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A Comprehensive Imperial Naval Guide
By Rommel and 1 collaborators
   
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Introduction
Come Join Us!
DISCORD: https://discord.gg/4yc2tHwHSA
SERVER IP: 45.62.160.61:27034
Overview
Peace and oppression go hand in hand. The time for action is now. The end of the Clone Wars does not end the struggle for galactic peace as the Confederacy of Independent Systems holdouts linger in the outer rim.
The year 17BBY rolls in and you like many who wish maintain peace and order within the empire have flocked to the recruiting posts to enlist for there is to become a major crossroads for the galaxy. Your story and your career begins within a humble crew. Your actions of you and your fellow crew mates will decide your fate in the coming years. This guide will cover the basics for our server with various aspects and roleplay mechanics which we have to offer. This server does stick to basics so that means your participation and ability to put yourself into the shoes your character is paramount.
Setting
You are a Imperial Army Trooper sent to stabilize the other rim. You come from humble beginnings, some of you on the other hand are not. For whatever reason you find yourself in the Imperial Army tasked with the great duty of defeating the enemies of the old Galactic Republic and instilling order and security to the western reaches.
How the Server Evolves
Obviously the server may grow stale in some aspects so there have been many things to keep things fresh and interesting. One of which is obviously dangers of the job. You may day at any given time for various reasons depending on how the story goes (Read roleplay standards for further context). Another is how the platoon evolves based on player count and general server lifetime. We may eventually move to larger ships/bases and or the ship we are currently on may receive upgrades and its general role may change depending on player choice. General allegiances also apply as based on the crew's actions eventually we may be more affiliated with certain imperial factions such as COMPNOR and or certain political characters. So the goals and composition of the ship may change as well. (Ex. Army to stormtroopers and or cargo ship to enforcement ship policing a system). Once again it falls on YOU and your participation for things to work and progress so get in there and immerse yourself.
Rules & Roleplay Standards
Roleplay Standards
Generally everyone has fun when the playing grounds are level and everyone is playing the same game. That applies to you as well whoever you may be reading this. So your very special original character and or previous character with a resume to rival lord Vader himself cannot just randomly appear with the crew. You are chaff, a figure and average human. With that you are expected to act like it. You like many others may not be aware of the horrors that the galaxy has to offer be it void born or without the imperial structure itself.

You will be playing as a fresh recruit of the empire, you do not know much about the wider empire and its happenings but you do know the basics.
  • General politics
  • General happenings in the galaxy
  • Basic knowledge of Imperial Law
  • Ship basics
  • Common species
Other than that you for the most part are completely unaware of the events that occur in the galaxy other than the occasional state HOLONET broadcasts that you decide to watch. You are expected to act our your characters needs(such as food, water, sleep and health), likes/dislikes, mood and overall goals in a realistic manner. Make sure though that they line up in a grounded and realistic manner as you are an average Joe.(Examples provided below)

A bad example
"I want to aspire to be apart of the royal guard"
or
"I'm a rebel spy aboard your run of the mill ship and here to sabotage you!"
A acceptable example
"Im just trying to make ends meet for my family"
or
"I aspire to eventually be the captain of my own ship"

In terms of backgrounds for your character it can vary based on your imagination but you gotta keep it grounded in "reality" so this means that yea you can have an extensive background but it has to be realistic to a sense where its plausible.

Bad examples
  • Former ISB agent now crewman
  • Former special forces
  • Clone trooper that served on geonosis
Good examples
  • Was transferred from a different ship and or veteran from a different branch.
  • Was a convicted criminal and join on for whatever reason.
  • Former medical staff, engineer, designer ect. Either joined or was conscripted for whatever reason.
  • Fanatical imperial who supported COMPNOR either as low ranking and or volunteered for COMPFORCE. (Granted who would want to leave COMPFORCE anyways that was a nice gig)

