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 the rank of 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:

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

E-2
Corporal
Medic
E-3
Sergeant
Medic
W-1
Chief
Corpsman
O-1
Lieutenant
Medic
O-2
Medical
Commander

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.

E-2
Corporal
Engineer
E-3
Sergeant
Engineer
W-1
Chief
Engineer
O-1
Lieutenant
Engineer
O-2
Engineer
Commander

Spec Ops is where you’ll find our highly trained and motivated combat specialists. Members of Spec Ops mainly focus on recon, air and ground PVP, and specialized missions.

E-2
Specialist
E-3
Outrider
W-1
ARC
Trooper
O-1
Spec-Ops
Lieutenant
O-2
Spec-Ops
Commander

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.

E-2
Corporal
Trooper
E-3
Sergeant
Trooper
W-1
Master
Gunner
O-1
Lieutenant
Trooper
O-2
Combat
Commander

To begin their journey, Novitiates report for duty during a Patrol or Event under a Progenitor, Sergeant (E-3), or Officer (O-1+), 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. After completing one Patrol or Event, a Novitiates is promoted to Private (E-1). After gathering prerequisites, Privates may be offered a promotion to a Division of their choosing.

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

    Battalions are how The Galactic Order military is organized. A single Battalion (lead by a Captain) is comprised of multiple Platoons, each led by a Lieutenant.

    Novitiates and Privates will always begin in the Academy. Following an offer of promotion to E-2, units may choose a division to specialize in. After which, they will be placed in the main Battalion to be selected for a platoon.

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

Important Note: Below Officer (O-1), 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 The base principle for this comms etiquette is that by identifying who you are talking to, who is talking (you) and then relaying the needed information you are passing information in the most efficient way.

    By calling out who you are trying to communicate with first, it immediately grabs their attention so they do not miss who is sending the transmission or the follow up information.

You are part of Red Flight, assigned as Red 2. You need to tell your flight lead you are out of ammo.

Red 2 (you): "Red Lead, Red 2, I am bingo on ammo, requesting permission to peel off to resupply"
Red Lead: "Red 2, Red lead, you are cleared to resupply"

    4.1 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

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

      2.1a Units may report for duty in person or through in-game comms, at the patrol leader's discretion.

      Firing Chaos Image

  1. Use/Hold Attention emote until acknowledged by Sergeant or Officer.
  2. Use Salute emote when first addressed by, or addressing, Sergeant or Officer.
  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 Sergeant or Officer says "at ease".
  7. Use Salute emote again when dismissed.
    • Officers will typically Salute back but are not required to, unless reporting to another Officer.
    • An Officer is any unit O-1 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.

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

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

Sergeants: Sergeants are considered on Patrol (On-Duty) any time they Report to a Superior, a Sergeant, or any time a unit reports for duty to them.

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

    3.2 Sergeants and Warrant Officers may also track progress, but are limited to Patrols & Missions. These reports are sent to a Superior in Command for review, rather than the Roster directly.

  • Combat Division units report to Sergeant Trooper, Master Gunner, Lieutenant Trooper, and Combat Commander.
  • Spec Ops Division units report to Outrider, ARC Trooper, Spec Ops Lieutenant, and Spec Ops Commander.
  • Engineer Division units report to Sergeant Engineer, Chief Engineer, Lieutenant Engineer, and Engineer Commander.
  • Medical Division units report to Sergeant Medic, Chief Corpsman, Lieutenant Medic, and Medic Commander.
  • 3.3 If there is no acting division commander, they may report to another Commander that is present.

    3.4 Admissions Officers are responsible for Registering units and recording # of Recruits.

Turtle Image

    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 based on time on patrol, issued at a rate of 1 per 15 minutes. Missions are distributed based on gameplay loops most relevant to the 15 minutes, prioritizing role & division responsibilities.

    Disclaimer (2): In scenarios where a unit is eligible for multiple missions and is serving in a capacity where they perform tasks that reflect these multiple mission types, the patrol leader may choose to ask the member which mission type they wish to earn. However, this is at the discretion of the patrol leader and they may opt to issue missions based on their best judgement without requesting the feedback of the patrol member.

    4.2 Squad PvP

    Squad FPS Kills (PvP): Confirmed PvP FPS/ Turret (Manned & Remote) Kills while in a Squad.
    Squad Pilot Kills (PvP): Confirmed PvP Pilot Kills while in a Squad.

    4.3 Combat Division

    Turret: Any operation of a manned turret.
    Ground Assault (Combat Uniform) : Any 1st person mission that involves discharging a weapon.
    Pilot / Co-Pilot (Pilot Uniform) : Operating on a ship terminal as co-pilot, operating a remote turret or flying a ship personally.
    Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
    Recon: Missions that involve elements of scanning, exploration, scouting, reconnaissance or the reporting of Discoveries.
    Supply (Combat): Providing Uniforms to meet protocol, as well as: Ammo, Weapons and Equipment related to Combat.

    4.4 Spec Ops Division

    Ground Assault: Any 1st person mission that involves discharging a weapon.
    Pilot / Co-Pilot: Operating on a ship terminal as co-pilot, operating a remote turret or flying a ship personally.
    Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
    Recon: Missions that involve elements of scanning, exploration, scouting, reconnaissance or the reporting of Discoveries.
    Supply (Spec Ops): Providing Uniforms to meet protocol, as well as: Ammo, Weapons and Equipment related to Combat.
    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.

    4.5 Engineer Division

    Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
    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).
    Supply (Engineer): Providing Uniforms to meet protocol, resources / supplies, funds, tools and Equipment related to Engineering.
    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.

    4.6 Medical Division

    Turret: Any operation of a manned turret.
    Ground Assault (Combat Uniform) : Any 1st person mission that involves discharging a weapon.
    Pilot / Co-Pilot (Pilot Uniform) : Operating on a ship terminal as co-pilot, operating a remote turret or flying a ship personally.
    Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
    Supply (Medical): Providing Uniforms to meet protocol, quality of life assistance, sustenance, tools and Equipment related to Medical.
    Search & Rescue: Unit Recovery from destroyed or disabled vehicles, providing healthcare support on a mission, stabilizing an injury outside the AO, or body recovery.
    Research: Currently this refers to Conducting Research Studies in a particular subject/field and compiling a report to the findings. Organizing and Compiling information also applies to this mission type.

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.

