme prejudice; Samura craft should be ransomed and ordered to drop their cargo. Large-scale assaults on planets, blockades, and sieges should be avoided, though, as they can quickly degenerate as additional KNF forces are called to the scene.

[color=#FF9900]Bretonia

[color=#FFFFFF]Bretonia is considered neutral ground to us, due to our hostile situation with Kusari. Bretonian Armed Forces should not be attacked, Bretonian assets should not be Ransomed, but forays into Bretonian space to deal with Kusari and Corsair threats are authorized. Planets and stations should not be used for docking purposes; Junker bases should be used as they are out of the way and not as easily monitored.

[color=#FF9900]Corsair Space

[color=#FFFFFF]Forays into Corsair space are encouraged. Special care should be taken to ensure an exit strategy is present, and that Corsair Praetorian and capital ship forces are not excessive. Major losses do not advance the goals of the Nacion.

[color=#FF9900]Gallia

[color=#FFFFFF]Scouting forays into Gallia are approved in small numbers. We do not want to commit major incursions into Gallic space until more information is acquired. 101st escort of Legion transports is also approved.