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SGC Main Guidelines (Pending Final Approval)

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HecticTj is not online. HecticTj
Joined: 15 May 2011
Total Posts: 25
08 May 2015 06:45 PM
SGC Main Guidelines (Pending Approval)

[1] INTRODUCTION [1]
Welcome, this is an official SGC document and it will explain SGC’s primary rules and regulations, it will go through all the basics you need to know. It is advised you read this carefully otherwise you may not fully understand the system and that would lead you to possibly get the wrong idea of how things work and also ask unnecessary questions. If after reading these guidelines you still do not fully understand how certain things work, feel free to ask a Lieutenant or above in SGC, they would be more than happy to help.

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--[[[RULES & REGULATIONS INDEX]]]--
[1] Introduction
[2] Tier 1 Rules
[3] Tier 2 Rules
[4] Tier 3 Rules
[5] SGC V4 Regulations
[6] Training Protocols
[7] Branch Regulations
[8] Allied Regulations

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[2] Tier 1 Rules [2]

Exploiting, if you are caught exploiting you will be exiled and crash banned at all bases. NEVER exploit whilst at SGC events, this includes raiding enemies.

Treason, aiding enemy clans with information/physical assistance such as opening doors or giving them codes.

Disobeying direct orders frequently. EX.) General Snake orders Captain Hectic to quit spawn killing someone. If Captain Hectic fails to do it after several times, he will be tried on a Teir 1 charge.

Advertising your clan or places/items is not allowed, if you are found trying to take SGC personnel and recruit them into your group you will be removed from SGC and a war may be begin.

Activating the self destruct or reactor.

Flaming another group that SGC is at war with via C&G, private message, in game, or any other type of communication method. If they report you, you will be dealt with accordingly.

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[3] Tier 2 Rules [3]

Do not pretend to be a higher rank

No bribery/threatening for promotions/bonuses

Do not flame/argue with other SGC personnel: We’re all part of the same clan, as such if somebody insults you don't do it back, report it to a Lieutenant+

Do not team kill, I cannot stress this enough, if someone team kills you, DON’T do it back, just report it to an Officer, if an Officer is unavailable, call a MP.

No abuse of power, do not admin abuse, I understand playing around, but not during raids/events or in front of ‘important’ people, and if the command is against someone ask for permission for example /control Ancientblue, /kill Ancientblue, /explode Ancientblue.

Disobeying an order crucial to a defense/raid/training. etc
Constantly causing drama, bullying, gossip, etc via any type of communication program.

Entering/ Exiting the SGC through the Stargate without permission from SMB personnel and / or a Lieutenant+.

Excessive use of swearing or profanity toward ANY SGC personnel. Whether you are an officer, or a Private, you WILL NOT disrespect ANYONE and expect not to be punished.

Persistently annoying someone i.e. Shooting off their hat, shooting once at them then walking away, jumping on them, etc.

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[4] Tier 3 Rules [4]

Wear uniform at SGC bases and events and whilst on duty.

No spamming the radio/bubble chat or SGC group wall.

Call Officers sir (Lieutenant +), including allied leaders/representatives.

Do not enter restricted areas unless authorized and do not follow officer’s unless authorized.

Begging, do not beg for promotions or any bonuses, doing this will just lower your chance.

Follow orders given by officers/the soldier(s) in charge of you. High Command (Lieutenant+) can give orders to SNCO, NCO, and EN. SNCO can give orders to NCO, and EN. NCO can give orders to EN.

Show name unless in a combat situation or an officer has ordered you to. (SF are allowed to hide their names while not in combat)

Address people via rank/salute officers when in contact.

Earn enough legitimate complaints from officers/personal.
Disrupting daily operations. I.e. Stealing iris control, closing doors, etc.

Use PROPER grammar while on duty. Periods Capitols ect. It's fine if you can't spell a word or two.

Repeatedly being kicked out of Control Room/Areas you are not authorised to be in.

The use of Non-Lethal weapons for self defence is authorized, and can be deemed by the user as it causes no lethal harm.

Using the Flash to blind people temporarly is NOT allowed when it's not a raid.

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[5] SGC V4 Regulations [6]

Stargate Command is SGC’s main base, there have been four versions.

Version 1 was the version from the television series [SG1,SGA,SGU]
Version 2 was our first ever base, it was released on the 22nd of August 2013
Version 3 was the our second retake of the SGC, released on the 16th of November 2013
Version 4 is our newest retake on the SGC and our biggest yet.

