Let me start by saying Welcome to The Galactic Order! No doubt you might be feeling slightly overwhelmed so here is a simple introduction to help get you started.

When a new member joins The Galactic Order, following application approval, they are assigned Rank 0: Novitiate. This role has limited armor and zero authority, but gains access to nearly all Division gameplay options within the org.

    There are currently 4 Main Divisions which act as different branches of our military:

Leadership Division is where you’ll find high ranked members such as 1st Officers, Captains & Admirals. This Division focuses on the organizing and delegating of The Galactic Order’s overall Resources, Government and Military.

Medical Division is where you’ll find our Medics. This Division provides combat support along with search & rescue services, and body recovery.

Engineer Division is where you’ll find our Pilots and Engineers. This Division focuses primarily on piloting/co-piloting ships, handling cargo, conducting mining and salvage operations, and providing maintenance & repair services.

Combat Division is where you’ll find our Troopers. This Division focuses primarily on operating Turrets, conducting Ground Assaults in FPS combat, enforcing laws, and performing investigations.

To begin their journey, Novitiates report for duty during a Patrol or Event under a Progenitor, Lieutenant (Rank 2) or Commander (Rank 3+), to learn the basics of the org, gather experience, and discover which Division they wish to enter. When on-duty, their completed in-game missions and overall progress is recorded by the person they reported to. When the necessary prerequisites have been achieved, Novitiates will be offered a promotion to Rank 1 in the Division of their choosing, excluding Leadership.

Progress can be tracked, for each member, on the Battalions page. Simply search for names through the Unit Tracker or look through the listed Battalions.

As units climb the Ranks within their chosen Division, they’ll notice an increase in responsibility and authority.

Important Note: Below Command (Rank 3), there are No Obligations forced upon any members within the org. Promotions are also completely optional and only really recommended to those interested in dedicating further time and energy to The Galactic Order.

Disclaimer: Rank Promotions are offered and not automatic or mandatory. They are optional, based on what each individual member wishes to achieve within The Galactic Order. These offers can always be respectfully declined if the new role entails responsibilities that the individual is not interested in fulfilling.

Information about each rank/role can be found on the Rank Information page.

1.1 Communication is likely the most important means for all activity within The Galactic Order, as it maintains structure and keeps things organized in even the most chaotic of settings.

1.2 Regardless of experience, we all know that things can get hectic and exciting at any moment while gaming, especially in a larger group. Through this excitement, it can be easy for the voices to get louder, providing unnecessary information and reducing overall cohesion in communication. In an effort to increase our likelihood of success in future operations & events, The Galactic Order has issued Comms protocol that all units must adhere to.

1.3 There are three condition levels that will vary depending on what the situation calls for. These conditions will often be called out by the highest-in-command within the current voice channel as an occasional reminder for when appropriate. However, other officers present may also suggest a change in the Comms condition level.

Communications Condition 3 (Comms 3)

    Comms 3 should be applied whenever we're just hanging out in Voice chat, not doing anything that requires much focus and having a casual conversation. This is the default for all channels until stated otherwise.

    Prolonged background noise and feedback.

Communications Condition 2 (Comms 2)

    Comms 2 should be applied when engaged in low-to-medium risk missions, during active operations for Events, and when a Unit Reports for Duty.

    Hot-mic'ing (background noise/feedback/breathing) and any basic operational questions.

Communications Condition 1 (Comms 1)

    Comms 1 should be applied when we're engaged in high-to-extremely-high risk missions.

    Any hot-mic'ing and Any non-mission-critical information

2.1 It is important for all members to remain mindful while in voice chats, speaking over others only when necessary. We encourage everyone to be courteous, patient, and respectful with one-another, especially in high populated channels.

If a unit calls out “Comms!”, cease discussion to allow that person to momentarily take the floor.

Important Note: Command holds responsibility for declaring the current Comms Conditions in our | comms-level Discord Channel. This will assist any new members, joining the Voice Chat, to better understand the situation and avoid breaking protocol.

Example (1):

Example (2):

    Squad 1 Comms 3

3.1 SRS is an additional form of communication for larger TGO operations. Available to Command, SRS provides outside comms for multiple channels or within largely populated channels.

- Original protocol author: Praetorian Patrick "Paternal" Sole

1.1 For new members, here are a few steps to optimize your RP (Roleplay) experience. Currently, we require only 3 emotes to be used, of which we recommend placement on the Number Pad of your keyboard (if available).

2.1 Reporting for Duty initiates the Roleplay setting and will allow progress to be recorded by the Progenitor, Lieutenant or Commander each Unit reports to.

    2.1a Units may report for duty in person or through in-game comms.

    Firing Chaos Image

  1. Use/Hold Attention emote until acknowledged by Lieutenant or Command.
  2. Use Salute emote when first addressed by, or addressing, Lieutenant or Command.
  3. Use/Hold Attention emote after Salute.
  4. State Rank, Name and "Reporting for Duty".
  5. Hold Attention emote until Uniform/Equipment inspection is complete or further orders are given.
  6. Use/Hold At Ease emote when Lieutenant or Command says "at ease".
  7. Use Salute emote again when dismissed.
    • Command will typically Salute back but are not required to, unless reporting to another Commander.
    • A Commander is any unit Rank 3 or higher.

2.2 Reporting for Duty Initiates a Roleplay setting, and counts as +1 Patrol with 1 Hour participation (minimum).

    2.2a Patrols that extend to 5+ Hours may count as +2.

    2.2b Patrols that extend to 9+ Hours may count as +3.

    2.2c Patrols end when a unit either signs off or "Requests Relief". Requesting relief is when a unit requests to be off-duty, but still intends to be in-game.

Commanders: Command is considered on Patrol (On-Duty) any time they Report to a Superior, a Commander of the same rank, or any time a unit reports for duty to them.

Lieutenants: Lieutenants are considered on Patrol (On-Duty) any time they Report to a Superior, a Lieutenant of the same Division or any time a unit reports for duty to them.

3.1 Command is responsible for tracking progress with any completed Events, Patrols & Missions of a unit that reports for Duty. Commanders then submit all reports directly to The Galactic Order Roster.

3.2 Lieutenants may also track progress, but are limited to Patrols & Missions of units that report for Duty only within their Same Division & Novitiates. These reports are sent to a Superior in Command for review, rather than the Roster directly.

3.3 If there is no acting division commander, they may report to another Commander that is present.

3.4 Units within Leadership are responsible for Registering units and recording # of Recruits.

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4.1 Below is a list of all Mission Types that apply to the Progression within each Division. Some mission types apply to multiple Divisions but may apply differently with a slightly altered description.

Disclaimer (1): Missions are earned & distributed typically 1 per contract / operation, with exception to those with either multiple stages or operations that extend for longer periods of time. Missions are assigned based on the primary responsibilities and tasks each unit performed throughout.

Disclaimer (2): For operations that don't require transportation or preparation to complete, only 1 Mission can be awarded every 15 Minutes for the sake of balance. Special operations, with extensive planning, may extend this number with Leadership pre-approval.

    Combat Division

  • Turret: Any operation of a manned or remote turret.
  • Ground Assault: Any 1st person mission that involves discharging a weapon.
  • Escort: Accompanying or escorting a superior officer as a protective detail for 1 hour.
  • Inquiry: Investigation related missions requiring criminal analytics & enforcement of Law & Order. This includes enforcement of Galactic Order Protocol & Conduct.
  • Supply (Combat): Providing Uniforms to meet protocol, as well as: Ammo, Weapons and Equipment related to Combat. (Max +1 per Hour)

    Engineer Division

  • Pilot / Co-Pilot: Operating on a ship terminal as co-pilot, operating a remote turret or flying a ship personally.
  • Mining: Operating a mining laser to any degree (in a vehicle or on foot).
  • Salvage & Repair: The acquisition of abandoned / reclaimed resources, materials & items or the restoration of equipment, vehicles & structures.
  • Cargo: Any transportation of goods, resources or objects from one location to another (regardless of profit).
  • Transit: Any transportation & safeguarding of people, targets or individuals in need of aid.
  • Supply (Engineer): Providing Uniforms to meet protocol, resources / supplies, funds, tools and Equipment related to Engineering. (Max +1 per Hour)
  • Manage Data: Currently, this refers to Removing, or Aiding in the Removal of, a Crime Stat, handling Data Pads, or performing any Hacking-related acts.

Mission Vouchers: These count as free missions that may be applied to any available mission type. Units often receive mission vouchers for completing special tasks or attending unique events and operations. Not awarded during Patrols.

Typically, these are distributed randomly when achieved. However, units may request they be applied to specific mission types before added to the Roster.

Progenitors hold the responsibility for onboarding new Novitiates into The Galactic Order, seeing them through to Rank 1 or higher and ensuring they are properly trained to Galactic Order standards. They act as a mentor, educating units from a place of experience and knowledge, much like a Drill Instructor or Training Officer. There are high expectations for Progenitors regarding knowledge and practice of protocols, rules, and laws. It is a challenging title to obtain, and easily lost as any Warning will automatically remove the title, requiring re-application.

This title grants authority to log progress for other units Rank 2 or lower and send Patrol reports to Command, similar to lieutenants. However, unlike a lieutenant, these individuals are not limited to same-Division units.

Coming Soon TM

Permissions

Progenitors may plan & host Training Events independently, but are required to post within the | academy text channel 24 hours prior to creating, for Command approval.

Application

The title of Progenitor can only be gained through a written application (following chain of command) and Leadership approval. Applicant is expected to state their reasoning for requesting the title and how they intend to use it. Similar to a commendation, this requires a vote by Leadership Council before it can be assigned to the applicant. When approved, the title will appear on the Progenitor's Unit Card and the role will be added on Discord.

Disclaimer: Subject to periodical review.

Consideration

When voting on this Title, members of Leadership will often consider the applicant's protocol competency and any history or displayed interest in onboarding new members. This title is viewed more as an acknowledgement, as it provides additional authority related to those subjects.

Approved

Following a Vote Pass, a congratulatory announcement is then drafted by a members of Leadership (often the endorser) and posted in | announcements text channel (Discord). @everyone or @here Tag not needed.

1.1 With any roleplay game/setting, each person holds the responsibility for playing a character on some level. Of course, this can simply be a reflection of the player themselves but enjoyment can also be found in developing something new. A character unlike one-self that can change and develop over time is always a rewarding experience and brings a lot of unique dynamic elements of gameplay into effect. This can take any form such as a simple bullet point list of traits, a short paragraph of likes & dislikes or a written backstory…or maybe all 3 if you feel ambitious. The only limitations for any of these are based on the established lore of the world or, in this case, the universe of Star Citizen and The Galactic Order.

1.2 It is worth noting that creation of a personal character lore is not mandatory by any means and can be made or edited at any time, at the creator’s discretion. This experience is greatly encouraged though, as it can add a lot of fun and immersion to the overall experience within the org. It is also important to note that there are no expectations on performance or portrayal of one’s character. Expert-level acting is appreciated but absolutely not required or expected.

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A Division refers to the field of study or military branch within the Galactic Order that each individual unit may fall under. Currently there are 4 main Divisions & 2 Sub-Divisions:

  1. Combat Division: This division acts as the main military branch, with a focus on security, protection and maintaining peace through the enforcement of laws, rules and protocol within The Galactic Order’s established territory. Nicknamed “the Trooper division”, these units are most often found operating as foot-soldiers in ground (or zero-G) combat or manning turret-based weaponry. They are also the most heavily armored and tactically re-enforced units within The Galactic Order military, loyal, battle-hardened and ready to defend order at a moment’s notice.
  2. Ensign Troopers
    Lieutenant Troopers
    Titan Troopers
    Trooper Commanders

    Special Operations Sub-Division: This sub-division, also referred to as "special ops" or "spec-ops", is a branch of the Combat Division with specialized unit roles that incorporate various elements from other divisions (such as Engineer and Medical) for unique missions and tasks of a more covert nature. These units focus mostly on PvP, intelligence gathering, and espionage requiring a great deal of skill, patience and knowledge.

    Outriders
    ARC Troopers
    Agents

  3. Engineer Division: This division holds a 3-split focus between battle, logistics, and support. For battle, you have pilots & co-pilots that operate vehicles on the ground, in zero-gravity or in atmospheric flight. For logistics, you have engineers that gather and manage resources to support The Galactic Order military, often obtained through mining, salvaging, or cargo trade. Finally, for support, you have engineers that maintain ships & structures (providing repair, re-arm, refuel, transportation, cargo hauling, or overall resource management services).
  4. Ensign Operators
    Lieutenant Engineers
    Systems Specialists
    Engineering Commanders

  5. Medical Division: This division has a primary focus on the safety and survival of all Galactic Order members. However, unlike other organization medical branches, these units often engage in combat alongside Troopers of the Combat Division, holding no oaths against committing harm, unless said harm is directed against other members of The Galactic Order military. Some medical units act as priority pilots, similar to Engineer Division, for the sake of providing transportation or medical aid.
  6. Ensign Medics
    Lieutenant Corpsmans
    Medical Commanders

  7. Leadership Division: This division holds The Galactic Order’s highest ranked members of authority, who govern over other Divisions with the responsibility of establishing and organizing all aspects of military action and protocol.

    Members of Leadership Division are most commonly seen leading individual battalions (as Captains & 1st Officers) within a fleet, with each fleet being led by an Admiral that reside outside of the Battalion structure. At the heart of every Fleet, exists a Leadership Council which governs over all decisions and delegations, with each Captain acting as a representative of their Battalion, similar to government officials representing a district, and each Admiral representing the Fleet itself.

    1st Officers
    Captains
    Praetorians
    Vice Admirals
    Admirals

There are several Battalion Types, each organized to perform specific tasks and hold focused responsibilities based on the chosen primary Ship. Battalions have their own unique blend of units from each division, assigned to accommodate the necessary roles required for optimal efficiency. Listed below are the battalion types currently implemented within The Galactic Order...

Though not an actual Battalion type, the Academy provides basic training for all new members, exisiting outside any assigned Fleet, and managed by members of the Leadership Division. The Academy holds a strong focus on research, development, education, unit training and rank progression. When Novitiates begin their journey here, they'll intern with other Battalions on Patrols & Events until they achieve Rank 1 where they'll choose a Division. Once promoted, Rank 1 units will often request transfer to an actual Battalion that fits their desired gameplay.