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:

Though not an actual Division, the Academy provides basic training for all new members, exisiting outside any assigned Battalion, and managed by Officers & Academy Instructors. The Academy holds a strong focus on research, development, education, unit training and rank progression. When Novitiates begin their journey here, they'll experience onboarding before quickly promoting up to E-1 Private, after which they'll intern with other Battalions on Patrols & Events until they achieve E-2 where they'll choose a Division. Once promoted, E-2 units will automatically transfer to a Battalion.

Description:

The Combat Division is trained and battle-hardened in all facets of warfare. In times of conflict, this Division's units 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 Combat Division near peer to other special operations.

Combat Division units also acts as the military’s greatest protectors, defending TGO regions, cities, outposts, and space stations. 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 Division has soldiers to address the ever-looming threat of combat. However, the Combat Division is built to embark on entire campaigns, as instruments of war in the name of The Galactic Order, with an unwavering duty to eliminate threats.

Gameplay:

Combat Units:

E-2
Corporal
Trooper
E-3
Sergeant
Trooper
W-1
Master
Gunner
O-1
Lieutenant
Trooper
O-2
Combat
Commander

Mission Types:

Turret: Any operation of a manned or remote turret.
Ground Assault (Combat Uniform) : Any 1st person mission that involves discharging a weapon.
Pilot / Co-Pilot (Pilot Uniform) : Operating on a ship terminal as co-pilot, operating a remote turret or flying a ship personally.
Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
Recon: Missions that involve elements of scanning, exploration, scouting, reconnaissance or the reporting of Discoveries.
Supply (Combat): Providing Uniforms to meet protocol, as well as: Ammo, Weapons and Equipment related to Combat.

Description:

The Spec-Ops Division specializes in Stealth, Intelligence and Espionage. When Combat division is too loud, Spec Ops sneak in. When Engineer division require intel on enemy fleet movements, Spec Ops flies recon. When Medical division require a formula stolen, Spec Ops inflitrates.

No security, no blockade, no interdiction field can keep the members of this Division from completing their objective. Infiltrators, Scouts, raiders, and assassins for the Order, these operatives put mission above all.

The divisions unofficial mantra "Kill Them First" or "KTF" is an acknowledgement that Spec-Ops units are expected to take out their targets before ever being noticed. Special Operation Division units set out amongst the stars, ready to serve The Galactic Order, no matter the cost.

Gameplay:

Spec-Ops Units:

E-2
Specialist
E-3
Outrider
W-1
ARC
Trooper
O-1
Spec-Ops
Lieutenant
O-2
Spec-Ops
Commander

Mission Types:

Ground Assault: Any 1st person mission that involves discharging a weapon.
Pilot / Co-Pilot: Operating on a ship terminal as co-pilot, operating a remote turret or flying a ship personally.
Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
Recon: Missions that involve elements of scanning, exploration, scouting, reconnaissance or the reporting of Discoveries.
Supply (Spec Ops): Providing Uniforms to meet protocol, as well as: Ammo, Weapons and Equipment related to Combat.
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.

- Original protocol authors: Lowly Lowly Mjr. WhatIdo & Cmdr.S Daneel_Bailey

Description:

The Engineer Division is the backbone of The Galactic Order military. Its members are trained and experienced in all forms of industry, with the Division itself holding 4 primary domains of focus within the Order’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 Battalion or individual Platoons.

  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 Battalion or individual Platoons.

With such an extensive array of opportunities and responsibilities within each of these 4 domains, entire Engineering-focused Platoons will choose to specialize for the sake of Battalion cohesion to better spread the Order’s law and stability.

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

Gameplay:

Engineer Units:

E-2
Corporal
Engineer
E-3
Sergeant
Engineer
W-1
Chief
Engineer
O-1
Lieutenant
Engineer
O-2
Engineer
Commander

Mission Types:

Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
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).
Supply (Engineer): Providing Uniforms to meet protocol, resources / supplies, funds, tools and Equipment related to Engineering.
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.

- Original protocol author: Cmdr.E Old_Talisker

Description:

The Medical Division 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 division is built to move fast, stabilize, and extract.

Specializing in triage, combat support, trauma intervention, and revitalization, this Division 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 Medical Division 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.

Every life they bring back is a reminder of their unmatched dedication and unwavering resolve.

Gameplay:

Medical Units:

E-2
Corporal
Medic
E-3
Sergeant
Medic
W-1
Chief
Corpsman
O-1
Lieutenant
Medic
O-2
Medical
Commander

Mission Types:

Turret: Any operation of a manned or remote turret.
Ground Assault (Combat Uniform) : Any 1st person mission that involves discharging a weapon.
Pilot / Co-Pilot (Pilot Uniform) : Operating on a ship terminal as co-pilot, operating a remote turret or flying a ship personally.
Escort: Any transportation & safeguarding of people, targets or individuals in need of aid.
Supply (Medical): Providing Uniforms to meet protocol, quality of life assistance, sustenance, tools and Equipment related to Medical.
Search & Rescue: Unit Recovery from destroyed or disabled vehicles, providing healthcare support on a mission, stabilizing an injury outside the AO, or body recovery.
Research: Currently this refers to Conducting Research Studies in a particular subject/field and compiling a report to the findings. Organizing and Compiling information also applies to this mission type.

- Original protocol author: Cmdr.M BlackLungWhojong

    Platoon Creation

    1.1 Once promoted to Command, Lieutenants may establish a Platoon which can house any other units O-1 or lower. These units answer to the Platoon leader, operating from their own designated Platoon Ship. Lieutenants are promoted from within a Platoon, or the main battalion, and may choose to form their own Platoon or remain where they are.

    1.1a Note: Platoon unit capacity starts at 5 max, with additional slots granted for each of the Platoon Leader's earned Rank Mark.

    Platoon Leader

    1.2 Platoon command responsability falls on the most senior Lieutenant within said Platoon. This officer has first say on their platoon's promotions, goals, description, chosen ship/type, and activites.

    Platoon Ship / Type

    1.3 The chosen Platoon Ship sets the stage for that particular platoon's specialty. This does not impact gameplay or progression, but merely highlights the intended course of action each Platoon intends to direct their focus. However, it is encouraged by High Command that Lieutenants choose a ship that not only matches their preferred gameplay, but also matches their chosen Division, as the actions & goals performed will help further that Lieutenant's mark progression, and thus ensure greater ease for Platoon growth.

    Current there are 9 Platoon types that Platoon Leaders may choose from, with the option to change their decision once per month...

As the name suggests, these platoons have a chosen ship/vehicle with a primary focus on elements of Combat. These ships tend to be aggressive in appearance, often with more militaristic accommodations for all areas of combat: Ground, Atmosphere, or Zero-G.