To make V4 the best it can be, we have regulations for the base itself, to suit its requirements. All Tier rules must still be followed at V4. These regulations just go into depth and will hopefully ensure that V4 is fun for everybody.

Control Room Protocols
In V4 the control room is a lot more isolated and secure, it consists of two sections, gate operations control and the command room, these sections are basically in the same room but in emergencies such as the base has been breached or the server is packed and very busy these sections can be separated by two blast doors and locked down.

Members of the Strategic Military Bureau are allowed in the Control room and in both sections.
Lieutenant and above are also allowed in both sections.
Members of the military police are allowed to guard the entrances and higher ranked members within the military police may enter the control room but only if they absolutely need to, an example of a situation in which they would need to enter is say if somebody was causing trouble, the high ranked MP would be allowed to enter to resolve the situation.
Members of NID are allowed within the control room if the person they are protecting enters the control room.

The door to the Control Room is to be treated as if it is a impenetrable force field, don’t pass it if you’re not authorized.

Members of the Strategic Military Bureau who are on duty and operating within one of the two control room sections must always be on alert, both sections must always have one SMB member present, if there is only one, they should mainly be in gate operations control but they should regularly check the command room and respond to people on the radio, as people may need to request for sections to be unlocked or lights to be turned on.

Gate Room Regulations
It is advised that there is atleast one person in the gateroom at all times to ensure some form of base security. During an official raid, AT LEAST two gate room doors must be opened and the meeting room must be sealed, the control room door may be closed but it should not be locked unless given authorisation from the current base commander/highest ranking SMB officer. The ‘extra’ defences should not be brought up unless a raid is in progress. Extra Defenses being the Barracades. It's not mandatory but it's requested to keep them down when there isn't a raid.

Jumper Protocols
Jumpers may only be flown by a member of an authorised member of the AeroSpace Forces The jumper is mainly for ASF use but in most circumstances what should happen is the jumper is piloted by a AeroSpace Forces member and the back compartment is filled with Special Forces, they then go through the gate, go to another planet, the ASF pilot would land the jumper, the Special Forces would get off, check the planet whilst the ASF pilot is flying around keeping an aerial eye on the Special Forces team in case they need backup. Another responsibility is that MP and/or LT+ has a select rank which can go offworld to ‘bring back’ members who have gone through the gate without permission, ASF may be requested by ANY Division that they fly them to the planet so they can conduct an aerial search. NF may only fly the jumper if they have a legitimate reason and a member of SMB operating the control room approves/the current base commander, furthermore only LT General+ can deny Admirals the ability to fly.

Gate Travel Regulations
You may only go offworld if you have been authorised by a Lieutenant + or a SMB Officer or you are a member of the Special Forces and have approval from your team leader, but even then your team leader must get authorisation from the control room otherwise the gate just won't be dialed. In the event of an incoming wormhole the gate operator should announce it on the radio and check for an IDC (Incoming Dialed Coordinates) and should read out the IDC coming from the incoming wormhole. The Iris may be closed at times UNLESS there are 3 raiders present and 3 SGC Members.

Prison Protocols
The Prison Ship is a secured area, and shall be treated as such. Officers may enter at will and may not be kicked out. Military Police may enter freely but may be kicked out by officers. Anyone besides the above stated personnel must ask MP for permission to enter. Intruders must be warned to leave, if they do not leave they may be arrested for trespassing. NID are permitted to conduct interrogations if they asked MP to arrest someone. Only a NID Board of Advisors+ may autherize an arrest and Classify it to whichever level they choose.

Visitor Protocols
Visitors should be escorted to the mess hall and welcomed to the base. They may request a tour or more information about the group which should be provided them. Remember, visitors are potential recruits. Visitors may only roam around the base with a escort, and that escort must have been given permission by the Base Commander to give a tour, or follow the visitor around. Any visitor seen attacking SGC personnel is to be jailed and a Judge will be called to determine the fate of the visitor, if no Judge is online, the Base Commander decides their fate.

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[6] Training Regulations [6]

-EXP is gladly invited at training sessions, yet should not be handed out thoughtlessly. If said trainer feels no trooper has committed enough during the training to earn a promotion, then by all means the trainer is not to hand any out.

-A training session should have a standard time of about 30 to 45 minutes. We do not wish to overwhelm troops with hour long trainings, although we also wish to train troops for a significant amount of time.