Description:

These battalions are trained and battle-hardened in all facets of warfare. In times of conflict, Harbinger battalions are sent with the singular purpose of eliminating dissension by any means necessary. First and foremost, they are designed to lead the Order in aggressive combat, utilizing the organization's most destructive assets. This requires all units to be highly trained and highly motivated, setting a unique standard among contemporary militaries. Everything from direct naval action, orbital bombardments, to precision ground assaults, makes the Harbinger battalions near peer to other special operations.

Harbinger battalions are also the military’s greatest protectors, defending TGO regions, cities, outposts, space stations and even other battalions. In times of peace, they are used to patrol established territory and disseminate order, dissolving antipathy with their zealous attitude before it can begin.

Every battalion type has soldiers to address the ever-looming threat of combat. However, Harbinger battalions are built to embark on entire campaigns, as instruments of war in the name of The Galactic Order, with an unwavering duty to eliminate threats through combat.

Gameplay:

Division Focus:

Battalion Ships (common): Destroyers, Carriers, Gun Ships, Corvettes, & Frigates.

Platoon Ships (common): Repair, Re-Arm, Refuel, & Medical.

Description:

These battalion types are specialists of appropriating the most sought after items in the ‘verse for the Order. When the Logistic Battalions are outgunned and unable to gather that rare mineral, Venator is there. When Harbinger’s hammer is too brash to make that deal, Venator is there. When Medevac desperately needs that experimental medical cocktail, Venator is there.

No tomb, no blockade, no interdiction field can keep the members of Venator from obtaining their prize. Looters, raiders, and privateers for the Order, these scallywags steal first and shoot later. But, should their quarry choose violence over submission, then the Jolly Roger is hoisted and no quarter is given. The only fair fight is the fight you lose. Hatches open in welcome, or guns blazing, Venator will earn their prize.

So, Venator Battalions set out amongst the stars, plying the black ever in the search for the mundane and valuable. No corner is safe or unturned from their greedy hands. Perfectly content to retreat from unfavorable odds, only to return in order to surreptitiously pick off lone targets or slip through gaps and scurry away with booty most valuable, these members will get what the Order needs.

Gameplay:

Division Focus:

Battalion Ships (common): Carriers, Freight, Expedition & Science.

Platoon Ships (common): Repair, Re-Arm, Refuel, Mining, Salvage & Medical.

- Original protocol author: Lowly Lowly Captain WhatIdo

Description:

Logistic Battalions are the backbone of The Galactic Order military. Its members are trained and experienced in all forms of industry, with the battalions themselves holding 4 primary domains of focus within the Fleet’s structure:

  1. Resource Acquisition
  2. This domain governs the process of obtaining resources through mining, salvaging, or commerce, depending on the current or future needs of the Fleet or individual battalions.

  3. Resource Management
  4. This domain governs and assists with cataloguing, organizing, and all maintenance associated tasks. These tasks include: repairing, refueling, resupplying, rearming, and upgrading.

  5. Resource Construction
  6. This domain governs the process of utilizing resources for the creation of The Galactic Order’s assets, such as equipment, vehicles, structures, outposts, and space stations.

  7. Resource Distribution
  8. This domain governs the process of logistics, transporting physical assets, such as equipment, vehicles, structures, personnel, materials, depending on the current or future needs of the Fleet or individual battalions.

With such an extensive array of opportunities and responsibilities within each of these 4 domains, some Logistic Battalions will choose to specialize for the sake of fleet cohesion to better spread the Emperor’s law and maintain order.

While industry remains their primary focus, these battalions also hold some fluency in combat, specifically defensive measures & tactics to better secure and protect The Galactic Order’s many valuable assets with unwavering resolve.

Gameplay:

Division Focus:

Battalion Ships (common): Carrier, Heavy Salvage, Mining, Transport/Touring, Freight, & Construction.

Platoon Ships (common): Repair, Refuel, & Combat related.

Description:

Logistics Battalions are the critical workforce that directs the flow of information, goods, and personnel within The Galactic Order military. They are tasked with ensuring that every item gained is cataloged, maintained, and properly distributed to where it needs to go, providing the necessary moving parts to keep the Order at its peak.

These (often smaller) specialty battalions hold dominion over Warehousing, cataloging, and distributing goods, accounting for and transporting vehicles and personnel, and ensuring all ships, vehicles, armors, weapons, and tools are in proper working order. They maintain constant communication, working closely with all Battalions of the Fleet, to ensure everything from simple raids to complex wars are properly supplied with the resources needed to secure victory.

While many Logistics personnel are Engineers, the roles of security, medical support, pathfinders, and researchers are all critical as well to the everyday functions of Logistics. New routes, old enemies, and ever-present dangers abound, all needing prompt and procedural address are the everyday life within a Logistics Battalion.

Gameplay:

Division Focus:

Battalion Ships (common): Heavy Freight, Freight, & Transport/Touring.

Platoon Ships (common): Repair, Refuel, & Combat related.

Description:

This battalion type has a very expansive, yet specific, focus involving the gathering, cataloging and sharing of information & intelligence. As the name suggests, Expedition Battalions focus on new discoveries and expanding the gathered knowledge of The Galactic Order, to further technological advancements and forward the progression of all Divisions/Fields.

Division Focus:

Battalion Ships (common): Expedition, Touring, & Science.

Platoon Ships (common): Priority Transport, Repair, Refuel, Refine, & Medical.

Description:

The Medevac Battalion of The Galactic Order serves as the front line of emergency medical response, with a primary responsibility to answer medical rescue beacons for The Order across all combat zones and operational environments. Whether responding to battlefield distress signals or deep-space casualty calls, the battalion is built to move fast, stabilize, and extract.

Specializing in triage, combat support, trauma intervention, and revitalization, this battalion is the lifeline of The Galactic Order’s fighting force. As the central hub of all medical activity, it operates with speed, precision, and purpose—ensuring the wounded receive immediate care and safe evacuation from the most dangerous scenarios.

Powered by advanced medical science and hard-earned experience, the Medevac Battalion employs constantly evolving practices grounded in extensive research. Its teams—elite medics, combat specialists, and extraction pilots—are trained to perform under fire, in vacuum, and across hostile planetary surfaces.

The Medevac Battalion doesn’t just support missions—they save them. Every life they bring back is a reminder of their unmatched dedication and unwavering resolve.

Gameplay:

Division Focus:

Battalion Ships (common): Any Vehicle with Tier 2 & Tier 1 Medical Bay + Ship Hangar.

Platoon Ships (common): Combat capable vehicles.

- Original protocol author: Captain BlackLungWhojong

Once promoted to Command, Commanders may establish a Platoon which can house any other units Rank 3 or lower. These units answer to the Platoon Commander, operating from their own designated Platoon Ship. Commanders are promoted from within a Company or Platoon (promoted by Captain or XO) and may choose to form a Platoon or remain within the Company.

Note: Platoon unit capacity starts at 5 max, with additional slots granted for each of the Platoon Commander's earned Rank Mark.

These are basically Platoons, but larger and managed by 1st Officers, or Captains in the absence of a 1st Officer. These reside on the Primary (Battalion) Ship, and exist to aid smaller or younger Battalions to maintain structure without Commanders. Companies will also house Commanders that are not interested in establishing their own Platoons.

Note: Company unit capacity is always 15 max.

Academy to Battalion

1.1 All units qualify for transfer from the Academy once they have achieved Rank 1.

    1.1a Transfer starts by written request to the Captain of the desired Battalion.
    • Once approved, the Battalion Captain will handle the transfer.

    1.1b Following a promotion to Rank 1, units will often be transferred by Admiralty automatically to a battalion in need of troops.

Battalion to Battalion

2.1 All units may request transfer from one Battalion to another.

    2.1a Transfer starts by written request to current Battalion Captain.
    • Request need only include the desired Battalion name.
    • Stated reason is encouraged but not required.
    • Requests are sent by Current Captain to the desired Battalion Captain.
    • Both Captains must approve.
    • Once approved, the current Captain will handle the transfer.

    2.1b Transfers between Battalions can be obstructed by unit capacity limits or Command slots.

Company/Platoon

3.1 Company/Platoon Transfers are initially managed by the Battalion Captain when established. However, All units may also request transfer from a Company/Platoon to another.

    3.1a Transfer starts by written request to current Battalion Captain.
    • Request need only include the desired Company or Platoon name.
    • Stated reason is encouraged but not required.
    • Once approved, the Captain will handle the transfer.

    3.1b Transfers between Companies or Platoons can be obstructed by unit capacity limits or Command slots.

Division to Division

4.1 All units may also request transfer from one Division to another.

    4.1a Transfers between Divisions are initiated by written request for Division Transfer to the 1st Officer or Captain of the individual's Current Battalion.
    4.1d Transfers between Divisions can be obstructed for some roles based on Role Limit availability.
    4.1c Approved transfer is processed by Leadership Division of Current Battalion.

4.2 Transfers to a new Division require each unit to begin at Rank 1 (regardless of prerequisites).

    4.2a Units, with all promotion prerequisites, must still complete 2 Patrols (minimum), to avoid rapid rank/role progression.
    4.2b Battalion Command may issue additional prerequisites, listed in the Battalion Progression section for each Battalion.
    4.2c Returning Division transfers are the exception to this rule, allowing a unit to resume a previous role held.

1.1 As stated in our Rules & Laws, each member must wear their uniform during Patrols & Events in | Enlisted, or other RolePlay voice channels in Discord. However, uniforms are excused in | Public & | Off-Duty voice channels. Unit specific attire is an important part of the Galactic Order’s image, acting not only as a projection of power but also further developing the chain of command, giving visible differences between ranks.

1.2 Each Division’s equipment loadout is designed to match the challenges and tasks that particular role may encounter while on patrol. Lower ranks, with greater levels of risk, will typically have more visible armor and protection while higher ranks have less as they are further burdened by the challenges of command. The only exception to this is observed with the Combat Division which will see an increase in Armor due to an increase in risk.

Note (1): As mentioned on our Exams & Badges page, Uniforms are provided to Novitiates and Rank 1+ Members. However, these must be requested no sooner than 1 Hour in Advance, from when the Uniform is needed. Requests must be made, in writing, to a Superior, following chain of command.

Note (2): Uniform details for each Rank/Role can be found on the Rank Information page.

Uniform Warning: Every time a unit must be reminded to wear the proper uniform, they might be issued a Warning.

Disclaimer (1): This protocol need only be followed when affiliating with other Org Members in-game.

Disclaimer (2): For special events, or unique patrols, a member of high leadership (Rank 4+) may excuse or substitute uniform protocol after member's have reported in.

Uniform Image

1.1 Units outside of the Combat Division are restricted from using the following weapons/items until they’ve passed the Tactical Exam, found on the Exams & Badges page of the website...

Restricted Weapon Categories:

    Grenade Launchers
    Grenades
    Heavy Shoulder Weapons
    • Missile Launchers
    • Railguns

Note: The use of explosive ordinances is strictly forbidden on ships unless authorized by Command.

2.1 In addition to these restrictions, some units have Tool requirements and limitations based on their Division and Role:

Note: As mentioned on our Exams & Badges page, Weapons, Ammo & Tools are provided to Rank 1+ Members. However, these must be requested no sooner than 1 Hour in Advance, from when the Items are needed. Requests must be made, in writing, to a Superior, following chain of command.

Tool Warning: Every time a unit must be reminded to equip the proper Tool(s), they might be issued an Warning.

Disclaimer: This protocol need only be followed when affiliating with other Org Members in-game.

Gearing Up Image

A nominally medium caliber weapon with variable fire modes. Most often with medium sized magazines & batteries, used for close to medium range combat.

-Restricted-
This weapon fires a specially designed (large-caliber) explosive projectile. Used for close to close-medium range combat.

-Restricted-
A hand thrown projectile that is manually armed just before outbound. Explodes after a short delay, causing explosive damage in a small area of effect.
Note: Grenades can be cooked, holding onto the grenade for additional seconds before throwing/toss (outbound) so it explodes sooner.

-Restricted-
This category includes Missile Launchers & Railguns. Special purpose personal heavy weapons capable of damaging / destroying vehicles or structures, often for medium to long range combat.
Note: Missile Launchers have lock-on capabilities.

These weapons are larger and bulkier, along with higher ammunition capacities and higher fire rates, than assault rifles. Used for close to medium range engagements, and suppression of enemies.

These weapons (often knives, fists, or other held objects) are used at extreme close range to administer great bodily harm or incapacitate targets.

These sidearms are often reserved as a backup option when primary weapons are out of service. They tend to be small and effective for close range combat.

These are large bore weapons that either shoot a spray of pellets or large slugs from a shell or battery. Ammunition tends to be limited within the weapon, as opposed to magazines, limited to close range combat.

These weapons are smaller than assault rifles, and tend to shoot pistol caliber rounds, but at higher rates of fire. Very effective for close range combat.

Rifles and designated Marksman Rifles (DMRs) that use medium to large caliber ammunition, and usually come with limited ammunition per magazine or battery. These excel at medium to long range combat.

This ammunition type uses bullet-based and explosive-based designs, dealing direct damage to targets and penetrating shields.

This ammunition type is energy-based, with an added feature to charge shots for additional damage and effects. When fully charged, each shot can arc to additional nearby targets.

This ammunition type is energy-based, without any shield penetrating effects. Laser weapons are fast firing & high-precision.

This ammunition type is energy-based, with an added feature to charge shots for additional damage. Further details pending Star Citizen balancing.

Clothing does not utilize or attach to an undersuit, removing extravehicular activity (EVA) capability in Zero Gravity settings. Survivability is also impossibly outside a Safe atmosphere.

Leg clothing offers 1 Sidearm slot (Pistol or Knife).

This armor type offers high mobility, but low protection, with lesser storage capacity.

Light Core armor often offers 4 Magazine / Battery slots, and 2 Throwable slots. Light Leg armor offers 4 MedPen slots, 2 Tool slots, and 1 Sidearm slot (Pistol or Knife).

This armor type offers a balance of medium mobility & medium protection, with average storage capacity. Will eventually obstruct Piloting.

Medium Core armor often offers 6 Magazine / Battery slots, and 3 Throwable slots. Medium Leg armor offers 4 MedPen slots, 2 Tool slots, and 1 Sidearm slot (Pistol or Knife).

This armor type offers low mobility, but high protection, with greater storage capacity. Will eventually obstruct Piloting.

Heavy Core armor often offers 8 Magazine / Battery slots, and 4 Throwable slots. Heavy Leg armor offers 4 MedPen slots, 2 Tool slots, and 1 Sidearm slot (Pistol or Knife).

Note: As armor specialization is implemented in Star Citizen, this section will be modified.