These platoons have a chosen ship/vehicle with a primary focus on research, exploration, and scientific operations. These ships are significantly less militaristic and often provide a large array of accommodations for luxury & comfortable travel, or extended housing.

These platoons have chosen ships/vehicles with a primary focus on racing and competitive operations. Often these Platoons will utilize a carrier ship, housing/transporting fast, sleek and agile vehicles and their pilots.

As the name suggests, these platoons have a chosen ship/vehicle with a primary focus on elements of engineering or industry. These ships tend to focus on resource gathering, refining and crafting by nature, leaning more heavily on knowledge & experience in different fields, over skill or tactics.

As the name suggests, these platoons have a chosen ship/vehicle with a primary focus on elements of Stealth. Often these Platoons will utilize a carrier ship, housing/transporting stealth fighters & bombers, along with their pilots.

As the name suggests, these platoons have chosen ships/vehicles that can perform Interdiction actions. These are highly specialized platoons, often used for privateer actions to obtain illegal goods.

As the name suggests, these platoons have a chosen ship/vehicle with a primary focus on elements of Medical & Healthcare. These ships are very specialized by design, occasionally having militaristic accommodations, but mostly focusing on triage and support.

As the name suggests, these platoons have a chosen ship/vehicle with a primary focus on transportation, mainly of troops or vehicles. These ships often come equipped with crew lockers, drop seats, ground/hover vehicles and other ground combat accommodations for fast deployment in a hot zone.

As the name suggests, these platoons have a chosen ship/vehicle with a primary focus on the management of logistics. These ships tend to be supportive by nature, often transporting or managing most aspects of finances, cargo & resources.

These platoons have a chosen ship/vehicle with a large array of available gameplay loops, occasionally requiring an expansive crew size. These ships may hold multiple specialties, or have the option to rotate between specialties based on modules and/or the Platoon Leader's preferences. Due to the scale these ships often require for optimal performance, it is highly recommended that Platoon Leaders hold a significant number of Marks before choosing the larger ships of this type.

    Platoon Naming

    1.4 Platoons are named with a designation number (F-##) to indicate the assigned Fleet Battalion followed by the chosen name, chosen by the platoon leader.

    1.4a Example: F-01 Remington
    • Fleet battalion F-01
    • Lieutenant Remington

    Academy to Battalion

    1.1 All units are automatically transferred to battalion when offered promotion to E-2.

    Platoon to Platoon

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

      2.1a Transfer starts by written request to current Platoon Leader, who will then pass it up the chain of command to their direct Commander.
      • Request need only include the desired Platoon name.
      • Stated reason is encouraged but not required.
      • Command will make a determination.
      • Once approved, the Commander that received the request will handle the transfer.

      2.1b Transfers between Platoons can be obstructed by unit capacity limits or Battalion needs.

    Division to Division

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

      3.1a Transfers between Divisions are initiated by written request for Division Transfer to the Platoon Leader of the individual's Current Platoon.

    3.2 Transfers to a new Division require each unit to begin at E-2 (unless previously gained progress in that division).

    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.

    Note (1): Uniforms are provided to enlisted members upon request. 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 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 and whilst on official duty.

    Disclaimer (2): For special events, or unique patrols, a member of high command (O-3+) may excuse or substitute uniform protocol after members 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 Weapons:

Note: Weapons, ammo, and tools are provided to enlisted members upon request. 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.

    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 and whilst on official duty.

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. Ill advised.

-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: Some 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 (improvised) 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. The Paramed device takes a pistol slot.

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 smaller or 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 impossible 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, Paramed, 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, Paramed 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, Paramed, 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.

Note: Patrol Leader has final say on when to loot, and when uniform protocol can be relaxed for item retrieval.

Firing Chaos Image

    1.1 Unit Conduct dictates the behavior that is expected in every Roleplay/On Duty 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.

    2.1 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!!!

    2.1a 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

    2.2 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

    2.3 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.

ELEVATOR POSITIONS (SQUADS)

    2.4 During Squad Operations, Elevator Position protocol is greatly simplified, with spots occupied based on Squad Order, entering from 1-5 as indicated in the attached image.

    2.4a For Exiting, Squad members will leave in the opposite order, with all members exiting the Elevator from 5-1 and securing the exit until Squad 1 has left, in which the Squad will resume their pre-established order.

DEFEAT YOUR ENEMY

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

    2.5a 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

    2.6 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 former Commissar of The Galactic Order.

- Original protocol author: Mjr. 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.

Plushie Party Image

"Only YOU can protect the innocent troopers!" - Lobbyist 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 Command has compiled a battalion 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 and SRS may currently act as a substitute for in-game comms.

    3.1a Permission to Dock, Land or Board any Vehicle onto a Ship must be requested by stating: Rank, Name and "Permission to (land/embark)".

      Note: If the docking ship has crew/passengers, 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.

    3.1b Permission to undock, take-off or depart any vehicle from a ship must be requested by saying: Rank, Name and "Permission to (take off/disembark)".

      Note: Permission to take off or 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.

    Deploy

    4.3 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.

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

      4.4a For Flight vehicle deployment, 20 Kilometer distance (minimum) is recommended.

      4.4b For Ground vehicle deployment, 2 Kilometer distance (minimum) is recommended.

      4.4c 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.

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

    Return

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

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

    4.8 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: Corporal Engineer Chocula

Fury Image

    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 E-2+

Off-Limits: E-1 and 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: Officers

Off-Limits: Enlisted

Available: Officers

Off-Limits: Enlisted

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

Available: Officers
Available: Combat Division
Available: Medical Division

Off-Limits: Engineer Division (except officer)
Off-Limits: E-1 and lower

Available: Oficers
Available: Combat Division
Available: Spec Ops Division
Available: Medical Division

Off-Limits: Engineer Division (except officer)
Off-Limits: E-1 and lower

Available: Officer
Available: Engineer Division
Available: Medical Division

Off-Limits: Combat Division (except officer)
Off-Limits: Spec Ops Division (except officer)
Off-Limits: E-1 and lower

Available: Officers
Available: Engineer Division
Available: Medical Division

Off-Limits: Combat Division (except officer)
Off-Limits: Spec Ops Division (except officer)
Off-Limits: E-1 and lower

Available: Officers
Available: Engineer Division
Available: Medical Division

Off-Limits: Combat Division (except officer)
Off-Limits: Spec Ops Division (except officer)
Off-Limits: E-1 and lower

Available: Officers
Available: Engineer Division
Available: Medical Division

Off-Limits: Combat Division (except officer)
Off-Limits: Spec Ops Division (except officer)
Off-Limits: E-1 and 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: All ranks

Available: All ranks

Available: All ranks

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

Available: All ranks

Off-Limits: Explosive weapons

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

Available: All ranks

Off-Limits: Explosive weapons

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

Available: All ranks

Available: All ranks

Available: All ranks

Available: All ranks

Off-Limits excused when shared with Ship Entrance.