Punishments
To start off we generally don't wish to ban anyone off the bat unless they join for the pure intent of disrupting things on server. So in most cases a rule being broken will result in a verbal warning, then a kick and then a ban. This generally only applies to stuff that applies out of rp but for stuff like disruptive characters you may be
  • Imprisoned for long periods of time
  • Transferred off ship
  • Ejected off ship
  • Executed
  • Killed through mysterious circumstances
All resulting in your character being forced to be re-made in full and start from square one.
Rules
Yes this is the massive ruleset that will be enforced to some degree, one way shape or form. For example we may not enforce the occasional rule break for whatever that may be. If it becomes a problem then yes...yes we will.
(And yes if anyone does recognize this rule list it was too good not too reference from)
  • Fail RP: Roleplaying in a disruptive and or unrealistic manner.
  • Powergaming: Forcing another player's reaction to something by writing it yourself.
  • RDM: Attacking somebody with no IC reason (Handled case by case)
  • Interrupting RP without a valid reason.
  • Disregarding a time scale (When time is slowed down for turn based combat)
  • Metagame: Using info gained OOCly to affect decision making of your character.
  • Creating a character with the sole intent for criminal activities (If so must be pre-approved)
  • Creating a character for the intent of being throwaway (Not valuing char life ect ect)
  • Creating characters who are references to historical, fictional and or popular figures. (Any SW characters also apply)
  • Abusing char flags
  • Disconnecting during RP, timescale without seeking leave from GM. (Just ask in OOC lol)
The permaban list
These are things that will get you permabanned
  • Third Party Software
  • Exploits of any kind
  • Lagging/Crashing the server
  • Mass RDM
  • Doxing
Some general RP constraints
  • Robbing somebody must be pre-approved by GM
  • Any characters that are relatives must both have consent from each player.
  • You cannot break any restraints under any circumstance
  • You must roleplay any diseases/injuries handed to you
  • You are not force sensitive...
  • Traitor characters must be pre-approved and moderated by a GM.
Permakill policy
Quite simple if you die in an RP scenario, you start over. The GM may hand you a NPK if your role is vital to the ship but abuse this and your get PK'd anyways. You may appeal a PK/NPK to staff once per character but after that uhm yea start from square one.

Life is fragile in space and you can die in various way so its advised to keep your character's life in good hands. Value your character's life and you will definitely have a longer survival rate compared to that of somebody who keep throwing themselves into the fire. The GMs watch for that kind of stuff. So keep in mind you can die from
  • Disease
  • In-person combat
  • Ship Combat
  • Friendly fire
  • Anomalies
  • Traps and or hazardous environments
  • Accidents on the job and or off the job (Ex. A pipe blows while your eating dinner and your head gets smashed in. It happens but don't expect it lmao)
You may also be asking "WHY?" that sounds horrid who think of such things. Well its emplaced to really emphasize that you should be valuing your character's life. He may be living his day to day on ship but at the end of the day one wrong move and the whole crew can die and the server restarts. This is to encourage you to play as a team, participate in roleplay and work your best to keep the ship in top shape. As if you dont it will catch up to you and the crew.
Combat
Combat in the void will be most perilous during your journey and can result in your death the fastest. Being an active member of the crew is crucial at these times

Space Combat
Space combat has always been a weird thing especially when trying to model it in gmod of all things. So decidedly we use Roll20. Space combat is split into two phases, the detection phase and combat phase.
Detection Phase
The detection phase works to identify ships within your gravity well. Using the sensors section of the guide you can begin to identify the ships within your sector. The scanning phase will end when one of these enemy ships enter your weapon range starting combat.

Looking at the image (left) shows an example battle map of the ship in a gravity well around some planet. The bright red is the sensor range and the lighter red shows weapon ranges. Detected ships will show up as a dot on map and as each turn goes by each signature will reveal more information about a ship. Low scan rolls will lead to inaccurate stats/location until combat phase, so keep that in mind.
Combat Phase
Combat phase is quite simple. The ships with the highest initiative go first as like in ground combat. Each ship has only two action points and two reaction points.