1.1 This is the only instance when regulation equipment, such as Armor & Tools, are not enforced as there will be times when items may need to be worn or replaced for the sake of performing the task of item retrieval. However, after looting is complete, all regulations are immediately set back in place.

Note: All looting takes place only after a mission has been completed, and not before or during.

Firing Chaos Image

1.1 Unit Conduct dictates the behavior that is expected in every Roleplay Setting, after Reporting for Duty.

1.2 Each unit is expected to operate within the functions and responsibilities of their Division Role while also following the chain of command, in all settings. Although they can be instructed to perform duties outside their role, such action requires instruction from Command.

1.3 In preservation of The Galactic Orders code of conduct & morality, there are designated parameters for addressing combat encounters, along with specific practices & knowledge to bolster survival rates of our troops, while increasing efficiency in the elimination of designated hostiles.

4.1 Welcome to The Galactic Order PSA for Elevator Conduct. If you are reading this then that means our ancient enemy has reared its ugly head to claim more of our inocent troopers...the dreaded Elevator!!!

4.1a As silly as it sounds, elevators have claimed the lives of more Galactic Order Members than the Vanduul and UEE Combined! In this document, we will go over simple & effective techniques to help mitigate the loss of life from these metal boxes from hell.

KNOW YOUR ENEMY

4.2 The anatomy of these cold death machines can be quite simple in their appearance. Elevators often consist of at least one set of doors (minimum), and no less than one exterior elevator call button. Once called and opened, there is typically one simple panel on the inside to operate the contraption and request a location.

ELEVATOR POSITIONS

4.3a Before entering, units MUST call out their intended positions, to remove any confusion and avoid additional risks. These are as follows:

  1. Buttons (Operates elevator)
  2. Back Left
  3. Back Right
  4. Front Right
  5. Center

Note: Center (position) is ill-advised, and only for the most battle-hardened and steel-nerved amongst us.

DEFEAT YOUR ENEMY

4.3 To mitigate loss of life, The Galactic Order has standartized assigned designations within each elevator, including methods for approach, entering, and exiting.

4.3a When entering the cursed box, units are highly encouraged to reduce their walking speed (mouse wheel) or enter crouched to avoid colliding with one-another and unintentionally sending someone into the void between worlds.

ELEVATOR EXITS

4.4 To Exit the murderous prison, units are encouraged to do so one at a time in a calm and orderly manner. If all steps are followed to the letter, YOU TO MAY SURVIVE THIS DEADLY OPPONENT!

This message is brought to you by the Commissariat of Leadership division.

- Original protocol author: 1st Officer Cactite

Conduct Warning: Every time a unit must be reminded to follow proper Battle Conduct, they might be issued an Warning.

Disclaimer: This protocol need only be followed when affiliating with other Org Members in-game.

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"Only YOU can protect the innocent troopers!" - Admiral Holland

1.1 Ship Conduct dictates the behavior that is expected in every Roleplay Setting with a Battalion Ship, Support ship or Fighter. These apply to all units, even before reporting for duty.

Important Note: Responsibilities associated with ALL Boarding/Departing will typically fall on the Ship's Bridge, unless a Security or Control Room is present. In that instance, the Security and/or Control Room will merely consult the Bridge, but handle the details in protocol.

Conditions:

Ship Preparedness:

2.1 Statistical research into unit reaction times has shown that a battalion's crew, capable of bringing their vessels to full combat readiness, see a significantly higher survival rate, even when faced with considerable oppositional forces.

2.2 Leading from this, the Science Division Defense laboratory compiled a fleet wide implementation of ship protocols governing the behaviour of Battalion Units operating in combat zones to increase overall reaction times.

Overview:

2.3 As Battalion Units are already heavily burdened with decision making during a ship combat engagment, the following protocals seek to reduce the work load required by any single member of the crew by aiming to maintain a minimum personnel level in critical areas of the ship.

Condition Green

All units may move about freely. All ships Default to this condition until stated otherwise.

Condition Yellow

Level 1 essential units to Command-assigned Stations, ready to respond to possible combat engagement. Other units must remain near their stations.

Condition Orange

Level 2 essential units to Command-assigned Stations, ready to respond to possible combat engagement. Other units must remain near their stations.

Condition Red

All Units to Command-assigned Stations FULL battle preparedness: Ready for combat engagement and Equipped for possible boarding action or ship abandonment.

Important Note: Command holds responsibility for declaring the current Ship Condition.

3.1 For situations with ship-to-ship docking, permission must be requested through comms, prior to making a docking request. For ship-to-ship landing, such as on a Landing Pad or in a Hangar Bay, permission must be requested through comms before landing. This applies to Ground Vehicle boarding/storing as well.

    Note: Discord Voice Channels may currently act as a substitute for in-game comms.

  1. Permission to Dock, Land or Board any Vehicle onto a Ship must be requested by stating: Rank, Name and "Permission to Dock".
    • Note: Permission to Dock automatically gives permission to Board, unless stated otherwise. If permission to Dock is granted but permission to Board is denied, Docking vehicle crew must await confirmation to leave the vehicle and board.

  2. Permission to Undock, Take-off or Depart any Vehicle from a Ship must be requested by saying: Rank, Name and "Permission to Disembark".
    • Note: Permission to Disembark can only be granted after disembarking vehicle crew has been fully loaded and accounted for.

4.1 The protocol is specific to vehicles that incorporate Carrier Gameplay, a unique classification defined by the docking & departing of multiple vehicles from a single source within a Squad formation. Due to the complex nature of these operations, distinct protocol is needed to establish guidelines and consistent practices to ensure overall structure is maintained.

Carrier Staging

4.2 Carrier-assigned Pilots are often expected to manage all exteriors for Board/Depart actions during carrier operations. For this reason, it is recommended that the open & close (toggle) keybind be established. In instances when this option is dangerous or less beneficial for Carrier Operations, Gate Operators may be assigned.

Deployment

4.4 After mission is established, prior to initiating final Approach / Quantum Jump, CC will call “Ship Condition Red”, and await squad readiness confirmation from all units before final jump.

4.5 After initiating final Approach / Quantum jump, CC will initiate hangar opening and give the command: Squad Name, followed by “clear to disembark” when vehicles are clear to depart. Example: “Red Squad, clear to disembark”

    4.5a For Flight vehicle deployment, 20 Kilometer distance (minimum) is recommended.

    4.5b For Ground vehicle deployment, 2 Kilometer distance (minimum) is recommended.

    4.5c All vehicles must verify departure confirmation by stating Squad ID, followed by "is clear” once they’ve deployed. Example: "Red 2 is Clear”.

Note: Some encounters may not give the option for distant deployment, in which case the Squad is expected to launch at a moment’s notice.

4.6 Once squad has deployed, members will form up on CP Leader who will give operation commands until mission complete.

Docking

4.7 After mission is complete, CC will initiate hangar opening and give the command: Squad Name, followed by “docking approved" when vehicles are clear to board. Example: “Red Squad, docking approved”.

4.8 Once a squad member has completed docking, they will verify by stating Squad ID, followed by “docked with engines off" or “on and off". Example: Red 2 docked with engines off".

4.9 Depending on the carrier, CC may need to implement a Board/Depart (Vehicle) order to avoid unintended collisions and ensure greater efficiency.

- Original protocol author: Ensign Operator Chocula

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This section pending rework

This section pending rework

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7.1 There are specific stations that may be present on a ship, each with distinct protocols with regards to access and authority, some of which may be off-limits to particular Units based on Rank & Division.

    Note: Off-limit stations require Permission to enter.

    Note: Only the Ship Stations mentioned below are restrictions.

Restricted Areas

These ship stations/rooms have established access limitations based on Role, Rank or Division. All protocols are enforced in restricted areas and access, not freely given, must be requested and approved by the highest ranking Officer at that station (or nearby).

Available: Any Division Rank 2+

Off-Limits: Any Division Rank 1 or Lower

Note: The Bridge is the central command point of a ship and must always have a leading authority in charge, while the ship is Active.

Available: Leadership Division Rank 3.5+

Off-Limits: Any Division Rank 3 or Lower

Available: Any Division Rank 2+

Off-Limits: Any Division Rank 1 or Lower

Note: Not to be confused with a Briefing Room, which is open to all units when not in use.

Available: Any Division Rank 3+
Available: Combat Division Rank 1+
Available: Medical Division Rank 1+

Off-Limits: Engineer Division Rank 2 or Lower

Available: Any Division Rank 3+
Available: Combat Division Rank 1+
Available: Medical Division Rank 1+

Off-Limits: Engineer Division Rank 2 or Lower

Available: Any Division Rank 3+
Available: Engineer Division Rank 1+
Available: Medical Division Rank 1+

Off-Limits: Combat Division Rank 2 or Lower

Available: Any Division Rank 3+
Available: Engineer Division Rank 1+
Available: Medical Division Rank 1+

Off-Limits: Combat Division Rank 2 or Lower

Available: Any Division Rank 3+
Available: Engineer Division Rank 1+
Available: Medical Division Rank 1+

Off-Limits: Combat Division Rank 2 or Lower

Moderated Areas

These ship stations/rooms have lower established access limitations than Restricted Areas based on Role, Rank or Division. All protocols are enforced in moderated areas.

Available: Any Division Rank 0+

Available: Any Division Rank 0+

Available: Any Division Rank 0+

Equipment (Uniforms, Weapons & Tools) protocols are not enforced in this area.

Available: Any Division Rank 0+

Off-Limits: Explosive weapons

Equipment (Uniforms, Weapons & Tools) protocols are not enforced in this area.

Available: Any Division Rank 0+

Off-Limits: Explosive weapons

Equipment (Uniforms, Weapons & Tools) protocols are not enforced in this area.

Available: Any Division Rank 0+

Available: Any Division Rank 0+

Available: Any Division Rank 0+

Available: Any Division Rank 0+

Off-Limits excused when shared with Ship Entrance.

Available: Any Division Rank 0+

Off-Limits excused when shared with Cargo Hangar or Ship Entrance.

Available: Any Division Rank 0+

Unrestricted Areas

These ship stations/rooms have lower restrictions to protocol and do not limit access unless otherwise stated. Equipment (Armor/Uniform) protocols are not enforced in unrestricted areas unless Ship Condition changes from Green to Yellow, Orange or Red.

When present on a ship, these pathways have no limits in terms of access unless leading directly to a Restricted Area, or otherwise stated.

When present on a ship, these habitations have no limits in terms of access to Galactic Order members unless otherwise stated. Captains & 1st Officers may limit access to members outside the Battalion for Battalion or Platoon Ships.

When present on a ship, these recreation rooms have no limits in terms of access unless otherwise stated.

When present on a ship, this area has no limits in terms of access unless otherwise stated. With some ships, the Mess Hall may be divided based on Rank, only allowing Command access for assigned sections.

When present on a ship, these bathrooms have no limits in terms of access unless otherwise stated. With some ships, these may be divided based on species or gender.

When present on a ship, these rooms have no limits in terms of access unless otherwise stated. With some ships, these areas may be restricted if they view or compromise sensitive or restricted areas.

Conduct Warning: Every time a unit must be reminded to follow proper Ship Conduct, they might be issued an Warning.

Disclaimer: This protocol need only be followed when affiliating with other Org Members in-game.

1.1 Squads are considered temporary team assignments, often reaching outside battalion structures, and formed for specific operations. These involve unique roles and positions that are assigned for optimal squad performance to ensure the highest chance for operational success. When an operation has concluded, the squad is dissolved but may be referenced or repeated (in structure) with later operations of identical or similar nature.

Squad Formation:

2.1 Squads can be formed by any Lieutenant or Commander, with primary responsibility falling on the highest ranked unit present. Squads can be formed for simple Patrols with designated categories of focus (such as bunker infiltrations or ship bounty hunting), although they are best utilized for Events and large Operations.

Role Assignment:

3.1 The task of establishing roles within a squad will typically fall on the highest-ranking unit present when a squad is formed, although this can be delegated to any unit Rank 2 or higher.

Roles:

This Squad Role is the main operational leader, responsible for all macro level organization and decision making for squad operations. Operation Commanders also appoint Squad Roles for delegating additional responsablities, while offering oversight to ensure those leaders are executing their assigned duties.

This Squad Role is expected to avoid participate in direct action, to maintain focus on all moving parts of an operation.

Note: If other units of Command (equal rank or higher) take part in a Squad Operation, Operation Commanders may ask them to take on delegating roles.

Assigned: Any Division Rank 3+

Establish & Organize Squad
Assign Squad Leader
Assign CP Leader
Assign Security Officer
Assign Comms Officer
Assign Gate Operator

Assign Squad IDs
Assign Ship Conditions
Approves Board/Depart requests

Assigned: Any Division Rank 3+

This Squad Role is a secondary operational leader for Carrier Operations, responsible for some macro level organization and decision making in their assigned Carrier. Deck Officers share an onus to appoint other Carrier Squad Roles for delegating additional responsablities, while offering oversight to ensure those roles are executing their assigned duties. Deck Officers assists the Operation Commander by appointing Vehicle assignments & postitions, Ship Conditions, and handling requests for Docking & Disembarking.

This Squad Role is expected to participate in minimal direct action, to maintain focus on all related moving parts of an operation.

Note: If other units of Command (equal rank or higher) take part in a Squad Operation, Deck Officers may ask them to take on delegating roles.

Assigned: Any Division Rank 3+

Assign CP Leader
Assign Squad IDs
Assign Ship Conditions
Approves Board/Depart requests

Assign Vehicle positions (Bay/Pad)
Commands Docking/Disembark
Assigned to Ship Cockpit/Bridge

Take Orders from Operation Commander

This Squad Role is responsible for leading a ground assault team. Squad Leaders appoint other (limited) Squad Roles based on tactics and formations needed.

This Squad Role is expected to participate in major direct action with their troops, and may even split their squad into smaller fireteams.

Assigned: Combat Division Rank 2+
Assigned: Medical Division Rank 2+

Focus on mission objectives
Issue orders to mission units
Assign First On
Assign Last Off
Assign Patrolman

Take Orders from Operation Commander

This Squad Role is responsible for the overall Safety and integrity of the Squad. Security Officers perform patrols on their assigned ships or stations, performing inspections of: Squad members, Cargo, and Squad Vehicles to ensure safety, secuirty, and compliance to protocol.

This Squad Role is expected to participate in moderate direct action, to maintain focus on their responsablities.