Available: All ranks

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

Available: All ranks

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. Officers may limit access to their personal 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 officers 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 ingame and whilst on duty.

    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 ranks E-3+, 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 E-3 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 participation in direct action, and 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 O-1+

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 O-1+

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 & landing.

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 O-1+

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

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

Execute 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 E-3+
Assigned: Spec Ops Division E-3+
Assigned: Medical Division E-3+

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 E-3+

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

Execute 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 E-2+
Assigned: Spec Ops Division E-2+
Assigned: Medical Division E-2+

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

Execute orders from Operation Commander
Execute 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 E-2+
Assigned: Spec Ops Division E-2+
Assigned: Medical Division E-2+

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

Execute orders from Operation Commander
Execute 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 E-2+
Assigned: Spec Ops Division E-2+
Assigned: Medical Division E-2+

Assigned to Defensive Position
Assigned Patrol route
Communicate Actions to Squad

Execute orders from Operation Commander
Execute 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 Operators 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 E-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)

Execute 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 Primary: Engineer E-3+
Assigned Primary: Combat E-3+
Assigned Primary: Spec Ops E-3+
Assigned Secondary: Medical E-3+

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

Execute 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 Primary: Engineer E-2+
Assigned Primary: Combat E-2+
Assigned Primary: Spec Ops E-2+
Assigned Secondary: Medical E-2+

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

Execute orders from Operation Commander
Execute orders from Deck Officer
Execute 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 Primary: Spec Ops E-2+
Assigned Secondary: Engineer E-2+

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

Execute orders from Operation Commander
Execute orders from Deck Officer
Execute 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 Primary: Engineer E-2+
Assigned Primary: Medical E-2+
Assigned Secondary: Spec Ops E-2+

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

Execute orders from Operation Commander
Execute orders from Deck Officer
Execute 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 E-3+

Assign Resource Pilot
Assign Resource Operator
Monitor Loading/Unloading

Execute 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

Execute 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:

Turtle Image

    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
    • Command 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 (E-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: Major 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!

Boot Check : Callout to remind troops to double-check gear, vitals, & overall stats.

CLIPPING! : Callout for all nearby troops to stop moving, used when clipping into another member.

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 (E-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.

Hospital Image
Within the Galactic Order, in addition to Ranks & Divisions, there also exists several Careers. These are completely optional jobs that individual units may apply for, often earning perks, permissions, and bonuses in progression for ribbons & promotion prerequisites.

    3.1 Military Liaisons serve as the first point of contact for outside organizations, relaying communications to and from The Galactic Order's military Command to maintain collaboration and organize joint operations with friends & allies. This role requires strong communication skills, professionalism, and a clear understanding of the organization’s values, structure, and expectations.

    Coming Soon TM

    Permissions

    3.2 Military Liaisons gain access to unique Discord channels where they may moderate activity & communications with The Galactic Order's allied ambassadors & TGO Command.

    Application

    3.3 Military Liaison career can only be gained through a written application (following chain of command) to any Officer O-1+ (Lieutenants, Commanders, Majors & Captains) who may approve or deny the application.

    Approved

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

    4.1 This Career grants 0-1+ Command the responsibility of coordinating with other Officers and qualified Sergeants to run a consistent training schedule.

    4.1a The Training Officer themselves are not expected to run all, or even the majority of trainings. Instead, they are the lead focal and record keeper of TGO trainings.

    Application

    4.2 Training Officer career can only be gained through a written application (following chain of command) to any Officer O-1+ (Lieutenants, Commanders, Majors & Captains) who may approve following a majority Command Vote. Applicant is expected to state their reason for applying and how they intend to use the position.

      4.2a Career approval requires a passing majority vote by Battalion Command deliberation.

      4.2b When approved, the Career icon will appear on the Unit Card and the role will be added on Discord.

      4.2c Career available to Officers

    Disclaimer: Subject to periodical review.

    Consideration

    4.3 Because this role coordinates with other Officers and assists with planning and implementation of training regimens, special attention will be paid to the applicant's temperament, organizational skills, and motivation.

    Approved

    4.4 Following a Vote Pass, a congratulatory announcement is then drafted by a members of Command and posted in | officer text channel (Discord). @everyone or @here Tag not needed.

    5.1 Academy Instructors are responsible for units within the Academy, acting as mentors to educate & properly train troops to Galactic Order standards.

    5.1a Academy Instructors onboard Novitiates, often providing them with their first uniform and walking them through essential protocols.

    5.1b After a Novitiate has achieved E-1 Private, Academy Instructors provide further guidance until the unit is ready for their next promotion to E-2, at which time the Private will select a Division and transfer from the Academy.

    5.1c Academy Instructors work from a place of experience & knowledge, much like a Drill Instructor or Training Officer. As there is a high expectation for competency & familiarity with TGO protocols, this career can be challenging to obtain, and easily lost as any Warning will automatically remove the title, requiring re-application. However, the career is greatly valued and can often fast-track units that use the opporunity to display their dedication to the Order.

    Permissions

    5.2 Academy Instructor Officers are authorized to freely promote units within the Academy, outside their Platoon or Battalion.

    Application

    5.3 Academy Instructor career can only be gained through a written application (following chain of command) to any Officer O-1+ (Lieutenants, Commanders, Majors & Captains) who may approve following a majority Command Vote. Applicant is expected to state their reason for applying and how they intend to use the position.

    Disclaimer: Subject to periodical review.

    Consideration

    5.4 Because any E-3+ unit can technically onboard/mentor new members, when reviewing an application for this career, Command will often consider the applicant's protocol competency and any history or displayed interest in onboarding new members. Placement within this career is viewed as an acknowledgement of an individual’s efforts and accomplishments.

    Approved

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

    6.1 Marketing Officers oversee the military’s marketing campaigns, shifting focus to prioritize the public-facing side of the growing Order from a civilian perspective, with the underlying goal to improve public opinion while also attracting new prospects for enlistment.

