[101st] Pilot's Handbook - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Unofficial Factions and Groups (https://discoverygc.com/forums/forumdisplay.php?fid=67) +--- Thread: [101st] Pilot's Handbook (/showthread.php?tid=98730) |
[101st] Pilot's Handbook - Prysin - 05-18-2013 This is the 101st Pilot's Handbook, tenth printing. This handbook contains classified procedures and should not be distributed beyond 101st personnel. 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 chapters, as their duties will depend on the material contained within. Table of Contents: Chapter 1: Chapter 2: Chapter 3: Chapter 4: Chapter 5: Chapter 6: Chapter 7: The following chapters contain vital information on how to perform as a Ghost. The content of these chapters should at no given point in time nor space, be discussed with anyone outside the 101st Ghosts of Razgriz. RE: 101st Pilot's Handbook - Prysin - 05-18-2013 If you are reading this, it means that you have been accepted into the 101st Ghosts of Razgriz squadron. It also means, that you are one of the finest pilots around. To help you better understand what this means, you need to know the story behind the 101st Guard Squadron. The 101st Guard Squadron was established some 400 years ago by a group of gunmen who were tasked to look after the powerful "Dons" on planet Malta. These men and women were tasked with the honor, and responsibility of looking after some of the most influential individuals on planet Malta. With time, things changed, and the once powerful infantry group were soon sent into space. This change was tough, and many hardships awaited them. Hardships, that they not only overcame, but did so in a remarkably fashion. Due to countless generations of selective recruitment, and even breeding, the 101st had evolved beyond the golden fields of Malta. They became a force to be reckoned with, even outside the Outcasts planetary cradle. Through the next one and a half century, they rose from being an influential group, to a group, powerful and influential enough to rival the Dons themselves. With such wast amounts of power, one would think that they would try to seize complete power, yet, they did not. For they were, and still is, as indebted to the Dons and their familias as they used to be. Perhaps not as much in terms of money, or power, but in heart and soul. Even today, the 101st will always aid the Dons when called upon. RE: 101st Pilot's Handbook - Prysin - 05-18-2013 The 101st Outcast Guard, commonly referred to as "Ghosts", are the premiere protectors of Malta and her interests. Based out of the ruins of Planet Corsica, the Ghosts are an assembly of the bravest, most intelligent and skilled pilots within the Maltese navy. As an initiate pilot, you must first claim a ship, and a callsign. The following ship are granted to recruits; Ship: Switchblade Heavy Fighter/Scimitar Light Fighter Armour Upgrade (Heavy): MK VI Armour Upgrade (Light): MK VI Loadout (Heavy): 6x Wyrm Class 8, 1x Wyrm Class 2 Turret, Nuclear Mine Launcher, Train Cruise Disruptor, Enhanced Countermeasure Launcher Loadout (Light): 4x Kraken Class 8, 1x Debilitator Class 1 Turret, 1x Screamer Mine Launcher, 1x Train Cruise Disruptor, 1x Enhanced Countermeasure Launcher. These ships are offered new pilots free of charge. Each recruit may choose either, but not both. Now that you got your ship, you must give it a callsign. The Ghosts have standardized templates for how a ship should be named. The following templates must be used; Fighters: Firstname.Lastname[101st] Transports/Freighters: [101st]Tr/Fr-Shipname Capital ships: [101st]MNS-Shipname RE: 101st Pilot's Handbook - Prysin - 05-18-2013 As a member of the Ghosts, you are expected to set an example to the nation, and any foreigner you may come across. Given the situation, you should always be mindful, polite and dignified. A Ghost is not only a fierce warrior, but also a true lady, or gentleman. Confused Pilots: A confused pilot is a generic term applied to pilots unsure of the outcast way, or a pilot talking gibberish, or nonsensical foreign languages. In these cases one should remain calm, and helpful. A calm, and clear explanation of what they are doing wrong are more productive then yelling. Try to offer them solutions, and guide them towards the Outcast way. In some cases, the pilots may simply be too deluded or even be infected by the dreaded "lawlwat?!" syndrome. In such an event, the pilot, and it's vessel should be purged by fire as quickly and mercilessly as possible. Traders coming to/from Outcast installations: In the event of a trader heading towards an Outcast installation, one should proceed with greeting the ship and order it to halt for a routine scan. Most traders will comply, however some might not be paying attention to their comms. In such cases, one should disrupt the ship and forcibly halt it's engines. Perform the scan, and issue the pilot a warning. In the event of detecting a pilot carrying contraband. You should halt the ship in question and demand the cargo in question to be jettisoned/handed over immediately. If the pilot refuses to comply, he and his cargo shall be destroyed. Foreign ships using Alpha as a shortcut: Sometimes, foreigners use our beautiful home system as a shortcut to the deep Omicrons. This is generally frowned upon, and in the event of such actions, the perpetrator should be halted and levied a fine of two million SC (2.000.000) and a warning that such actions will not be tolerated again. Unwanted Guests: Every now and then, some unwanted guests appear in Alpha or Omicron 85. These are generally pirates or merchants who doesn't respect our laws. Needless to say, unwanted guests are not wanted, and should be escorted out of the system in question or be shot to pieces. How to conduct yourself when not at home: Occasionally, our pilots venture outside the safety of our home system. In such cases, we should consider ourselves guests. This does not mean that we wear silk gloves when dealing with hostiles, but we must remember that we are not on our home turf, and as such, may not be the dominant force around. This is why you should confront any action with utmost brilliance and tact. Be the lady among ladies or gentleman among gentlemen. No unwarranted insults, no threats. Simply be excellent, and defeat the obstacles ahead with diplomacy. If asked to leave, by an allied/friendly faction, you will do so. If asked to help, by an allied/friendly faction, you will do so. If at any point in time or space, you get the feeling that you may be stepping on somebodies toes, you stop doing whatever you are doing, and lay low. Do not attract needless attention from the Police or Military. These folks do not let you off with a warning, and bribing our pilots out of prison is a costly and risky business. DO NOT GET CAUGHT!! RAIDING PARTY!!!! Yes, finally we've come to this point. How should one act once leading an offensive armada? The answer lies in using ones wits, rather then ones brawn. Think before you act, preferably think 2-3 steps ahead, show your men that you are on top of your game, rather then improvising on the go. If the armada is too large, appoint an suited wing leader among the pilots to take control of an smaller crew. This way, one can maximize efficiency. |