Assigned: Combat Division Rank 2+

Regulate safety protocols
Inspect Crew
Inspect Cargo
Inspect Battalion Ship
Inspect Platoon ships
Inspect Fighters

Take Orders from Operation Commander

This Squad Role is the first off any vehicle, and first into any entryway. First On acts as the initial eyes and ears for their ground assault team, taking point to gather immediate intelligence and relaying critical information back to the Squad in a timely & effective manner.

Assigned: Combat Division Rank 1+
Assigned: Medical Division Rank 1+

First to Deploy from drop vehicle
Lead charge (formation)
Open Entrance/Exit
First to Enter
Communicate Actions to Squad

Take Orders from Operation Commander
Take Orders from Squad Leader

This Squad Role is the last off any vehicle, and last into any room or entryway. Last Off ensures that all vehicles are buttoned / closed upon disembarking, hightening security & safety while also covering the ground assault team's potential immediate exit. They remain mindful of the Squad's rear, and keep the squad in a cohesive, moving element.

Assigned: Combat Division Rank 1+
Assigned: Medical Division Rank 1+

Last to Deploy from drop vehicle
Cover rear (formation)
Close Entrance/Exit
Last to Enter
Communicate Actions to Squad

Take Orders from Operation Commander
Take Orders from Squad Leader

This Squad Role is responsible for conducting patrols and securing an assigned location from possible threats. Patrolman can be found on an assigned Vehicle, assigned to protective detail of a priority target, or with a ground assault team. They remain mindful of their surroundings, relaying critical information to the Squad or providing status updates during an operation.

Assigned: Combat Division Rank 1+
Assigned: Medical Division Rank 1+

Assigned to Defensive Position
Assigned Patrol route
Communicate Actions to Squad

Take Orders from Operation Commander
Take Orders from Squad Leader

This Squad Role is often assigned in addition to another Squad Role, giving the added responsibility to relay vital information between different teams or squads during Squad Operations. Comms Officers often communicate with each-other, when more than one is assigned for large operations. They are expected to communicate effectively within protocol and with plain speak so as not to overburden communication channels.

Assigned: Any Division Rank 2+

Assigned to Ship Stations or another Squad role
  • Ship Cockpit/Bridge
  • Control Room
Communicate to outside Comms channels
Communicate Board/Depart requests
Track & Share missions
Declare Comms Level in designated channel (Discord)

Take Orders from Operation Commander

This Squad Role is responsible for Piloting and leading teams in flight operations. CP Leaders appoint other (limited) Squad Roles based on tactics and formations needed.

This Squad Role is expected to participate in major direct action with their pilots, coordinating any ancillary flight maneuvers for mission objectives.

Assigned: Any Division Rank 2+
Assigned: Spec-Ops Rank 3+

Focus on mission objectives
Issue orders to mission units
Assign Combat Pilots
Assign Scout Pilots
Assign Drop Pilots

Take Orders from Operation Commander
(Intended for Pilots)

This Squad Role is responsible for Combat Piloting in operations. Combat Pilot can be found in an assigned Vehicle, acting as protective detail of a priority target, or performing ancillary flight maneuvers for mission objectives.

Assigned: Any Division

Combat Pilot/Co-Pilot
Eliminate Threats
Provide Protection
Provide Distractions

Take Orders from Operation Commander
Take Orders from Deck Officer
Take Orders from CP Leader
(Intended for Pilots)

This Squad Role is responsible for Piloting and intelligence gathering in operations. Scout Pilots can be found typically in an assigned stealth Vehicle. They act as the initial eyes and ears for the Squad, jumping to mission objectives and taking point to gather immediate intelligence and relaying critical information back to Squad Command in a timely & effective manner.

Assigned: Any Division
Assigned: Spec-Ops

Combat or Stealth Pilot/Co-Pilot
Perform reconnaissance
Track nearby Bounties
Track nearby Hostiles

Take Orders from Operation Commander
Take Orders from Deck Officer
Take Orders from CP Leader
(Intended for Pilots)

This Squad Role is responsible for Piloting, providing safe & efficient transit during operations. Drop Pilots can be found typically in a designated Drop Ship, assigned to protective detail of a priority target, or transporting a ground assault team. They will often remain in communication channels with ground assault teams while maintaining communication with Comms Officers or Operation Command.

Assigned: Engineer Division
Assigned: Medical Division
Assigned: Spec-Ops

Drop Vehicle Pilot/Co-Pilot
Remain on-site or off-site (hidden)
Monitor Drop Vehicle Entrances/Exits
Perform EVAC
Monitor AO

Take Orders from Operation Commander
Take Orders from Deck Officer
Take Orders from CP Leader
(Intended for Pilots)

This Squad Role is responsible for monitoring the loading & unloading of cargo during Operations. Load Masters ensure that cargo is managed safely and efficiently.

Assigned: Any Division Rank 2+

Assign Resource Pilot
Assign Resource Operator
Monitor Loading/Unloading

Take Orders from Operation Commander

This Squad Role is often assigned in addition to another Squad Role, giving the added responsibility to effectively maintain designated entrances/exits of an assigned station. Gate Operators often communicate with Operation Command directly, serving a vital role in operation efficiency & safety. They are expected to communicate effectively within protocol and with plain speak so as not to overburden communication channels.

"They push button!" - WhatIdo

Assigned: Any Division

Assigned to Ship Stations or another Squad role
  • Ship Cockpit/Bridge
  • Control Room
  • Engineer Station
Manage Vehicle Exterior Entrances/Exits
Receive orders from Ship Cockpit/Bridge or Control Room
Communicate Actions to Squad

Take Orders from Operation Commander

Squad Names/IDs:

4.1 Squad identifications require assignment of a color or name, followed by number positions for each station or role. This greatly improves squad efficiency with callouts and designations.

Examples:

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2.1 Battle Conduct in relation to combat has 3 primary conditions of focus, granting permission for aggressive action…

  1. Attack when attacked
  2. All Galactic Order units may freely defend themselves against attackers, firing upon those whom have shot first, or shown strong intent to do so.

  3. Attack when threatened
  4. With orders from a Superior, Galactic Order units may initiate combat, outside of an armistice zone, in hostile environments or in any scenario where Galactic Order safety is compromised.

  5. Red is Dead / Weapons Free
  6. All red targets, excluding org members & designated allies, may be freely targeted unless ordered otherwise by a superior.

2.2 Org members are forbidden from recklessly harming, disabling, or incapacitating one-another unless otherwise ordered to by a superior with probable cause. This strongly applies to any harmful actions performed on a superior, which may result in severe punishment.

  1. Permanent Jump Point: Attack when Attacked
  2. Orbital Marker (OM): Attack when Attacked
  3. Armistice Zone: Attack when Attacked
  4. Settlement: Attack when Attacked
  5. Station: Attack when Attacked
  6. Outpost: Attack when Attacked

  1. Permanent Jump Point: Attack when Attacked
  2. Orbital Markers (OM): Weapons Free
  3. Settlement: Weapons Free
  4. Stations: Attack when Attacked
  5. Outpost: Weapons Free

  1. Permanent Jump Point: Attack when Attacked
  2. Orbital Markers (OM): Weapons Free
  3. Settlement: Weapons Free
  4. Stations: Attack when Attacked
  5. Outpost: Weapons Free

3.1 The following are special circumstances for Weapons Free...

  1. High Value Location: Weapons Free
    • Pirating / Privateering
    • Quantum Snaring
  2. Claimed Territory: Weapons Free
    • Leadership Established
    • TGO Claimed Territory
    • Blockade Defense / Offense Points
    • 100 km (minimum) from non-hostile
  3. Hacking Location: Weapons Free
    • Comms Arrays
    • Security Posts
  4. Trespassing: Weapons Free
    • Illegal Operations
    • Crime Stat (CS) Activity (AKA Running Red)

4.1 This protocol covers the 5-line Combat Assist Request service provided by The Galactic Order. Requests can be made by any TGO ranked member (Rank 0+). To get started, follow the steps below within the 3 phases provided.

Phase 1: Combat Assist Request (CAR)

Post a 5-line in the | combat-assist-request Discord channel (details below). If written correctly, this will alert all members with the Combat Assist Team role.

5-Lines

Disclaimer

This protocol is not meant to be used while already on a patrol or in an event.

Phase 2: Response

After the 5-line has been posted, CAR responders will confirm by posting “Responding to request” within the forum post. There is no limit to the number of responders per request, as most will require multiple units.

Note: As the mission is underway, open communication within the forum post (or inside a Voice Channel) is strongly recommended.

Phase 3: CAR Complete

Once the CAR has been completed, the requester is expected to remove the Active tag and add the Complete tag, stating the names of the responders involved.

Reward

- Original protocol author: 1st Officer WhatIdo

Casualty: Any injured or Incapacitated Unit in the Area of Operations.

AO - Area of Operations: A predetermined area established for missions or specific Operations. These often measure within the boundaries of signature detection range from primary objectives.

On-Site: Reference to location being inside AO.

Off-Site: Reference to location being outside AO.

SOP - Standard Operating Procedures: Base doctrine for carrying out a complex task.

RTB - Return to Base: Typically to Repair, Re-Supply or Treat injuries.

EVAC - Evacuation: Any vehicle used to remove/evacuate units from an AO.

Weapons Free: Fire at desired Targets.

Fire for Effect: Fire at designated Target.

Frag Out: Ally Grenade is outbound.

Grenade!: Hostile Grenade inbound; RUN or shit self!

Conduct Warning: Every time a unit must be reminded to follow proper Battle Conduct, they might be issued an Warning.

Disclaimer: This protocol need only be followed when affiliating with other Org Members in-game.

1.1 This section details Medical Conduct, Practices, and added Authority for Medical Division units as they provide support for Galactic Order missions & operations.

BDL (Blood Drug Level)

To avoid Overdose, drugs should ONLY be used to EVAC a CE Red, excluding Hemozal.

Overdose may cause collapse, similar to incapacitation. In this state, damage is gradually sustained while BDL levels remain between 100% - 200%.

At 0 health, patient becomes incapacitated, requiring Hemozal to revive them & Resurgera to lower BDL. Patients will require constant care to maintain their health until Overdose has been overcome.

BDL reduced by:

  • Waiting over time.
  • Administering Resurgera
  • Medical Bed (any Tier)

  • Rapidly reduce BDL
  • Rapidly replenish Hunger & Thirst (applies degenerative de-buff)

Medical Care

Regeneration

Admin

This Tab of the Medical Care screen shows the patient Status, indicating the presense of Injuries (if any) and recommended options for Treatment.

  • Injury Select option(s)
  • Injury Severity
  • Recommended Action
  • Prescribed Drugs for Symptoms (& syptoms relieved)

This Tab of the Medical Care screen manages Treatment for injuries, initiated automatically after a course of treatment has been selected.

  • Available Options
  • Location of Injury
  • Checkbox Interaction
  • Button Interaction "Perform Treatements (X number of times)

This Tab of the Medical Care screen manages administration of medications to aleviate symptoms, used primarily for injuries of a greater Tier than the Medical Bed is able to properly Treat.

This screen manages the patient's Regeneration location, allowing user to set current location or default location (Home Planet/City).

Regenerating, or logging on, when the primary regeneration point is no longer in the patient's server will reset the location to default.

This screen manages all saved regeneration imprints.

  • Only applicable on Vehicle Medical Beds (Currently).
  • Only accessible by the Vehicle Owner.

Project Credits

BlackLung
  • Project Director

Cactite / Ciberking / goebel501
  • Assisted with in-game testing
  • Assisted with writing and editing of medical document
  • Assisted with contribution of resources

Nedfarious/ Jigsauce/ MidnaKnight
  • Participated in initial discussion of medical material to be covered in the guide

4.1 This protocol covers the 6-Line Medical EVAC service provided by The Galactic Order military. Requests can be made by any TGO ranked member (Rank 0+). To get started, follow the steps below within each of the 3 phases provided.

Phase 1: EVAC Request

Post a 6-line in the | medical-evac Discord channel (details below). If written correctly, this will alert all members with the Medical Evac Team role.

6-Lines

Disclaimer

This protocol is meant for emergency and critical use only. Examples of such situations are when a TGO member is in life or limb threatening danger away from other org or party members, or the situation has become so extreme that it requires more support to complete rescue.

This protocol is NOT meant for use when TGO or party members are close by and easily able to render aid.

Phase 2: Response

After a 6-line has been posted, EVAC responders will confirm by posting “Responding to request” within the forum post. There is no limit to the number of responders per request, as some may require multiple units.

Note (1): View Line 4: Security Risk Level for further details on EVAC completion.

Note (2): Additional EVAC Requests can be made, after one is completed, based on the patient's condition.

Note (3): As the rescue is underway, open communication within the forum post (or inside a Voice Channel) is strongly recommended.

Phase 3: EVAC Complete

Once the Medical EVAC request has been completed, the patient is expected to remove the Active (Tag) and add the Complete (Tag), and stating the names of the responders involved.

Reward

To ensure patient safety while also maintaining order with Medical EVAC requests, Mission Vouchers are awarded based on time from the initial 6-line post.

Note: For details on Mission Vouchers, visit the Mission Types sub-section of the Patrol Conduct section on this page.

EVAC Assist

Those who partially assist, or attempt to assist, with a Medical EVAC can receive +2 Mission Vouchers if their efforts are noted (by the patient) when closing out the Request, stating “EVAC Assist:” followed by their names.

Note: Medical EVAC Assist do not gain +1 Medical EVAC (Service)

Assistance must be provided before the EVAC Request is completed in order to apply.

Medical Terms

(Relevant to S&R)

Casualty: Any injured or Incapacitated Unit in the Area of Operations.

Patient: Any Casualty being evaluated and Treated by Medical Division Unit(s).

6-Line: Information structure provided when requesting for EVAC.

On-Site: Reference to location being inside AO.

Off-Site: Reference to location being outside AO.

AO - Area of Operations: A predetermined area established for missions or specific Operations. These often measure within the boundaries of signature detection range from primary objectives.

SOP - Standard Operating Procedures: Base doctrine for carrying out a complex task.

S&R - Search & Rescue: Unit Recovery from destroyed or disabled vehicles, providing healthcare support on missions, Stabilizing an injury outside of AO, or recovering a body.

CCP - Casualty Collection Point: A pre-determined and easily identifiable location, within the AO, for responding Medical Division Units to treat and EVAC casualties.

Pilot Terms

(Relevant to S&R)

FS - Fighter Support: Light or Heavy fighter ships tasked with Patrolling On-Site or Off-Site during missions & operations.

RTB - Return to Base: Typically to Repair, Re-Supply or Treat injuries.

EVAC - Evacuation: Any vehicle used to remove/evacuate units from an AO.