    6.1a These individuals spend most of their career efforts researching, managing, & coordinating with recruiters to develop new strategies, analytics, execute initiatives, and create new methods of communication to further promote The Galactic Order and support recruitment efforts.

    Permissions

    6.2 Marketing Officers are authorized to modify the public page of The Galactic Order's RSI Oranization site, and utilize org military resources for marketing purposes.

    Application

    6.3 Marketing Officer career can only be gained through a written application (following chain of command) to a member of High Command (Majors & Captains) who may approve or deny the application.

    Disclaimer: Subject to periodical review.

    Approved

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

    7.1 Recruiters are the public-facing representatives of the organization, responsible for expanding The Galactic Order’s ranks by identifying, engaging, and enlisting prospective members into the Academy. This role requires strong communication skills, professionalism, and a clear understanding of the organization’s values, structure, and expectations.

    7.1a By shaping first impressions and building the next generation of members, Recruiters play a critical role in the long-term growth, readiness, and reputation of The Galactic Order.

    Coming Soon TM

    Permissions

    7.2 Recruiters are authorized to utilize The Galactic Order’s military marketing resources to promote the organization across approved platforms and communities. They serve as the first point of contact for new candidates, guiding recruits through the enlistment process and ensuring a smooth transition into Academy training.

    7.2a Completion of a request automatically earns +1 Recruit.

    Application

    7.3 Recruiter career can only be gained through a written application (following chain of command) to any Officer O-1+ (Lieutenants, Commanders, Majors & Captains) who may approve or deny the application.

    Approved

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

    - Original protocol author: Lt.M flatheadspike

    8.1 Treasurers serve as the financial backbone of the organization, ensuring that all pledged aUEC donations are accurately recorded, verified, and distributed in support of operational readiness across all TGO units. This role demands precision, integrity, and a strong understanding of organizational logistics, as Treasurers directly support mission sustainability and long-term strategic planning.

    8.1a By safeguarding the flow of resources, Treasurers ensure that ships stay fueled, troops stay equipped, and operations remain viable throughout the verse.

    Coming Soon TM

    Permissions

    8.2 Treasurers do not hold the money themselves. This career provides officers with full administrative access to the TGO Treasury, granting authority to manage incoming funds, validate donation requests, and maintain transparent financial records for all Treasury activity. Treasurers also hold authority to distribute org funds as they see fit for the betterment of the Order and its members, communicating all actions to High Command.

      8.2a Treasurers have full access to manage the TGO Treasury (database), tracking all pledged aUEC Donations across all Battalion units.

      8.2b Treasurers have authority to validate, approve, and distribute donation requests & Galactic Order funds.

      8.2c All Completed transfers are reported to High Command (Majors & Captains) for Ribbon progression.

      8.2d Completion of a request automatically earns +1 Supply mission and applies pledge Donation towards Ribbon Progression for the donor.

    Application

    8.3 Treasurer career can only be gained through a written application (following chain of command) to an Officer O-2+ (Commanders, Majors & Captains) who may approve or deny the application.

    Approved

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

    - Original protocol author: Lt.M flatheadspike

    9.1 The Quartermaster within The Galactic Order is a key part of its operational readiness; an indispensable logistical specialist responsible for organizing, maintaining, and distributing the vast inventory of unique equipment that keeps TGO forces alive, mobile, and combat-effective. The Quartermaster ensures that every member, no matter the division, has the right gear upon request.

    Coming Soon TM

    Permissions

    9.2 Quartermasters are expected to track equipment across all Battalion units.

      9.2a Quartermaster Officers will have full access to manage the TGO Armory / Storage Depot.

      9.2b Completion of a request automatically earns +1 Supply mission.

    Application

    9.3 Quartermaster career can only be gained through a written application (following chain of command) to an Officer O-2+ (Commanders, Majors & Captains) who may approve or deny the application.

    Approved

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

    - Original protocol author: Cmdr.C BlackLung & Mjr. WhatIdo

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 E-3+ who deem a violation to be purposeful or negligent by nature.

      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, E-3+ 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 Command'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 Reprimands are permanent displinary marks on a unit's record for insubordination or otherwise egregious behaviors.

      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.

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

    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 E-3+ 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 Command 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 the Captain.

    Visit our Command section (above) for more details.

Trooper Threats Image

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 4 different Pilot Licenses available, each with different limitations and benefits.

85x
100i
300i
315p
325a
400i
Aurora CL
Aurora ES
Aurora LX
Constellation Aquila
Constellation Phoenix
Cutter
Cutter Rambler
Cutter Scout
E1 Spirit
Freelancer Dur
Intrepid
MPUV Cargo
MPUV Personnel
MPUV Tractor
Mustang Alpha
Mustang Vindicator
Mustang Beta
Nomad
Razor LX
Reliant Kore
Reliant Mako
Reliant Sen
Reliant Tana
Syulen
Zeus Mk II ES

350r
Furry LX
M50
Mustang Gamma
Mustang Omega
P-72 Archimedes
Razor
Sabre Peregrine

Arrastra
Clipper
Expanse
Fortune
Golem
Mole
Prospector
Reclaimer
Salvation
Vulture

125a
135c
Arrow
Aurora LN
Aurora MR
Avenger Stalker
Blade
Buccaneer
Defender
Fury
Fury MX
Gladius
Khartu-al
L-21 Wolf
L-22 Alpha Wolf
Mustang Delta
P-52 Merlin

Cutlass Black
F7A-Mk I Hornet
F7C-Mk II Hornet
F7C Hornet MK I
F7C Hornet MK II
F7C Hornet Wildfire MK I
F7C-M Heartseeker Mk I
F7C-M Heartseeker Mk II
F7C-M Super Hornet MK I
F7C-M Super Hornet MK II
F7C-R Hornet Tracker MK I
F7C-R Hornet Tracker MK II
Glaive
San'Tok.Yai
Scythe

Ares Inferno
Ares Ion
F8C Lightning
Guardian
Guardian MX
Hurricane
Meteor
Scorpius
Shiv
Stinger
Vanguard Warden

Apollo Medivac
Apollo Triage
Cutlass Red
C8R Pisces
Terrapin Medic

Asgard
C8 Pisces
C8X Pisces
Cutlass Steel
Genesis
Legionnaire
Liberator
M2 Hercules
Terrapin
Valkyrie
Vanguard Hoplite