-When shouting in the main group for a training, the trainer should wait a time of 15 minutes before locking the server. This is to ensure no late parties come in at the very end of the training and disrupt other troops. Trainers are to allow any troops that have disconnected, and or crashed, back into the server.

-Admin limitations are required at training sessions. No unneeded commands are to be used, nothing may be inserted without approval from Director General+

-If another HR comes in during your training session, and disrupts it, AA’s it, or any of the sort, YOU are not to handle it yourself. Rather, message a Lieutenant General+ or the Supervisor of High Command with a direct complaint accompanied by proof and/or witnesses.

-The Officer that calls a training is the de facto head of the training. No one may assume command of or disrupt the training unless they are a Lieutenant General+ or have a General’s permission. Doing so without proper authorization will result in Teir 2 or Teir 3.

-Trainings should cover a wide variety, but not necessarily all, areas of combat. Subject areas include theory (protocols and such), obstacle courses, sword fighting and actual combat practice. Practice raids at V4 can also be performed by splitting a large sgc team in two and putting one on the raiders team.

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[7] Branch Regulations [7]

- SGC V4 rules are always considered to be sovereign over all forms of rules, and any attempt to create rules which undermine or flat out disregard SGC rules shall be considered treason, and you will be tried in court.
- All branches are required to submit to the commands of the court system, such as a court ruling by the Military Justice Department to shut down an academy, however this is only one of many examples.
- All branches are required and expected to punish any member who has repeatedly broken SGC Rules and Regulations.

Military Police [SGC]
Military Police is a police and security force, they enforce rules and regulations at all SGC bases, this includes offworld bases (Not Including Midway). They are strict and deadly, highly trained and prepared to take down any and all internal threats, be warned they can be dangerous.
Handbook link:

AeroSpace Forces [SGC]
The SGC AeroSpace Forces(also known as ASF) play a key role within SGC as its duty is to operate and command our interstellar vessels with the prime directive of keeping SGC territories safe from extraterrestrial attack.
Handbook link:

Special Forces [SGC]
The Special Forces, known to all as ‘SF’ are Stargate Command’s elite fighting force which contains some of the best fighters in the SGC, these fine gentlemen and gentlewomen keep SGC safe at night, and every other time. Their main focus/goal is to lead the SGC’s Raids and defences, and used as front line soldiers to complete important tasks.
Handbook link:

Strategic Military Bureau [SGC]
As the leading branch of the SGC, the SMB has the pure goals of operating and maintaining the SGC and keeping order. The SMB control key areas of SGC bases, set up defense lines and keep soldiers in order, effectively acting as mini high ranks. They have full control of the base and are in charge of all other branches, and are only outranked by Officers, covered in more detail in their guidebook.
Handbook link:

National Intelligence Department [SGC]
The National Intelligence Department (also known as NID) do not have a very open role in SGC. They are the most highly classifed Division within SGC. Being the Intelligence Department for SGC they are to keep complete secrecy and handle all foreign and internal Intelligence. As well as protection for SGC High Command. They do NOT protect the Commander General as that is Spectre's job.

Spectre [SGC]
They are the Commander General's close protection detail. They protect the Commander General at all costs and follow any and all orders given by the CG. They also run foreign raids even before SF get there. As they run all the (BlackOps) raids.

Military Justice [SGC]
They are the law. Their job is to keep order within the Courtroom and ensure that all the SGC Guidelines are up to date. They also have the last say on who is to be arrested and why. They also act as a internal investigation with NID to keep corruption out of SGC.

Chevron Consolidated
They are the Dev Group for SGC. Though they are made up of SGC but they are a private Company with a strict Government Contract. It is headed by the Commander General.

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[8] Allied Regulations [8]

The following regulations apply to all SGC allies, and any allies found breaking these regulations shall be reported to Commander General Ancientblue, or the Head of External Affairs. Any Allied Leaders shall not be arrested, or punished according to our laws or rules, they shall only be reported to the Commander General, or Head of Military Justice as they have diplomatic immunity.

Control Room Regulations
The following Regulations explain which allied ranks may enter the control room, and all allies are expected to follow these rules. If an ally is not listed here, they do not receive control room permissions, the reasons for this will be explained to an ally at their request.

RGRM Marshall Commander+
USMC Colonel+
IE Admiral+
MB General+
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Commander General Ancientblue
Director General Charlie
High Command
Military Justice Administration
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