    Note (1): EVAC Vehicles will typically remain Off-Site, unless accompanied by FS.

    Note (2): For a vehicle to have EVAC classification, they must meet at least one of the minimum requirements for providing medical care:

    • Medical Bed
    • Medical Division Unit
    • Paramed Medical Device (+ Gel)
    • Drug Pens

Conduct Warning: Every time a unit must be reminded to follow proper Medical Conduct, they might be issued an Warning.

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1.1 ALL Galactic Order Ranks & Roles can make Lab Proposals & submitting Lab Reports for Research & Development (R&D).

Step 1: Concept Phase (Optional)

2.1 R&D studies are posted in the | science-bureau channel on Discord.

    2.1a The initial Draft must follow a specific format:

    Bureau Study Concept Image

    2.1b This will auto-generate a thread for the R&D project. Further notes can be posted within that thread, along with all related comments, questions, suggestions, and concerns.

    2.1c Completion of this phase awards +1 Manage Data to Author.

    Note: The purpose of this Step is to enter the Research Phase where additional assistance and org resources can be openly obtained and better organized.

Step 2: Research Phase (Optional)

2.2 Patrols, Events, and/or unique operations may be organized for the purpose of gathering Intelligence for the Lab Proposal.

Step 3: Submit Phase

2.3 R&D project are posted in the | science-bureau channel on Discord as a Lab Report. If attached to a previously established Lab Proposal, simply link the initial post and follow the steps below.

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1.1 All Science Division members may engage in policy drafting, a unique practice that allows units to essentially submit changes or additions to Protocol directly to Leadership Council for final review and possible implementation.

Similar to other division-related privileges, this process follows specific steps for proper consideration and application…

1.2 Although only Science Divison units may draft policy proposals, units from any division (regardless of rank) may make suggestions for changes in protocol within the | ask-or-suggest channel on Discord.

1.3 For the purposes of this protocol, "Collaborators” are defined as members of the Science Division who make significant contributions to a Policy Draft and are listed as such by the Main author of said draft.

    Step 1: Concept Phase

    2.1 Science Division Unit(s) submit a written Protocol proposition in the | science-bureau channel on Discord. This will auto-generate a thread where additional details may be provided for the Policy Draft, following any format. Further posts can be made within that thread as progress notes to incorporate any and all related discussion around the proposed protocol to catalog comments, questions, suggestions, and concerns.

    Step 2: Testing Phase

    2.2 Patrols, Events, and/or unique operations may be organized for the purpose of testing the proposed protocol. However, Events must be organized officially by any Division Officer (Rank 3+) who must be noted within the progress notes (Discord post thread), and the proposed Protocol must be mentioned within the event’s description.

      2.2a This Phase can be optional in some instances, depending on the Policy Draft.
      2.2b Completion of this phase awards +1 Research (Collaborators), and +1 Mission Voucher to all additional participants.

    Step 3: Submit Phase

    2.3 Once the proposed protocol has been properly tested, it may then be submitted as an initial complete draft to Leadership, similar to Concept Phase. This must be done in writing (drafted as it would be intended to appear on the Protocol page), as a reply to the initial post and must tag @Leadership Division to be valid.

    Final Step: Review Phase

    2.4 After the submit phase, Leadership Council will move forward with a vote on the protocol’s final implementation, following standard Deliberation. If the vote passes, the protocol is implemented but can be modified from it's most recent submitted draft. However, if the vote fails, the protocol is then dismissed with an added thread statement from Leadership Council (if applicable). Moving forward, a new policy draft can be added as a reply to the most recent related Submit Phase as a new Concept Phase for further testing or resubmission of a proposed protocol.

    Note: When available, Expedition Battalion Captains may issue Leadership Council meetings specifically for the expressed purpose of reviewing Policy Drafts.

Punishment Image

Warnings:

1.1 Warnings are temporarily issued for any repeated, or willful, violations of Protocol, laws or rules.

1.1a While active on a unit's record, Warnings may inhibit promotions and remove authority based on the warning's condition for being issued.

1.1b With 3 Warnings active on-record, an Official Reprimand will automatically apply to that individual’s service record on the Roster.

1.1c Warnings may be issued by Lieutenants & members of Command who deem a violation to be purposeful or negligent by nature. This includes units with a voice in command.

1.1d Additional Details for Warnings are given under each related Protocol section.

Disclaimer 1: Exam scores can be reset if deemed appropriate or necessary in relation to the subject matter of the issued Warning.

Disclaimer 2: Overall, Lieutenants & Commanders try to avoid issuing warnings, typically initiating multiple conversations before taking things further. However, at times, warnings have proven to be necessary for constructing the importance of our laws, rules and protocols. More often than not, Warnings are issued for poor reactions to constructive criticism or after numerous attempts have been made to communicate to an individual without any signs of improvement. Higher Ranked units also face a greater risk for Warnings given the expectations of their standing.

Removed Warnings:

1.2 Warnings may be removed from record at leadership's discretion. This often occurs only after improvements have been observed or a duration of time has passed. However, Reprimands remain on permanent record.

Reprimands:

2.1 An act of insubordination is a defiance towards authority and a refusal to obey orders.

    2.1a For insubordination, units can be issued a private message and Reprimand. As stated in our Rules & Laws, members will often receive 1 Reprimand before facing demotion or harsher punishments.

    2.1b For Novitiates, "harsh punishment" will most often mean termination. The Galactic Order will not tolerate disobedience and will not dedicate time & resources towards the progression of an individual whom has shown no interest in remaining among our ranks or improving the organization.

2.2 Reprimands are typically issued after Warnings have failed to produce the intended result. These remain on permanent record.

    2.2a An official Reprimand can produce any number of outcomes, often highly dependent on how they are received. In some cases, the Reprimand will remain as just that, a Reprimand to avoid repeating past mistakes. In other cases, Reprimands have served as a cautionary tale, resulting in a demotion or removal from the organization completely.

    2.2b Similar to Warnings, Reprimands may be issued by Lieutenants & Commander that deem a violation to be purposeful or negligent by nature.

    2.2c There is currently no established limit to the number of Reprimands an individual can hold on record.

Quiet Removal:

3.1 In extremely rare cases, units may face sudden dishonorable discharge if Leadership Council deems warnings and official Reprimands an inadequate solution to correct behavior. This act is executed in situations where significant damage or impact can be observed over a short period of time, and only with the final authorization of a Vice Admiral or Admiral.

Visit our Command section (above) for more details.

Trooper Threats Image

+ - Flight/Systems Ready
- Power All (Toggle)
- Power Thrusters (Toggle)
- Power Shields (Toggle)
- Power Weapons (Toggle)

- Increase Weapon Power (Hold for Max)
- Increase Thruster Power (Hold for Max)
- Increase Shield Power (Hold for Max)
- Reset Power

- Power Headlights (Toggle)
(Long Hold) - Operator Modes (Toggle)

+ - Contact ATC (for Hangar)
- Docking Mode (Toggle)
- Docking Request (Target)
(Long Hold) - Automatic Docking
Note: When landing on a surface, it is recommended that Engines be Powered Offline to prevent the ship from floating away from external causes, such as high winds. This will also reduce idle fuel consumption.
- VTOL Mode (Toggle)
+ - Ship Transformation
+ - Unlock Ship Ports

- Open/Close Doors (Toggle) Recommended
- Lock/Unlock Doors (Toggle) Recommended

- Power Scanning Mode (Toggle)
- Power Mining Mode (Toggle)
- Power Salvage Mode (Toggle)
- Power Fracture Mode (Toggle)

(Mouse) - Pitch Up/Down
(Mouse) - Yaw Left/Right
- Main Thruster Forward
- Thruster Backward
- Thruster Strafe Left
- Thruster Strafe Right
- Roll Left
- Roll Right
+ (Mouse Wheel) Speed Limiter (Rel.).

- Boost
- Vertical Thruster (Strafe) Up
- Vertical Thruster (Strafe) Down
+ - Cruise Control (Toggle)
- coupled / decoupled (Toggle)
- Space Break
Note: Game Settings Space Break with Boost is recommended.

- Activate Ping
- Lock Selected Target
Note: Set to extra Mouse Button Recommended.
+ - Unlock Selected Target
Note: Set to extra Mouse Button Recommended.
+ - Pin/Unpin Selected Target
+ - Pin/Unpin Selected Target
+ - Pin/Unpin Selected Target
- Lock Pinned Target
- Lock Pinned Target
- Lock Pinned Target
- Remove All Pinned Targets
- Cycle Lock - Attackers - Reset to Closest
Note: Set to extra Mouse Button Recommended! Allows to Target anyone Targeting you.

- Hail Target

(R-Mouse) - Precision Targeting (Toggle)
+ (R-Mouse) (Hold) - Precision Targeting - Camera Tracking (Toggle)
Note: This mode applies to Turrets and Pilots

+ (Hold) - Manual Gimbal Mode - Swap VJoy/Look Direction (Toggle)
+ - Manual Gimbal Mode - Lock Aim Vector
- Gimbal Assist / Standard Gimbal / Gimbal Lock (Cycle)
Note: This mode applies to Turrets and Pilots (Weapons)

(L-Mouse) - Fire Weapons (Target)
(L-Mouse) - Launch Missiles (Target)
(M-Mouse) - Cycle Modes (SCM)
- Increase Armed Missiles
+ - Decrease Armed Missiles
+ - Bomb Impact Point (Toggle)

- Launch Noise
- Launch Decoy
+ - Increase Decoys
+ - Decrease Decoys
+ - Eject
- Self Destruct

- FreeLook (Toggle or Hold)
+ (Mouse Wheel) - Zoom View (in/out)
- Cycle Camera View
+ - Move Camera Forward
+ - Move Camera Back
+ - Move Camera Left
+ - Move Camera Right
+ - Reset 3rd Person Camera View
Note: Holding down F4 + Arrow Keys will allow for further manipulation of 3rd Person View.

(Mouse) - Pitch Up/Down
(Mouse) - Yaw Left/Right
- Turret Mouse Movement (VJoy, FPS style) (Toggle)
- Exit Remote Turret
- Gyro Mode (Toggle)
- Next Remote Turret (Cycle)
- Previous Remote Turret (Cycle)
- Change Turret Position
(Hold) - Center Turret
+ (Mouse Wheel) Speed Limiter (rel).
- Turret Instant Zoom

Last updated: 3.24.3 Patch (Star Citizen)

Pilot Dead Image

SCM GUN refers to the mode that is selected in your ship for the use of the guns on your ship, allowing for the use of such weapons. SCM GUN will display when the system is in use.

Warning: SCM Reduces Speed & Disables Quantum, but Enables Weapons, Shields & Countermeasures.

"This is pew pew dakka dakka with the gunssss!" - Captain Daneel_Bailey

"Engaging with Guns!!!" - 1st Officer Aemonn

SCM MSL refers to the mode that is selected in your ship for the use of the missiles on your ship, allowing for the use of such weapons. SCM MSL will display when the system is in use.

Warning: SCM Reduces Speed & Disables Quantum, but Enables Weapons, Shields & Countermeasures.

"These be the boom booms sticks!" - Captain Daneel_Bailey

SCM SCN refers to the mode that is selected in your ship for the use of the scanning system, to allow for scanning other vessels or objects. SCM SCN will display when the system is in use.

Warning: SCM Reduces Speed & Disables Quantum, but Enables Weapons, Shields & Countermeasures.

"This is the lookie look!" - Captain Daneel_Bailey

NVM QT refers to the mode that is selected in your ship for the use of the quantum drive, allowing for the travel between different planets or long-distance locations. NVM QT will display when the system is in use.

Warning: NAV Disables Weapons, Shields & Countermeasures, but Increases Speed & enables Quantum.

"This is the extra fast zoom zoom!" - Captain Daneel_Bailey

NVM FLT refers to the mode that is selected in your ship for the accelerated version of your ships standard flight. Allowing for an increase of speed at which you travel in a local area. NVM FLT will display when the system is in use.

Warning: NAV Disables Weapons, Shields & Countermeasures, but Increases Speed & enables Quantum.

"This is the fast vroom vroom!" - Captain Daneel_Bailey

NVM SCN refers to the mode that is selected in your ship for the use of the scanning system, to allow for scanning other vessels or objects. SCM SCN will display when the system is in use. NVM SCN and SCM SCN both have the same function.

Warning: NAV Disables Weapons, Shields & Countermeasures, but Increases Speed & enables Quantum.

"This is the other lookie look!" - Captain Daneel_Bailey

Last updated: 3.24.3 Patch (Star Citizen)

HUD Pilot Docking

Operator Mode: SCM / NAV

Docking involves a unique Pilot HUD available on select Sub-Capital & Capital ships manufactured with Docking Collars. This often acts as the primary (Default) space station landing option when requesting permission from ATC (Air Traffic Control).

When Active, the pilot’s HUD will appear as shown in the image above, indicating Distance, Pitch, Yaw, and Roll, along with various circles. The Pilot will need to navigate the ship’s position until all circles are properly aligned, indicated by turning green. Positioning for proper alignment can vary based on the ship’s layout and docking collar placement.

When properly aligned, Automatic Docking is recommended.

HUD Pilot Quantum
HUD Pilot Quantum

Operator Mode: NAV (Navigation)

Quantum Travel is possible for all vehicles equipped with a Quantum Drive. These come in a variety of Sizes (1-4), and utilize Quantum Fuel to travel significant distances within a Solar System or Planetary System.

The HUD consists of 5 components:

This mode allows the Pilot or Turret operator to zoom and target specific components & sections of a vehicle.

HUD Pilot Scanning

Operator Mode: SCM / NAV SCN (Scanning)

This interface works with MFD Scanning. Performing this task will share the information to all Vehicle Stations.

HUD Missile Lock

Operator Mode: SCM MSL

When Target Lock is within Missile/Torpedo Range (Range Finder), Missile lock will begin with broken Circle Display. When Circle is complete, armed Missiles/Torpedoes are ready to deploy.

Last updated: 3.24.3 Patch (Star Citizen)

Every Ship Station has a designated Primary MFD:

+ - Cycle Primary MFD (Left)
+ - Cycle Primary MFD (Right)

Last updated: 3.24.3 Patch (Star Citizen)

To pilot a ship within The Galactic Order, there are a number of different requirements that must be met, depending on the ship or situation. To maintain structure and ensure stability, the Galactic Order has 3 different Pilot Licenses available, each with different limitations and benefits.