Avenger Titan
Avenger Renegade
C1 Spirit
C2 Hercules
Caterpillar
Constellation Taurus
Crucible
Freelancer
Freelancer Max
Golem OX
Herald
Hull A
Hull B
Hull C
Hull D
Hull E
Ironclad
Mercury
Orion
RAFT
Railen
SRV
Starfarer
Starfarer Gemini
Starlancer MAX
Vulcan
Zeus Mk II CL

A1 Spirit
A2 Hercules
Eclipse
Gladiator
Nautilus
Vanguard Harbinger

F7C-S Hornet Ghost MK I
F7C-S Hornet Ghost MK I
Prowler
Prowler Utility
Razor EX
Sabre
Sabre Firebird
Talon
Talon Strike

Avenger Warlock
Cutlass Blue
Guardian QI
Hawk
Mantis
Sabre Raven
Scorpius Antares
Vanguard Sentinel
Zeus Mk II MR

Constellation Andromeda
Freelancer MIS
Hammerhead
Ironclad Assault
Paladin
Perseus
Redeemer
Retaliator
Starlancer TAC

600i Explore
600i Touring
890 Jump
Carrack
Corsair
Endeavor
Galaxy
Odyssey

Idris-M Frigate
Idris-P Frigate
Javelin Destroyer
Kraken
Kraken Privateer
Merchantman
Pioneer
Polaris

  • Temporary license.
  • Provisional Pilots may operate ships/vehicles for Patrols.
  • Limited from anything critical for a mission, transportation of high value target, 3 or more Officers, a member of High Command (O-3+) or cargo deemed high value by the patrol/event leader.
  • Automatically given to ALL E-2+ units.
  • Permits piloting of ships within the Pilot License Level 0 category.

Approved Pilot license can be obtained once endorsed by a Level 2: Certified Pilot.

Endorsement must be submitted (in writing) to the Provisional Pilot’s Platoon Leader, for final approval.

  • If the Provisional Pilot is not in a platoon, Endorsements are instead submitted to that unit's Division Commander.
  • This step is necessary to ensure competency and trust for the Pilot’s knowledge, experience, and skills (AKA, proof Pilot good!)

  • Certified license.
  • Certified Pilots may operate ships/vehicles for Patrols and Events.
  • Subject to periodical review.
  • License of piloting competency.
  • Permits piloting of ships within the Pilot License Level 2 category.

The Certified Pilot license can be obtained once endorsed by a Level 2: Certified Pilot.

Endorsement can only be completed and achieved once the Basic Piloting Competency test is passed, with a Certified Pilot present to proctor.

Candidates must be a Level 2 Certified Pilot.

Candidates must submit their desire to become a CC Pilot to their Platoon Leader. If approved, they will be given a Level 3: CC Provisional License, to be used only for the tutoring and competency period.

Final endorsement can only be obtained once the CC Pilot candidate has completed the mandatory Helmsman tutoring and competency period.

  • When piloting a Capital Ship, the candidate will do so under the supervision and tutelage of a fully licensed Level 3 CC Pilot.
  • After three separate and successful (no large mistakes, no large mishaps or crashes) events or patrols where they are the primary pilot, they are eligible for a Level 3 License.
  • Final Endorsement must be sent to the unit's Platoon Leader for final approval.

Last updated: 4.5 Patch (Star Citizen)

Pilots Lounge 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!!!" - Executive 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)

These weapons penetrate between 20% to 60% of shields, dealing damage directly to a vehicle's hull. These do not use energy, generate minimal to zero heat or signature when firing and travel greater distances than energy weapons without loss of efficacy. Rapid-firing types are also ideal for point defense against missiles and torpedoes. However, ballistic projectiles are generally slower than energy projectiles and have limited ammunition.

These weapons first Temporarily deplete shields before damaging a ship’s Hull. They use energy, generate heat & signature when powered on, significant heat & signature while firing, and travel lesser distances than ballistic projectiles. However, they have potentially infinite reserves of ammo (drawing from vehicle power to recharge), making them ideal for prolonged combat engagements. This also helps to reduce supplies & weapon maintenance.

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 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.

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 or launcher each. Currently, PDTs can come in laser, ballistic, and missile.

    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 primarily by E-3 Combat Division units or higher, and occasionally E-3 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 primarily used by Novitiates/Privates and E-2 Combat Division. Remote Secondary Turrets are primarily used by Novitiates/Privates, and E-2 Engineer Division.

Turret Room Image

The largest step taken within The Galactic Order military, is the one from Sergeant to Officer. 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 Command seeks to observe before considering someone for the jump to Lieutenant.

At the end of the day, Command 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 Command to sometimes make unpopular choices, which may present challenges of their own. Members of Command must also understand that few decisions are made by an individual, as choices are often agreed upon collectively. This is the entire purpose of Command, leaving no single individual with enough power to corrupt their choices nor to let a moment of misjudgement break stretches of prosperity.

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, Command can be a challenging goal to achieve, and should never be coveted by those simply seeking authority or rank.

The terms Officer or Command refer to a unit of O-1 or higher. With this title, a Galactic Order member gains new responsibilities, permissions and authority within the chain of command...

Officers O-1+ have access to Sign-In through Discord on the TGO website. This will provide added permissions through the Button, revealed on the Full Roster page.

This button opens the Register New Unit window, allowing Admissions Officers the option to register new members onto The Galactic Order’s military roster.

Career: Admissions Officers (Only)

This is used when accepting a new Application to join The Galactic Order.

This button opens the Discharge Unit window, allowing Admissions Officers the option to Honorably Discharge or Dishonorably Discharge (Ban) members from The Galactic Order’s military roster.

Career: Admissions Officers (Only)

Honorable Discharge archives members on the Roster who have left TGO of their own accord.

Dishonorable Discharge Bans members from the Roster who have been forcibly removed from TGO.

This button opens the Update Unit Info window, allowing Officers the option to edit information for exisiting members within The Galactic Order’s military roster.

Officers O-1+

Officers O-2+ use this window for Platoon transfers.

Used when a member changes their Star Citizen name, Discord Account, Recruiter, or transfers to/from a Platoon (O-2+).

This button opens the Account Search window, allowing Officers the option to Search through the Galactic Order’s military records by Discord Name or Star Citizen Name.

Officers O-1+

Helps Officers search account info for members & identify when an official member has left the TGO Discord.

This button opens the Change Rank / Role window, allowing Officers the option Promote or Demote members within The Galactic Order’s military roster.

Officers O-1+

  • Officers O-1 are limited to changes within their Platoon.
  • Officers O-2+ can make changes within Platoons, Academy, or current Battalion.
  • Force Rank checkbox is available to overwrite additional promotion prerequisites.