Action Point Uses
  • Movement: Move a specific amount of tiles.
  • Hyperspace Jump: Disengage from the enemy
  • Ram: Ram the enemy ship
  • Fire torpedo: Fires a torpedo
  • Fire Turbo lasers: Fire every turbo laser that is manned at any given time.
Reaction Point Uses
  • Repair: Restores 1HP
  • Recycle Shield(Take two turns and requires the ships to be down): Brings shields to full strength.
  • Firefighting: Extinguish all fires.
  • Scanning: Conduct additional scans for accurate stats.
Movement
The ships movement relies on the amount of fuel rods currently present in the reactor. Please not the more fuel rods in the reactor the more prone the ship may be to failures of various equipment. Even the reactor itself may malfunction.
1x Fuel Rod: 2 Tiles
2x Fuel Rod: 4 Tiles
3x Fuel Rod: 5 Tiles
4x Fuel Rod: 6 Tiles
Weapons
Space Torpedo's: Can Only be fired Straight Ahead, they move 3 tiles per turn, and as such will Hit a ship directly in front of the Vessel if fired when they are 3 tiles or less away. Certain Torpedo's do more damage or less damage; i.e., a Shield-Piercer Torpedo ignores the shields on a Ship allowing for a Solid strike on an opponent

Turbolasers: If a turbolaser is turbocharged there will be a cooldown of 1 turn while the turret needs to cool-down, and it could also possibly be damaged. Can be Fired from 4 Squares away from Opponents, unless they are turbocharged, then they can fire 6 squares away. Turbolasers can either fire as a Battery, or as a single turbolaser at a time; Battery Fire counts as only 1 attack, but increases the required roll to hit by 2; each turbolaser is rolled separately
Damage & Aim Values
  • Single Turbolaser: 1x D6
  • Charged Turbolaser: 1x D8
  • Standard Torpedo: 1x D20 (Note: Damage does not migrate to hull once shield is gone)
  • Shield Perpetrator: 1x D12

Turbolaser targeting
  • 18-20: Critical Hit
  • 10-17: Hit
  • 3-9: Miss
  • 1-2: Critical Weapon Failure
The Imperial Charters
Not the same of The Imperial Charter also known as the Constitutions of the New Order. This is a set of powers bestowed upon individual ships and or individuals to conduct specific operations and or operate within expanded parameters. Established by various moths after the Sector Governance Decree This was mostly a loophole to allow lower quality naval performance and lax imperial standards in the mid and outer rim. This section follows various "official" charters and the powers they bestow.
Charter Classes
Class I Charter
Class I charters are rare and feared across the sectors they occupy. Generally the authority a Class I can carry can vary from a system to an entire sector. They only follow the directive of the local Moff. Generally COMPNOR and ISB operate using Class I charters. This only applies to local ISB and COMPNOR elements as any higher authority in either can easily operate anywhere in the empire.
Class II Charter
Class II Charters usually allow for free movement in a sector and or number of systems. This is usually given to individual ships and or captains who have distinguished themselves. Usually pirate hunters and or counter-terrorist dedicated units who need easy permission to chase down seditious elements. Very rarely hyperlane enforcers are given a Class II Charters, if you ever encounter a full fledged Class II Charter enforcer be warned...
Class II A/H Charter
This version of Class II A is restricted to a handful of systems and usually come in the form of an assignment from a local governor and or misc authority.
Class II H is the general permissions given to hyperlane enforcement to watch over an entire system and or sector's hyperlane.
Class III Charter
Only allowing to operate within a single system and full clearance for a number of stations the Class III is usually only given for cargo, transports and or security forces chained to a specific system.
Charter Permissions
Each charter generally changes what allowed and what permissions are specifically granted. Usually as follows
  • Discounts
  • Docking Rights
  • Repair Rights
  • Small Scale Judicial Rights
  • Tax free/discounted Selling & Buying Rights
  • Clearance to enter systems
  • Clearance to dock/restock at stations
  • Freedom to engage enemies at will
  • Freedom to pursue hostiles
Ship Management
Introduction
Most ships you work on require various crew members to man numerous stations for the ship to function properly. This guide will go into the the various systems that the server tries to act out.
Ship Systems
This section will give a brief overview into the ship systems.
Scanners
Scanners come in three varieties which have a variety of uses and may or may not be available depending on the ship model and or upgrades.
  • Passive Energy Scanners: Detects energy emissions from close range used to detect ships within orbital range.
  • H.E.W.S (Hyperspace emissions warning system): This system is used as an early detection system for detecting hyperspace jumps from a system away. Mostly equipped on specialized ships and or capital ships.
  • Life-Form Scanner: Scans for lifeforms within visual range. Generally works in most scenarios for humanoid entities.
How to use & D20 results
Each of the scanners must be warmed & calibrated before use. Note that the scanners must be turned off before jumping into hyperspace. The scanners will for the most part utilize electromagnetic waves to conduct most of its operations. So the amount of interference may differ depending on the system and interference that may present itself at any given time.