Level 0: Provisional Pilot (Overview)

  • Temporary license.
  • Provisional Pilots may operate ships/vehicles for Patrols.
  • Limited from anything critical for a mission, transportation of high value target, 2 or more Commanders, a member of High Leadership (Rank 4+) or Cargo exceeding 500,000 aUEC in value.
  • Automatically given to ALL Rank 1+ units (see Ship Categories section for more info).

Level 1: Approved Pilot (Overview)

  • Official license.
  • Approved Pilots may operate ships/vehicles for Patrols and Events.
  • Subject to periodical review.

Endorsement

Approved Pilot license can be obtained once endorsed by any of the following potential Pilot Instructors:

Endorsement must be submitted (in writing) to the Provisional Pilot’s superior 1st Officer or Captain, for final approval.

  • This step is necessary to ensure competency and trust for the Pilot’s knowledge, experience, and skills.
  • AKA, proof Pilot good!

Level 1: Conditional Pilot

When an approved Pilot is promoted or demoted into a role that is not typically approved for flying, their Approved license will go from Active to Conditional, allowing them to fly during Patrols & Events only when no other pilots are available.

Level 2: Certified Pilot (Overview)

  • Official license.
  • Obtained by V-Tech Exam (Completed), available on the Exams & Badges page.
  • Certified Pilots may Tune ships/vehicles, and operate ships/vehicles for Patrols and Events.
  • Approved Pilots (Required)

Certification

Certified Pilots may act as a Pilot Instructor, host Training events (as Rank 2+), and endorse Provisional Pilots for an Approved License.

Certified Pilots may Tune ships/vehicles, and operate ships/vehicles for Patrols and Events

Level 2: Conditional Pilot

When a certified Pilot is promoted or demoted into a role that is not typically approved for flying, their Certification will go from Active to Conditional, allowing them to fly during Patrols & Events only when no other pilots are available.

Level 3: Combat Capital Pilot (Overview)

  • Official license.
  • CC Pilots may operate Combat Capital Ships for Events.
  • Units Rank 2+ (Required)
  • Certified Pilots (Required)
  • Gives Title: Helmsman

Endorsement

CC Pilot license can be obtained once endorsed by any of the following potential Pilot Instructors:

Endorsement must be submitted (in writing) to the Provisional Pilot’s superior 1st Officer or Captain, for final approval.

  • This step is necessary to ensure competency and trust for the Pilot’s knowledge, experience, and skills.
  • AKA, proof Pilot good!

Combat Capital Ships

  • Polaris
  • Idris-P Frigate
  • Idris-K Frigate
  • Idris-M Frigate
  • Javelin Destroyer
  • Kraken
  • Kraken Privateer

Level 3: Conditional Pilot

When a CC Pilot is promoted or demoted into a role that is not typically approved for flying, this licensee will go from Active to Conditional, allowing them to fly during Patrols & Events only when no other pilots are available.

Ship Categories:

Disclaimer: Priority Transport parameters include anything critical for a mission, transportation of high value target, 2 or more Commanders, a member of High Leadership (Rank 4+) or Cargo exceeding 500,000 aUEC in value.

Light Fighters

Piloted by: Combat Division, Engineer Division, Medical Division & Leadership Division.

  • 85x
  • 100i
  • 125a
  • 135c
  • 300i
  • 315p
  • 325a
  • 350r
  • Arrow
  • Aurora CL / ES / LN / LX / MR
  • Avenger Titan / Stalker / Warlock / Titan Renegade
  • Blade
  • Buccaneer
  • Defender
  • F7C Hornet / Wildfire
  • F7C-M Hornet Heartseeker
  • F7C-M Super Hornet
  • F7C-S Hornet Ghost
  • F7C-S Hornet Ghost MkII
  • F7C-S Hornet Tracker MkII
  • F7C-Mk II Hornet
  • F7A-Mk I Hornet
  • F7A-Mk II Hornet
  • Fury / Fury MX (Carrier)
  • Gladius / Valiant
  • Glaive
  • Hawk
  • Intrepid
  • Khartu-al
  • M50 Interceptor
  • Mustang Omega / Gamma / Delta / Beta / Alpha
  • P-52 Merlin (Carrier)
  • P-72 Archimedes (Carrier)
  • Razor Base / LX / EX
  • Sabre / Sabre Comet / Sabre Raven / Sabre Firebird
  • San'Tok.Yai
  • Scythe
  • Talon / Talon Shrike
  • Wolf L-21

Heavy Fighters

Piloted by: Combat Division, Engineer Division, Medical Division & Leadership Division.

  • Ares Star Fighter Inferno
  • Ares Star Fighter Ion
  • Cutlass Black
  • F8C Lightning
  • Freelancer MIS
  • Gladiator
  • Guardian Base / QI / MX
  • Hurricane
  • Meteor
  • Scorpius Base / Antares
  • Vanguard Harbinger / Sentinel / Warden

Priority Transport

Piloted by: Outriders, ARC Troopers, Engineer Division, Medical Division & Leadership Division.

  • 400i
  • Asgard
  • C1 Spirit / E1 Spirit
  • Cutlass Blue / Red / Steel (Garbage)
  • Freelancer Base / Dur / Max
  • Fortune
  • Golem
  • Herald
  • Hull A
  • Hull B
  • Intrepid
  • Mantis
  • Mercury Star Runner
  • Mole
  • MPUV Cargo
  • MPUV Personnel
  • Pisces C8/C8X/CR8
  • Prospector
  • Prowler
  • Raft
  • Retaliator Cargo
  • Starlancer MAX
  • Starlancer TAC
  • Terrapin
  • Terrapin Medic
  • Valkyrie
  • Vanguard Hoplite / Sentinel
  • Vulture
  • Zeus MkII CL
  • Zeus MkII ES
  • Zeus MkII MR

Bombers

Piloted by: Outriders, ARC Troopers, Engineer Division & Leadership Division.

  • A1 Spirit
  • Eclipse
  • Gladiator
  • Hercules A2
  • Retaliator Bomber
  • Vanguard Harbinger

Sub-Capital

Piloted by: ARC Troopers, Engineer Division & Leadership Division.

  • 600i
  • Carrack
  • Caterpillar
  • Constellation Aquila / Andromeda / Phoenix / Taurus
  • Corsair
  • Hammerhead
  • Hercules C2 / M2
  • Hull C
  • Redeemer
  • Starfarer Base / Gemini
  • Starlancer MAX
  • Starlancer TAC

Capital

Piloted by: ARC Troopers, Engineer Division & Leadership Division.

  • 890 Jump
  • Idris-P Frigate
  • Idris-K Frigate
  • Idris-M Frigate
  • Javelin Destroyer
  • Kraken
  • Kraken Privateer
  • Polaris
  • Reclaimer

Hover Vehicles

Piloted by: ALL Rank 1+ units.

  • Dragonfly
  • Hoverquad
  • Nox
  • Pulse / Pulse LX
  • X1 Base
  • X1 Force
  • X1 Velocity

Ground Vehicles

Piloted by: ALL Rank 1+ units.

  • Atlas Mech
  • Atlas Geo
  • Ballista
  • Centurion
  • Cyclone / Cyclone-AA / Cyclone-MT / Cyclone-RC / Cyclone-RN / >Cyclone-TR
  • Cydnus
  • G12 / G12a / G12r
  • Mule
  • MTC
  • Nova
  • PTV
  • ROC
  • ROC-DS
  • Ranger CV / Ranger RC / Ranger TR
  • STV
  • Spartan
  • Storm / Storm AA
  • Ursa Rover / Lynx / Fortuna / Medivac

Last updated: 3.24.3 Patch (Star Citizen)

Pilots Lounge Image

Ballistic Weapons

Energy Weapons

Distortion Weapons

    These weapons are a variant of Energy Weapons, inflicting strong electrical discharges rather than thermal damage. They deal no damage to a ship’s hull, but inflict significant damage to shields. When shields are depleted, shots to a ship’s hull will degrade power systems and component performance. These disable ships without destroying them, making for an ideal choice with Law Enforcement, Bounty Hunting and Pirating. With exception to damage use, Distortion Weapons share the same properties as Energy Weapons.

    TGO Tip: Against Fighters and ships smaller than Sub-Capital, Repeaters are recommended Size: 1-4.

    TGO Tip: Against Ground Turrets, Sub-Capital & Capital ships, Cannons are recommended Size: 5+.

Missiles / Torpedoes

    Missiles & Torpedoes are self-propelled, guided projectiles with a variety of different characteristics, the 2 Primary of which are Guidance Systems & Payloads.

    Guidance Systems

      Infrared (IR): Tracks locked-on ships by Heat & Infrared emissions, released by Energy Weapons or less heat-efficient components. Can be fooled by Decoys and possibly lock to incorrect Targets with similar heat signature.

      Electromagnetic (EM): Tracks locked-on ships by Electromagnetic emissions, released by electronic weapons & components. Careful energy management & efficient components can reduce ship EM signatures to make locks difficult.

      Cross-Section (CS): Tracks locked-on ships by cross-section & appearance. Longer lock-on time than IR or EM, but more difficult to avoid.

    TGO Tip: Evasive maneuvers are highly recommended against all Guidance Systems, in addition to any preventative measures already listed.

    Payloads

      High Explosive (HE): An HE-equipped missile detonates directly on the targeted ship, causing severe damage to the ship's shields, hull, and impacted components.

      Electromagnetic Pulse (EMP): An EMP missile detonates on or near the targeted ship, causing significant damage to shields and potentially disabling major components on the ship, much like a distortion projectile weapon.

      Cluster Munition Explosive Projectiles (CM): An CM-equipped missile approaches the targeted ship and fires a cluster of submunitions that weakens the armour or shields, leaving the target vulnerable to the full payload that follows.

    TGO Tip: Missiles are fast, but deal less damage than Torpedoes, and range Sizes: 1-4.

    TGO Tip: Torpedoes are slow, but deal more damage than Missiles, and range Sizes: 5-10.

    TGO Tip: Bombs have larger Areas of Effect, but require Gravity, and range up to Sizes: 5 & 10.

    TGO Tip: All Missile Guidance Systems can be avoided through experienced piloting and evasive maneuvers.

Turrets

    Star Citizen has 3 Turret Types: Manned, Remote and PDC.

      These turrets require a physical gunner to be present within the Turret itself, much like a pilot in the cockpit of a Light Fighter. Often greater in size, Manned turrets typically have larger damage output than Remote or Automated turrets. The operator also has access to MFD terminals, giving significant info throughout combat. However, Manned Turrets tend to have slower maneuverability, limited visibility and are more easily targeted & damaged.

      These turrets are safely operated from a designated terminal. Occasionally, these terminals will grant access to multiple Remote Turret options that the operator may rotate between for greater visibility and position advantages. They are also known to have greater maneuverability and visibility over Manned Turrets. However, they also tend to be smaller, dealing less damage along with zero MFD terminal access while in Remote Turret view.

      These turrets operate as point defense against Missiles, Torpedoes, Bombs and close-ranged hostile ships. They will not require an operator and will often be smaller than most remote turrets, occasionally consisting of a single gun each.

      Note: Currently, all ship Turrets are set, based on the ship's development design, and cannot be switched out between Remote, Manned and Automated.

      TGO Tip: Missile Launchers may be attached to some turrets.

    The Galactic Order holds 2 classifications for Turret Operation: Primary & Secondary.

      These are typically the strongest & most significant Turrets of a ship, with strategic positioning and greater firepower over other turrets present. Manned by Rank 2 Combat Division units or higher, and occasionally Lieutenant Engineers, when Remote.

      This refers to all Manned & Remote Turrets that are not Primary to the ship’s overall damage output or Defense. Manned Secondary Turrets are used by Novitiates & Rank 1 Ensign Troopers. Remote Secondary Turrets are used by Novitiates, Rank 1 Ensign Operators & Ensign Troopers.

Turret Room Image

This section will be updated upon the release of Engineering gameplay

Uniform Image

The term Command refers to a unit of rank 3 or higher. With this title, a Galactic Order member gains new responsibilities, permissions and authority within the chain of command:

  1. Commanders gain the relevant role on the RSI Org site.
    • Command: Manage Branding & Public View.

    Disclaimer: Commanders are required to set The Galactic Order as their main organization on the RSI Org site, in order to inherit this role.

  2. Commanders may Sign-Up and Sign-In through Discord.
  3. Command gains access to Full Roster options (buttons).
    • Visit Full Roster page.
    • Select the Button on the Left, revealing options listed above.
    • For each window, press Submit to apply changes.

Command may Register New Units to add new members to the Roster.

Command may Edit Registered Data to to change a unit's SC Name, Discord, Recruiter or Battalion.
Command may Change Rank / Role to edit a unit's Rank & Role.

Command may Account Search to view info based on Discord Profile name.

Command may Discharge Units to remove members from the Roster. (Leadership Only)
Command may File Reports to add Warnings, Reprimands, Patrols & Missions for each unit.

Command enters / selects a member under Unit Name. Additional features pending rework for Mass File Reports functionality.

Apply Progress

Command may add Events, Patrols, Squad Kills (FPS) & Squad Kills (Pilot), with access to 4 sub-sections:

1. Missions: Display to match each unit's available missions.
2. Ribbons: Display based on the Commander's Rank.
3. Medals: Limited by Commander's Rank (monthly).
4. Service: Awards limited by Commander's Rank and unit's qualifications.

Note: All changes appear on the Database Log.

Patrol Content

Command uses this section to track Start Time, End Time, assigned Squad Roles, assigned Ship Stations & assigned Squad IDs during Events & Patrols. This section will also display titles the selected unit has achieved, relevant to Patrols & Events specifically.

Overall, this section is a tool to assist Commanders with taking logs, as no information added here will be applied to the Roster or Database Log.

Remove Progress

Command may issue Warnings & Official Reprimands, along with a brief description to provide additional details (limited to 255 characters). This section also gives access to 2 sub-sections:

1. Exams: Display options to erase select Exam Scores.
2. Service: Display options to erase select Service Awards.

Note: All changes appear on the Database Log.

  • Mute, Deafen and Move Members in Discord channels.
  • Privileges to Post Events and in Announcement channels.
  • Division Command Duties:

    In addition to the standard Command Permissions (listed above), some officers will have additional responsibilities based on their Division, often correlating with Galactic Order services…

    Note: Commander Duties are available to Leadership Division.

    1. Trooper Commander
      • Combat Assist Requests
      • Trooper Commanders have the added authority to post / manage bounties within The Galactic Order, and track progression on the Roster (file reports).