This button opens the Battalion Bio window, allowing Majors & Captains the option to modify elements of their assigned Galactic Order military Battalion.

Officers O-3+

Majors & Captains may use this window to modify the Battalion's Flag Ship, Motto, and edit the Battalion's Description for a more personalized touch & greater immersion.

This button opens the Battalion Goals window, allowing Majors & Captains the freedom to establish, and update, 3 short-term & 2 long-term Battalion Goals. This includes editing, removing, or completing current goals.

Officers O-3+

Majors & Captains may use this window to modify the Battalion's Short-Term Goals & Long-Term Goals.

Main

Officers use this section to Add / Remove Events, Patrols, Squad Kills (FPS), & Squad Kills (Pilot) for the selected unit.

Hovering cursor over each option will display tooltips.

Missions

Officers use this section to Add / Remove missions for the selected unit.

Based on the Division & Role of the selected unit, different missions will highlight, indicating mission types they qualify to gain progress in.

Hovering cursor over each option will display tooltips.

Ribbons

Officers use this section to Add / Remove ribbon progress for the selected unit.

Based on the Division & Rank of the logging Officer, some ribbons may not display.

Hovering cursor over each option will display tooltips.

Medals

Officers use this section to award Medals for the selected unit.

Officers have the added privilege of awarding these during Patrols & Events, each granted through different means. Additional details on the Ribbon Awards page.

Hovering cursor over each option will display tooltips.

Officers are not authorized to award Medals to themselves.

Training

Officers use this section to Add / Remove Training Events for the selected unit. Additional details on the Exams & Badges page.

Hovering cursor over each option will display tooltips.

Careers

Officers use this section to apply approved Careers for the selected unit. Additional details on the Protocol page, under Unit Careers.

Based on the Rank of the logging Officer, and the Rank of the selected unit, some Careers may not display.

Hovering cursor over each option will display tooltips.

Commendations

Officers use this section to apply approved Commendations for the selected unit. Additional details on the Ribbon Awards page.

Based on the Division & Rank of the logging Officer, and the Rank of the selected unit, some Commendations may not display.

Hovering cursor over each option will display tooltips.

Patrol Content

Officers use this (optional) section to track progress, and squad assignments, during Patrols & Events.

Start Timer is used when Units report for duty.

End Timer is used when Units log from reporting in, or the Patrol/Event ends.

    Total time will display between both timers when End Timer is added.

Patrol/Event related Titles & Commendations will display, for each unit, below Start & End timers. These often relate to protocol restrictions & regulations.

Squad Role, Ship Station , and Squad ID assignments can be all entered & changed to keep organized during Patrols & Events.

No data, from the Patrol Content section, is entered into record on The Galactic Order roster or database log.

Main

Officers use this section to Add / Remove Warnings, or issue a Reprimand for the selected unit.

This section provides a Warning / Reprimand tracker (displaying all current variables), and a text box for Officers to provide a reason for the applied punishment.

Hovering cursor over each option will display tooltips.

Exams

Officers use this section to remove / reset Exam Scores for the selected unit.

This option is most commonly used in response to a warning/reprimand, long-term inactivity, or by request.

All reset exam scores are stored in the Database Log before deletion.

Hovering cursor over each option will display tooltips.

Careers

Officers use this section to remove Careers for the selected unit. Additional details on the Protocol page, under Unit Careers.

Based on the Rank of the logging Officer, and the Rank of the selected unit, some Careers may not display.

Hovering cursor over each option will display tooltips.

Commendations

Officers use this section to remove Commendations for the selected unit. Additional details on the Ribbon Awards page.

Based on the Division & Rank of the logging Officer, and the Rank of the selected unit, some Commendations may not display.

Hovering cursor over each option will display tooltips.

View channels
    Allows members to view channels by default (excluding priivate channels).
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Manage Channels
    Allows members to create, edit, or delete channels.
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Manage Roles
    Allows members create new roles and edit or delete roles lower than their highest role. Also allows members to change permissions of individual channels that they have access to.
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Create Expressions
    Allows members to add custom emoji, stickers, and sounds in this (Discord) server.
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Manage Expressions
    Allows members to edit or remove custom emoji, stickers, and sounds in this (Discord) server.
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View Audit Log
    Allows members to view a record of who made which changes in this (Discord) server.
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View Server Insights
    Allows members to view Server Insights, which shows data on community growth, engagement, and more. This will allow them to see certain daya anout channel activity, even for channels they cannot access.
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Manage Webhooks
    Allows members to create, edit or delete webhooks, which can post messahes from other apps or sites into this (Discord) server.
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Manage Server
    Allows members to change Discord server's name, switch regions, view all invites, add apps to this (Discord) server and create and update AutoMod rules.

Create Invite
    Allows members to invite new people to this (Discord) server.
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Change Nickname
    Allows members to change their own nickname, a custom name for just this (Discord) server.
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Manage Nicknames
    Allows members to change the nicknames of other members.
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Kick, Approve, and Reject Members
    Kick will remove other members from this (Discord) server. Kicked members will be able to rejoin if they have another invite. If the server enables Member Requriements, this permission enables the ability to approve or reject members who request to join.
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Ban Members
    Allows members to permanently ban and delete the message history of other members from this (Discord) server.
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Timeout Members
    When you put a user in timeout they will not be able to send messagesin chat, reply within threads, react to messages, or speak in voice or Stage channels.
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Send Messages and Create Posts
    Allows members to send messages in text channels and create posts in forum channels.
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Send Messages in Threads and Posts
    Allows members to send messages in threads and in posts on forum channels.
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Create Public Threads
    Allows members to create threads that everyone in a channel can view.
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Create Private Threads
    Allows members to create invite-only threads.