D20 Results (Note that failures and or successes may come back as nothing)
  • 17-20 (Critical Success): You gain an exact location and or reading of whatever you are scanning.
  • 10-16 (Moderate Success): You gain a moderately accurate and or reading of whatever you are scanning usually around a 10%-30% error depending on scanner model.
  • 6-9 (Failure): Your scan and or reading is inaccurate and cannot be used.
  • 1-5 (Critical Failure): The scanner must be rebooted and or replaced.
Reactor
The reactor is quite simple as most reactors put out a standard amount of power for the ship. So no extra input from any crew needs to be done. The reactor simply has two responsibilities. Power surges and keeping the reactor fueled.
How to use
The reactor has one main port in which you insert a fuel rod. The fuel rod will deplete hourly and fuel rod status must be kept track of. By interacting with the reactor interface you can see how much fuel remains for the reactor. Each hour the reactor technician will write down the current fuel rod status. You can do this by rolling a d6 and subtracting the result from the total fuel % left. If you by chance miss an hour or two add 6 to the roll for every hour missed. In the event that the fuel rod is almost depleted have the ship come to a stop. Power down the reactor, and dump the old fuel rod. Insert the new fuel rod and power up the ship. In the event that the ship cannot be stopped, switch the ship into reserve power so all functions and movement can be maintained.

Power surges happen when the reactor is damaged, the ship experiences large amounts of energy and or the shields become overloaded. Next to the reactor are usually has a number of transformers located within the connected to the reactor. These systems generally contain power for reserve modes for when the reactor is down. Occasionally the reactor will generate too much power and these bat boxes will blow and have to be repaired and or replaced. If the reactor takes damage it will cause the ship's speed to fluctuate
Electrical
Electrical systems are generally placed under lots of stress. Especially in times of conflict, most equipment is pushed to its limits. Its important to check things such as doors, generators, lighting, air system. Replacing these components will lead to a generally healthy base.
Subsystems
Base and Army Management
Introduction
As you begin your career in the Imperial Army you will most likely be stationed on a ship or base of some kind. This will be your home so treat it like it. Take care of your duties and nothing bad will happen.
Basic Maintenance
Things like shield generators, doors, vehicles, blasters and much more generally deteriorate over time. Make sure to work with your squad members to keep these things up to standard or they may fail you in times of need. This is much more important if you are on a ship as a critical failure can result in the deaths of you or your brother in arms. If you lack things like technical prowess
Patrols
The planets you will be garrisoned on are places with danger around every corner. You are the first line against the terror and as such patrols will be a necessary part of your duties to the Empire and its citizens. Patrols will be organized by your squad non-commissioned officer. Monitoring your surroundings is key and you must report any notable occurrences to your squad leader.
Cargo
Introduction
A massive empire with trillions of credits in its vast and military industrial complex. With scores of fleets and naval formations big and small on active duty members fighting for peace. Millions who serve on the backlines to support such a largest navy ever seen in the galaxy since the clone wars. To support such an organization, logistics must be as efficient and dedicated as the elite stormtroopers. Most of the time it is efficient as they say. As we head out further into the mid and outer rim though. Things take time, money and caution. Pirates, smugglers, thieves and insurgents wish to skim the profits and necessary supplies for the war machine to keep turning. Something as simple as a freighter not making it to its destination and or skimming a blaster or two from the stockpile. Things like that happen often. Which is where you come in.