    2. Engineer Commander
      • Logistic Assist Requests
      • Engineer Commanders have the added authority to manage Logistic Assist Requests within The Galactic Order and track progression on the Roster (file reports).

    3. Medical Commander
      • Medical EVAC Requests
      • Medical Commanders have the added authority to manage medical EVAC requests within The Galactic Order and track progression on the Roster (file reports).

    Note: Commanders must be familiar with:

    With added authority also comes added responsibilities in member engagement and overall activity (in-game, on the website, and in the Discord). Below is a list of the minimum requirements that are expected of Commanders…

    Rank 3 Command:

    (minimum requirements)

    • Host 1 Event each month
    • Participate in 1 additional Event each month
    • Respond or react to 25% of all group Tags within the Discord (@everyone or @here)
    • Respond to all personal tags within the Discord

    Note: If a superior witnesses or determines failure to consistently meet these Activity requirements, the Commander may face demotion.

    Disclaimer: Additionally, members of Leadership will be notified on the Full Roster page when an officer has displayed inactivity for 6+ months following their last Patrol, with the suggested course of action being Demotion.

    Planned events must have a clear and established: start time, report-in time, voice channel location within Discord, and mission statement dictated in the event’s description. This can be anything, such as an advanced recon operation, a complex multi-staged competition, a series of high stakes Bunker missions, or a simple game of Hide and Seek. The goal or purpose of the event must be communicated.

    Planned events that involve any violations in protocol, must be approved by a member of leadership (in advance) and noted in Leadership Council (Discord channel).

    Similar to the regular meetings of Leadership Council, or Admiralty Council, individual battalions may hold independent meetings to address any recent comments, questions, suggestions or concerns.

    These can be organized by any Commander Rank 3 (or higher). Lieutenants may call meetings with the approval of their Captain or 1st Officer.

    Although attendance is completely optional, it is highly encouraged as these meetings help further organize battalions and provide each unit with a voice among higher ranks. These are also essential for established battalion stances in major delegations.

    Participation

    As with other Events, those who attend these meetings will gain +1 Event and may qualify for mission vouchers based on their level of participation.

    Commanders have the added privilege of awarding Service Medals during Patrols & Events. Each Medal is awarded through different means, ultimately determined by the Commander taking an individual’s log.

    Note: For more Service Medal Info, visit the Ribbon Awards page.

    Commanders are not permitted to award Medals to themselves, and are limited in the number of Medals they can distribute each month:

    Warning: These awards are meant to be rare achievements. Any attempts to exploit Medal distribution, beyond the monthly limit, will automatically apply warnings.

    Overview:

    Within the Galactic Order, there are a number of awards & commendations that may be presented to members for distinguished service.

    This begins when a Commander declares endorsement for a candidate by notifying a superior, following the chain of command. An endorsement must be submitted in writing, stating the candidate’s name, the award they are being nominated for, and an account of their service. This is then brought to the Leadership Council, which initiates a vote that only requires majority rule to pass. However, if a member of Admiralty votes against, this automatically fails the Vote.

    Note: Members of Leadership may also endorse candidates but are not required to inform a superior and may contact the Leadership Council directly with their nomination.

    Endorsed Name, Award, & reasons for Endorsement are posted in Leadership Council channel, with @here tag. Captains, Commodores, Vice Admirals, & Admirals of the Council have the following available actions in response to this vote:

      Y - Yes

      N - No

      A - Abstain

      V - Veto (this action is exclusive to Admirals)

    Because these votes are not anonymous, reasons for the chosen response are not required, but they are welcomed. Vote must be given within 24 hours from the time of the post or they will be marked as “Abstain”.

    Abstain: This removes the individual’s count from the vote’s total. This will not count as “Yes” or “No”, and can alter the curve of the overall result for the majority rule.

    Tied Vote: In the event of a tie, because a majority could not be reached, the vote fails.

    Vote Change: All votes may be changed at any time, before the vote's conclusion.

    Veto: This Action, exclusive to Admirals and Grand Admirals, will automatically fail the vote.

    Vote Conclusion: The Voting period ends either after all votes have been cast, or the 24 hour time limit has expired. This results in a Pass or Fail.

    Vote Fail: If a vote fails, for any reason, it can be revisited no sooner than 1 month from the previous Vote Conclusion, requiring a new endorsement to restart the vote proceeding.

    Vote Pass: The conclusion goes into immediate effect, or at the intended time.

    Example:

    Commander At Attention Image

    In some instances, Leadership Council or Admiralty Council, will require a point-based voting system structured for matters with a higher volume of options. Unless stated otherwise, these votes are typically open to all Leadership members present as a larger majority is required.

    Point-Based voting involves multiple options from which to choose from. Each member of Leadership will cast their vote for 3 different available options. Priority of point assignment is based on the order of the listed items.

    At the end of the vote, the points are counted for each item, with the highest value indicating the winner. As always, unless stated otherwise, the deliberation will end after 24 hours or after all participants have cast their vote, up until which point any vote can be changed/edited.

    Members of Leadership may endorse 2 candidates for this award per yearly quarter. There is no limit to the number of times a candidate can be endorsed, and each endorsement is voted on independently, allowing for multiple TGO Preceptor Sole Award recipients per Quarter.

    The Preceptor Sole Award is granted in recognition of a significant contribution to The Galactic Order, often as acknowledgement for the time and dedication involved in a particular project or multiple related projects. This award may also be achieved multiple times for seperate projects.

    Coming Soon TM

    Approved

    Following a Vote Pass, a congratulatory announcement is then drafted by a members of Leadership (often the endorser) and posted in | enlisted text channel (Discord), as it relates to an individual's accomplishments. @everyone or @here Tag not needed.

    Progenitors hold the responsibility for onboarding new Novitiates into The Galactic Order, seeing them through to Rank 1 or higher and ensuring they are properly trained to Galactic Order standards. They act as a mentor, educating units from a place of experience and knowledge, much like a Drill Instructor or Training Officer. There are high expectations for Progenitors regarding knowledge and practice of protocols, rules, and laws. It is a challenging title to obtain, and easily lost as any Warning will automatically remove the title, requiring re-application.

    This title grants authority to log progress for other units Rank 2 or lower and send Patrol reports to Command, similar to lieutenants. However, unlike a lieutenant, these individuals are not limited to same-Division units.

    Coming Soon TM

    Application

    The title of Progenitor can only be gained through a written application (following chain of command) and Leadership approval. Applicant is expected to state their reasoning for requesting the title and how they intend to use it. Similar to a commendation, this requires a vote by Leadership Council before it can be assigned to the applicant. When approved, the title will appear on the Progenitor's Unit Card and the role will be added on Discord.

    Disclaimer: Subject to periodical review.

    Consideration

    When voting on this Title, members of Leadership will often consider the applicant's protocol competency and any history or displayed interest in onboarding new members. This title is viewed more as an acknowledgement, as it provides additional authority related to those subjects.

    Approved

    Following a Vote Pass, a congratulatory announcement is then drafted by a members of Leadership (often the endorser) and posted in | announcements text channel (Discord). @everyone or @here Tag not needed.

    Acting as one of the highest honors to be bestowed within The Galactic Order, only members of Leadership may endorse candidates for this award, identifying strong potential, dedication and natural leadership qualities. Though very rarely given, there are no Monthly or Quarterly limits for presenting this award, or endorsing a candidate, so it may be granted at any time, often to fast-track a promising unit through the ranks.

    Disclaimer: Subject to periodical review.

    Approved

    Following a Vote Pass, a congratulatory announcement is then drafted by a members of Leadership (often the endorser) and posted in | announcements text channel (Discord). @everyone or @here Tag not needed.

    This is the highest commendation available within The Galactic Order military, acting as the primary prerequisite for Vice Admiral, and awarding Captains the title of Commodore. Only members of High Leadership may endorse candidates for this award, identifying strong potential, dedication, natural leadership qualities and fleet perspective. Likely the rarest commendation awarded, there are no Monthly or Quarterly limits for presenting this award, or endorsing a candidate, so it may be granted at any time. This deliberation takes place within the Senate.

    Disclaimer: Subject to periodical review.

    Coming Soon TM

    Approved

    Following a Vote Pass, a congratulatory announcement is then drafted by a members of Admiralty or High Leadership (often the endorser) and posted in | announcements text channel (Discord). @everyone or @here Tag not needed.

    Promotions act as the primary form of progression within The Galactic Order and help maintain stability within the organization’s hierarchy. To maintain structure and order within the chain of command, it is important to incorporate an organized system related to all changes in Ranks & Roles. Here is a basic Guide to follow for promotions…

    Promotion Offer:

    To start, when a unit qualifies for promotion, it is not a guarantee that they will be promoted. There are 3 factors that can influence this change in Rank/Role:

    1. Role Availability: Some roles have a limited number of available positions within a single Battalion. If the limit has been reached, no promotion can be offered.
    2. Unit History: Past warnings, official reprimands, outstanding loans or demotions can hinder or completely prevent a unit from being promoted, despite prerequisite qualifications. More details for Demotion provided in Rank/Role Demotions section.
    3. Discretion: Even with availability and clean unit history, a particular unit may not receive a promotion offer if their superior officer(s) don’t wish to promote them. This can be for a multitude of reasons. Perhaps the role is not needed for the Battalion’s structure. Perhaps the unit is not ready for the added responsibility. Perhaps a more qualified unit is expected to take the promotion instead. Although these reasons can sound harsh, it is important to keep in mind that elements within the org are ever-changing, and nothing is set in stone. There are always options!

    Important Note: To maintain order & stability, Commanders should not promote Units outside of their Battalion. This preserves the Chain of Command and avoids Conflict or Confusion.

    Promotion Steps:

    When a promotion offer has been given and accepted, here are the steps that must be followed:

    1. Promote Unit on Full Roster page.
    2. Promote Unit in Discord (selecting Role, Rank & Division)
    3. Announce the promotion in the | enlisted Discord Channel
    4. Rank 3 Promotions:

    5. Add the Command role on RSI Member page
    6. Add the Leadership role on RSI Member page (Leadership Division ONLY)
    7. Introduce the new Commander in the relevant channels and give a brief introduction of their added responsibilities and authority.

    The largest step taken within The Galactic Order military, is the one from Commander to Leadership. It requires experience, dedication, mindfulness and self-reflection for every action and inaction. It also calls for a shift in perspective and choice, requiring a view that observes the org in its entirety, rather than observing its individual parts. This can be the most challenging thing for any member to grasp, serving as the dominant characteristic every Leadership Council will seek to observe before granting Leadership Commendation.

    At the end of the day, in all honesty, leadership should work to improve the overall experience of TGO’s members at no cost but to themselves. Ideally, no cost should be paid at all, but some instances may call for it, whether it be time, energy or a bit of both by drawing on an individual’s (volunteered) skills or talents. TGO will never ask for more than what anyone is willing to give, nor would we ever ask for financial support in any way.

    When it comes to deliberations, not every decision made will be to the benefit of individual members, occasionally coming at a cost to the few to better serve the many out of equal opportunity & fairness. This calls for leadership to sometimes make unpopular choices, which may present challenges of their own. Members of Leadership must also understand that few decisions are made by an individual, as choices are often agreed upon collectively. This is the entire purpose of the Leadership Council, leaving no single individual with enough power to corrupt their choices.

    Overall, we seek to provide a welcoming and fun community for all, but such a thing is never easy to build, and even harder to maintain. For these reasons, and many others, leadership can be a challenging goal to achieve, and should never be coveted by those simply seeking authority or rank.

    2.1 This title grants members of Leadership the authority to accept applications on the RSI Org site.

    2.2 Units with this title work in recruit acquisition, managing application processing into The Galactic Order military. It is a challenging but honorable title to obtain, but also easily lost as any Warning will automatically remove the title, requiring re-application.

    Application

    2.3 The title of Acquisitor can only be gained through a written application (following chain of command) to a member of Admiralty who may approve or deny the application. When approved, the title will appear on the Acquisitor's Unit Card and the role will be added on Discord.

    Approved

    2.4 Approval of this application does not require any formal announcement.

    "You are being recruited. Do not resist" - 1st Officer Jigsauce

    Similar to Promotions, Recruit application acceptance follows specific steps that are required to ensure stability of The Galactic Order’s structure and chain of command. Below are listed instructions for this process...

    Important Note: Applications may ONLY be accepted after the individual has joined the Discord.

    Application Steps:

    1. Identify Applicant in Discord.
      • Applicant must have both Discord Roles: Unlocked & Guest
      • Server Nickname must match Star Citizen handle name.

    2. Investigate Applicant on RSI Site for suspicious affiliations.
    3. Post application image/screenshot in | recruit-messages Discord channel, including message.
    4. Accept Application!
    5. Announce that the Application has been Accepted by tagging the Novitiate in | general and congratulating them on Rank Novitiate:
    6. Example 1: “Application Accepted! Congratulations @Chocula on Rank Novitiate!”

      Example 2: Application Accepted! Congratulations {NAME} on Rank Novitiate! Look to any Lieutenants, Commanders, or @Progenitor in-game or in a voice chat as they are your guides to The Galactic Order, getting started or answering any org specific questions moving forward! Welcome aboard! 😎 👍

    7. Add Novitiate role (in Discord), and remove Unlocked & Guest.
    8. Visit Full Roster page and Select the Button, followed by Register Unit button to fill out information...
      1. Star Citizen Name (handle name)
      2. Discord Profile (lowercase name)
      3. Recruiter's Name(optional)
      4. Start Date
    9. When all info is filled out, press Submit to apply changes.

    Battalion Captains, when first promoted, often get the option to choose their Battalion’s Type from the available options:

    • Harbinger
    • Venator
    • Logistic
    • Expedition
    • Medevac

    In some instances, a unit’s promotion to Captain may be conditional based on which Battalion Type is needed for the Fleet. This is ultimately decided by Fleet Command and Leadership Council.

    With Fleet Command’s approval, Captains may change their Battalion Type but this is uncommon and rarely encouraged as it can significantly reduce a Battalion's Mark progression.

    Vehicle Selection is decided by the Captain, and refers to the Battalion’s chosen Battalion Ship, Support Ships, protective Fighters, and all other Vehicle specifics.

    Vehicle Selection will play a significant role when Star Citizen persistence is further implemented, as there will be limits on the number of ships each Battalion will be able to operate, manage, and store. This will be even further enforced once base building is implemented and The Galactic Order has established a permanent settlement with planned Districts for each Battalion. For these reasons, it is highly encouraged that each Battalion Leadership limits their vehicle selection to those they can effectively crew concurrently .