Embed Links
    Allows links that members share to show embedded content in text channels.
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Attach Files
    Allows members to upload files or media in text channels.
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Add Reactions
    Allows members to add new emoji reactions to a message. If this permission is disabled, members can still react using any existing reactions on a message.
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Use External Emoji
    Allows members to use enojii from other servers, if they're a Discord Nitro member.
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Use External Stickers
    Allows members to use stickers from other servers, if they're a Discord Nitro member.
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Mention @everyone, @here, and All Roles
    Allows members to use @everyone (everyone in the server). or @here (only online members in that channel). They can also @mention all roles, even if the role's "Allow anyone to mention this role" permission is disabled.
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Manage Messages
    Allows members to delete messages by other members or pin any message.
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Pin Messages
    Allows members to pin or unpin any message.
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Bypass Slowmode
    Allows members to send messages without being affected by slowmode.
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Manage Threads and Posts
    Allows members to rename, delete, close, and turn on slow mode for threads and posts. They can also view private threads.
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Read Message History
    Allows members to read previous messages send in channels. If this permission is disabled, members only see messages sent when they are online. This does not fully apply to threads and forum posts.
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Send Text-to-Speech Messages
    Allows members to send text-to-speech messages by starting a message with /tts. These messages can be heatd by anyone focused on the channel.
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Send Voice Messages
    Allows members to send voice messages.
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Create Polls
    Allows members to create polls.
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Connect
    Allows members to join voice channels and hear others.
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Speak
    Allows members to talk in voice channels. If this permission is disabled, members are default muted until somebody with the "Mute Members" permission un-mutes them.
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Video
    Allows members to share their video, screen share, or stream a game in this (Discord) server.
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Use Soundboard
    Allows members to send sounds from server soundboard.
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Use External Sounds
    Allows members to use sounds from other servers, if they're a Discord Nitro member.
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Use Voice Activity
    Allows members to speak in coice channels by simply talking. If this permission is disabled, members are required to use Push-to-talk. Good for contorlling background noise or noisy members.
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Priority Speaker
    Allows members to be mre easily heard in coice channels. When activated, the volume of others without this permission will be automatically lowered. Priority Speaker is activated by using the Push to Talk (Priority) keybind.
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Mute Members
    Allows members to mute other members in voice channels for everyone.
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Deafen Members
    Allows members to deafen other members in voice channels, which means they won't be able to speak or hear others.
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Move Members
    Allows members to disconnect or move other members between voice channels that the member with this permission has access to.
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Set Voice Channel Status
    Allows members to create and edit coice channel status.
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Use Application Commands
    Allows members to use commands from applications, including slash commands and context menu commands.
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Use Activities
    Allows members to use Activities.
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Use External Apps
    Allows apps that members have added to their account to post messages. When disabled, the messages will be private.

Request to Speak
    Allows members to speak in Stage channels. Stage moderators manually approve or deny each request.
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Create Events
    Allows members to create events.
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Manage Events
    Allows members to edit and cancel events.
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Administrator
    Members with this permission will have every permission and will also bypass all channel specific permissions or restrictions (for example, these members could get access to all private channels). This is a dangerous permission to grant.
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Officers gain specific roles on the RSI organization site, each giving unique privileges.

High Command allows full access to the RSI Oranization site, assigned only to members of High Command.

Admissions allows members to accept Applications to the RSI Oranization site, assigned only to members with the Admissions Officer career, due to the knowledge & experience required to add new members to the TGO military roster.

Command allows members to modify Ranks & Roles to the RSI Oranization site, assigned only to Commanders.

CMO (Chief Marketing Officer) allows members to modify the public page of The Galactic Order's RSI Oranization site, assigned only to members with the Marketing Officer career.

Disclaimer: Members are required to set The Galactic Order as their main organization on the RSI Org site, in order to inherit these roles.

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 O-1+.

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

  2. Spec-Ops Commander
    • Combat Assist Requests
    • Spec-Ops Commanders have the added authority to manage & log Combat Assist Requests within The Galactic Order, and track progression on the Roster (file reports).

  3. 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).

  4. 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: All Command must be familiar with:

Officers may host (event) meetings for Command or individual Platoons to address any recent comments, questions, suggestions or concerns.

These can be organized by any 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.

Overview:

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

This begins when any E-2+ 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 Command, which initiates a vote that only requires majority rule to pass.

Note: Members of Command(O-1+) may also endorse candidates but are not required to inform a superior and may use Command channels directly with their nomination.

Endorsed Name, Award, & reasons for Endorsement are posted in the Officer channel, with @here tag. Captains, Majors, Commanders, & Lieutenants have the following available actions in response to this vote:

    Y - Yes

    N - No

    A - Abstain

Because these votes are not anonymous, reasons for the chosen response are not required, but they are welcomed. Vote must be given within 12 hours from the time of the post or they will be marked as “Abstain”. Officers O-2+ may initiate an extension in response to the Deliberation post, providing an additional 12 hours.

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.

Vote Conclusion: The Voting period ends either after all votes have been cast, or the 12 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, Command 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 Officers present as a larger majority is required.

Point-Based voting involves multiple options from which to choose from. Each member of Command 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 Command 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 Command (often the endorser) and posted in | enlisted text channel (Discord), as it relates to an individual's accomplishments. @everyone or @here Tag not needed.

Acting as one of the highest honors to be bestowed within The Galactic Order, only members of Command 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.

Coming Soon TM

Approved

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

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 Sergeant, Officer, 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.

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 a couple factors that can influence this change in Rank/Role:

  1. 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.
  2. 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 Platoon’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, Platoon Leaders should not promote Units outside of their Platoon. 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. Commander Promotions:

  5. Add the Command role on RSI Member page

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: 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, often due to lack of in-game or Discord engagement.
  3. Personal Choice: Some members, often officers, will approach Command 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.

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 Command’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 Officer Discord channel so other Officers are made aware.
  4. Commander Demotions:

  5. Remove the Command role on RSI Member page

For Officers, 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 Command’s discretion, members can be changed to “Reserve” Status on the Roster.

This status is often given when a member has left the Discord or held E-0: Novitiate / E-1 Private for 12 months.

Reserve status will set the member’s Rank to E-0, Battalion to “None” and change their Role to “Reserve”.

Reserve status can be removed by Commanders, Majors, & Captains at any time but Rank, Role & Battalion will need to be re-established based on prerequisites.

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 is managed by Aquisitors.

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 Captain (O-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 Officer within The Galactic Order may petition for the Military Discharge of another unit. This petition must be submitted to a member of High Command, in writing, and must detail the reasons for filing the action.

    Officers 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.

    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:

    Reserve Return:

    When a member has been marked as “Reserve”, their record is temporarily locked and they are removed from visible ranks, while still remaining on the Full Roster. Reserve status will set the member’s Rank to E-0, Battalion to “None” and change their Role to “Reserve”. When this member returns, any Commander, Major, or Captain can reinstate the member’s status back to Active, returning them to the Academy where they have a strong potential to reoccupy a previously held Rank. 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 Commander, Major, or Captain, which 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 the Academy where they have a strong potential to reoccupy a previously held Rank. 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.