      Flag/Vice Ships

      These are the personal vessels of Fleet Command, with Flag ships belonging to Fleet Admirals and Vice Ships belonging to Vice Admirals. Due to the crew size and resources required, use of these ships are often reserved for significant operations, with requisitioned units from battalions within the Fleet to act as the vessel's crew.

      Battalion Ship

      Each battalion is run by a Captain and is typically centered around a Battalion ship. These vehicles are intended to house a majority of the Battalion's crew (inhabiting each Company), requiring they be larger than 70 meters in length and fall under sub-capital or capital ship category.

      Battalion Units

      Most battalions utilize troops (units) from multiple divisions to function, requiring 5 or more crew members minimum to operate. The Starting Mark I standard battalion size is anywhere between 5 to 10 units, including leadership. As additional Marks are added to the Battalion, limits on unit capacity are modified.

      Platoon Ships

      For additional ships within a battalion, the Battalion ship must meet the minimum safety requirements such as docking or a hanger to provide safe crew transfers to accommodate shift changes and crew demands. As the name implies, Platoon Ships each house a single Platoon, often utilizing Sub-Capital ships, or smaller.

    This refers to the chosen members / crew of each Battalion. Ultimately, Captains hold the final word for all Transfer requests made to Leave or Join their Battalion. With new Battalions, Transfer requests are common from members of other existing Battalions. However, most transfers will come from the Academy, often based on familiarity and gameplay preferences.

    Engineers Image

    Each Captain holds nearly full authority over their personal Battalion, within the limitations of Galactic Order protocol and commands set forth by the overseeing Fleet Admiral(s).

    The Rank of Captain is awarded in 1 of 2 situations. Either a Captain is promoted to assume command of an existing Battalion or they are appointed to form their own. Both are considered a great honor and hold unique challenges.

    Note: Captain limit per Battalion: 1

    New Battalion:

    The promotion to Captain with the option to form one’s own battalion comes with the challenge of deciding what battalion type that captain will adopt as it will often be a choice they can make for themselves. Only in the situation where Admiralty holds specific needs for a fleet is there an exception to this. Captains in a New Battalion position will also have their choice of ship(s) and crew. Because promotion to Captain in this context requires that they must achieve the rank of Commander in at least 2 different Divisions, it is typically recommended that they form their battalion based on a past-served division (not required).

    Assume Battalions:

    Captain promotion for an existing battalion (either from within or outside the battalion itself) occurs when the former Captain has been removed from their role by either demotion, resignation, reassignment, or execution.

    When a Battalion loses its Captain, Fleet Command will assume temporary authority & oversight while existing 1st Officers (if present) maintain their responsibilities. This throws the battalion into a Trial period, during which time all potential candidates for Captain are taken into consideration from throughout the Fleet.

    Ideally, a 1st Officer will be chosen from within the Battalion for promotion to Captain, however lack of experience or necessary prerequisites can heavily obstruct this from happening, particularly in unexpected circumstances.

    If no Captain can be found within a 2 month period, the Battalion will enter retirement, giving battalion members 1 week to Transfer out or face automatic transfer back to the Academy, which may result in auto-demotions for any units Rank 2 or higher.

    After achieving the role of Captain, the journey of progression through the ranks doesn’t just stop before Admiral. There are sub-Ranks that may be achieved within Captain, designated: “Marks”. These display on a Captain’s title as Stars…

    With each Mark achieved, a Captain gains additional Authority, Battalion Funding, and Command slots. This will allow for their Battalion to grow by adding Platoons & Companies, which will increase overall troop capacity.

    Note: Captains inherit Marks from their battalion.

    Battalion Progression:

    Battalions gain Marks through 3 Progression Prerequisites: Missions, Events, & Patrols.

    2,000
    5,000
    10,000
    25,000
    100
    250
    500
    1,000
    300
    750
    1,500
    3,000

    Battalion progression works similar to individual unit rank prerequisites, found on the Rank Information page. Missions, Events & Patrols logged for each unit will also apply to that individual's Battalion, adding to the exisiting total.

      Example: If a Battalion’s current Patrols sit at 150, and 2 Troopers of that Battalion participate in a patrol, the Battalion's total will reach 152 once those patrols are added to the Roster.

    Battalion Missions:

    Missions tally similar to Events & Patrols, but hold the same restriction to Division roles, as only related Battalion Type missions can be counted. Example: Logistic Battalion can only count Engineer missions towards Battalion Progression, just as Medevac Battalion can only count Medical missions.

    Harbinger Missions: Turret, Ground Assault, Escort, Inquiry, Pilot/Co-Pilot, and Supply.

    Venator Missions: Ground Assault, Pilot/Co-Pilot, Cargo, Supply, Manage Data, and Explore.

    Logistic Missions: Pilot/Co-Pilot, Mining, Salvage, Cargo, Transit, Supply, and Manage Data.

    Expedition Missions: Inquiry, Supply, Manage Data, Research, Explore, and Agronomy.

    Medevac Missions: Ground Assault, Escort, Transit, Supply, and Search & Rescue.

    Battalions are named with a designation number (F-##) to indicate the assigned Fleet/Admiral followed by the founding Captain’s Last name, the first Letter of their battalion Type (I for Intercept, X for Expedition, etc…) and a number starting at ‘01’. This number is significant for fleets with multiple Battalions of the same type.

    Example: F-01 Remington I-01
    • Fleet #1
    • Captain Remington
    • Harbinger battalion #1

    Note: In the event that a Battalion’s Captain is changed, typically the Battalion's name will remain the same. However, any Captain is well within their right to modify the name at any time, after informing Admiralty.

    Platoons are named similar to Battalions, with a designation number (V-##) to indicate the assigned Battalion followed by the chosen name, often the Platoon Commander’s Last name.

    Example: H-01 Remington
    • Battalion H-01
    • Captain Remington

    Campaign Ribbons are honors attached to a Battalion to recognize particular achievements or events of service. These are similar to the Ribbon awards & Titles an individual unit may achieve, but differ in that they remain with the Battalion itself as a legacy to its accomplishments, and the achievements of those who served during that time. These are awarded to Battalions by the Admiralty within a single Fleet Command, or by Supremacy and the Senate.

    More details will be Available when unlocked with 9th Roadmap Goal

    Promotions act as the primary form of progression within The Galactic Order and help maintain stability within the organization’s hierarchy. To maintain structure and order within the chain of command, it is important to incorporate an organized system related to all changes in Ranks & Roles. Here is a basic Guide to follow for promotions…

    Promotion Offer:

    To start, when a unit qualifies for promotion, it is not a guarantee that they will be promoted. There are 3 factors that can influence this change in Rank/Role:

    1. Role Availability: Some roles have a limited number of available positions within a single Battalion. If the limit has been reached, no promotion can be offered.
    2. Unit History: Past warnings, official reprimands, outstanding loans or demotions can hinder or completely prevent a unit from being promoted, despite prerequisite qualifications. More details for Demotion provided in Rank/Role Demotions section.
    3. Discretion: Even with availability and clean unit history, a particular unit may not receive a promotion offer if their superior officer(s) don’t wish to promote them. This can be for a multitude of reasons. Perhaps the role is not needed for the Battalion’s structure. Perhaps the unit is not ready for the added responsibility. Perhaps a more qualified unit is expected to take the promotion instead. Although these reasons can sound harsh, it is important to keep in mind that elements within the org are ever-changing, and nothing is set in stone. There are always options!

    Important Note: To maintain order & stability, Commanders should not promote Units outside of their Battalion. This preserves the Chain of Command and avoids Conflict or Confusion.

    Promotion Steps:

    When a promotion offer has been given and accepted, here are the steps that must be followed:

    1. Promote Unit on Full Roster page.
    2. Promote Unit in Discord (selecting Role, Rank & Division)
    3. Announce the promotion in the | enlisted Discord Channel
    4. Rank 3 Promotions:

    5. Add the Command role on RSI Member page
    6. Add the Leadership role on RSI Member page (Leadership Division ONLY)
    7. Introduce the new Commander in the relevant channels and give a brief introduction of their added responsibilities and authority.

    Demotions are handled very different than promotions. First it is important to note that there are 3 common reasons for demotion:

    1. Insubordination: Any time a unit receives an Official Reprimand, they are put at risk for demotion. This is case-by-case and often depends on the reason for their Official Reprimand, along with history and overall response. The rank they are being demoted from is also a strong factor, as higher ranks have greater levels of expectation which also means higher risk for demotion from Warnings & Reprimands.
    2. Command Inactivity: As mentioned in the Command Activity section, there are certain requirements and responsibilities that are expected of Command specifically. Unfortunately, when those requirements are not met, the officer is demoted from their position until they are ready.
    3. Personal Choice: Some members, often officers, will approach leadership for the purpose of being demoted. Although this can occasionally be due to a reluctance for the responsibilities their rank holds, it’s often due to real life-related challenges that prevent them from fulfilling the role’s requirements. This is viewed more as an Honorable Discharge of sorts. Of all the demotions, this is the only one that does not incorporate a Demotion Timer.

    Note: It is very important that any unit, facing demotion, is informed as to why they are being demoted. This may be done through private messages in Discord or in a voice chat.

    Important Note: To maintain order & stability, Command should not demote Units outside of their Battalion. This preserves the Chain of Command and avoids Conflict or Confusion.

    Demotion Timer:

    When a unit is demoted, either due to inactivity or insubordination, they are temporarily placed on hold from any further Promotions. The default time for a Demotion is 1 Month, however these can be altered at Leadership’s discretion. During this time, the Unit is unable to change their Rank, Role or Division.

    Demotion Steps:

    Steps for Demotion are nearly identical to those of a Promotion…

    1. Demote Unit on Full Roster page.
    2. Demote Unit in Discord (selecting Role, Rank & Division)
    3. Announcement of the Demotion is not necessary, but encouraged for the Command Discord channel so other Officers and Leadership are made aware.
    4. Rank 3 Demotions:

    5. Remove the Command role on RSI Member page
    6. Remove the Leadership role on RSI Member page (Leadership Division ONLY)

    For Commanders, inactivity will most often mean demotion to a lower rank with fewer requirements. However, continued inactivity for regular members can have a different outcome. At Leadership’s discretion, members can be changed to “Inactive” Status on the Roster.

    This status is often given when a member has left the Discord or held Rank 0: Novitiate for 12 months.

    Inactive status will set the member’s Rank to 0, Battalion to “None” and change their Role to “Inactive”. This is not only to keep members organized on the roster but also to provide additional units for Battalions with limited space. Role limits can also be an important factor in performing this action.

    Inactive status can be removed by a member of Leadership at any time but Rank, Role & Battalion will need to be re-established based on prerequisites and role availability.

    See Return Protocol section for more Details...

    This section gives details in the unfortunate scenario where a Unit must be removed from service to The Galactic Order military. This process may be initiated by any member of Command.

    Currently there are 2 types of Discharge from the Org: Honorable Discharge & Dishonorable Discharge (aka: Banned).

    Honorable Discharge:

    This process occurs when a Member of The Galactic Order has voluntarily left the Official RSI Org. When this occurs, their Rank is set to 0, their Role is changed to "Discharged", and they are removed from the Roster with their record preserved in the database and sealed. This applies only to units with a logged service record, as those without will face full deletion from the database, removing the name from Recruit numbers. Only a member of High Leadership (Rank 4+) may restore a sealed record should they choose to return.

    See Return Protocol section for more Details...

    Dishonorable Discharge:

    This process occurs when a Member is being forcibly removed from The Galactic Order and requires specific parameters to carry out...

      Command Petition:

      Any Commander within The Galactic Order may petition for the Military Discharge of a unit Rank 3 or lower. This petition must be submitted to a member of Leadership, in writing, and must detail the reasons for filing the action.

      Commanders may only file a Petition for Military Discharge against a unit with: minimum 1 Official Reprimand on record, or a motion of Reasonable Cause, which requires evidence or documentation to support all claims and arguments to the Petition. Depending on the Petitioned Unit’s Rank, a strong claim might be required in the case of a reasonable cause Petition for Military Discharge of a high authority Unit.

      Note: Chain of command applies, so Commanders must submit their petition to a Superior (1st Officer or Captain) of their same Battalion. However, Commanders may Petition Units outside their Battalion.

      Leadership Discretion:

      Any member of Leadership Division may choose to Discharge a unit of their same Battalion, without a petition. This refers mostly to 1st Officers and Captains. However, a Fleet Admiral may Discharge a unit from another Battalion, but only from within their own Fleet.

      Dishonorable Discharge Steps:

      1. Ban member from The Galactic Order Discord server.
      2. Ban member from RSI Site.
      3. Visit Full Roster page on The Galactic Order Website.
      4. Select Edit Unit button.
      5. Select Discharge button.
      6. Enter Unit Battalion and Unit Name, select the Checkbox, followed by the Remove button.

      Warning: Unit Ban will place the Member on a permanent black list, preventing any future applications back into The Galactic Order. Perform this action ONLY when a member is kicked from the Discord & Official RSI Org.

    With our specific structure, we recognize that we are not an organization built for everyone. However, the Galactic Order prides itself with welcoming any interested members from all walks of life. This even includes members whom have previously left the org and later decided to return.

    Return Protocol applies for members within 2 distinct scenarios:

      Inactive Return:

      When a member has been marked as “Inactive”, their record is temporarily locked and they are removed from visible ranks, while still remaining on the Full Roster. Inactive status will set the member’s Rank to 0, Battalion to “None” and change their Role to “Inactive”. When this member returns, any unit of Leadership Division can reinstate the member’s status back to Active, returning them to Academy Battalion where they have a strong potential to reoccupy a previously held Rank outside of Leadership. From there, they may continue regular progression.

      Discharged Return:

      When a member has left the org by choice, they are Honorably Discharged which seals their record and completely removes them from the Full Roster. When an honorably Discharged member returns, they must re-submit an Application on the RSI Site and follow the necessary steps as if joining the org for the first time, creating an entirely new Unit Record.

      Honorable Discharge records can be unsealed by a member of High Leadership (Rank 4+), with approval from Admiralty. This will restore the individual’s records from before they were Discharged, with exception to Start Date, Promotion Date, Exam scores, and Unit ID (all reset).

      Re-enlisted Unit returns to Academy Battalion, starting with a Role previously held (Rank 2 or lower), offered by Academy Leadership. This will also include a Demotion Timer, similar to what is stated within the Rank/Role Demotion section.

    Disclaimer: These conditions are absolutely not intended as punishment for returning members. However, the Galactic Order must maintain a fair and just system to value loyalty, establish trust and reward reliability.