"Trade and Commerce, which were used by the confederation and now the empire, are the best methods to conquer the galaxy peacefully" - Imperial Trade Representative Corvus Dimeter

As a presumably dedicated member of the imperial navy you may be regularly tasked with delivering high value cargo to its destination. Either it may require a simply loyal crew and or an armed ship to defend itself from whatever it may see fit. This section will cover the vast types of cargo both safe and dangerous and how to deal with them. It will cover general knowledge on a piece of cargo, the dangers it may or may not present to the crew and or ship and the proper transportation procedures that it may entail. This section also covers trade, cargo procedures when interacting with the stations, ships ect.

Cargo Classification
All cargo will be grouped and classified into the following classifications along with a description on what defines the classification.

-Class A Sustenance.
Any item that can be classified as foodstuffs by means of being edible or contributory to the preparation of foodstuffs such as cooking spices and meat products.
-Sub Class A1 Recreation.
Any item that can be classified as recreational foodstuffs by means of being consumable for the purpose of recreation such as hallucinogenics and alcohol.

-Class B Clothing.
Any item that is wearable as a form of clothing such as uniforms and undergarments.
-Sub Class B1 Armor.
Any wearable item that is classified as armor such as Imperial plastoid armor.

-Class C Utility.
Any equipment for the purpose of maintenance, repairs or production.
-Sub Class C1 Civilian Utility.
Any products for civil use such as general appliances.

-Class D Weaponry.
Handheld blaster armaments such as the E11.
-Sub Class D1 Heavy Weaponry.
Heavy armaments such as the EWEB.

-Class E Medical.
Any items or materials for medicinal purpose.

-Class F Contraband.
Contraband items illegal under Imperial law such as Spice and Disruptors.

-Class G Bio Hazard.
Any hazardous content lethal to persons or materials.

-Class H Volatile.
Preloaded munitions or explosives.
-Sub Class H1 Extreme Volatile.
Volatile fuel such as Hyper Matter and Tibana gas

-Class I Droid.
Any mechanical being with artificial intelligence
-Class IA Class one droids used as data centers such as medical and mathematics droids
-Class IB Class two droids used for engineering and technical sciences such as astromech droids and maintenance droids
Class IC Class Three droids programmed for interaction with humans such as protocol droids and servant droids
Class ID Class Four droids programmed for fighting capabilities such as security and battle droids
Class IE Class five droids used for menial labor such as labor and hazardous service droids

Cargo Procedure

-Class A Cargo Procedures.
Standard sanitized refrigerated container unit set to temperature parameters per foodstuff regulation under Imperial Food and Drug Administration guidelines.

-Class B Cargo Procedures.
Standard light carrying case for basic clothing.
-Sub Class B1 Cargo Procedure
Standard heavy sealed case with appropriate slotting for Armor transportation and Magnetic Locks.

-Class C Cargo Procedures.
Standard light container unit with fitted padding.

-Class D Cargo Procedures.
Heavy duty sealed crates with fitted padded slotting and Magnetic Locks and tightly packed.

-Class E Cargo Procedures.
Standard vacuum sealed temperature controlled container.

-Class F Cargo Procedures.
Standard light container unit with cut away anti theft belts.

-Class G Cargo Procedures.
Heavy sealed Bio container with Magnetic Locks, temperature control and lid sealant.

-Class H Cargo Procedures.
Special heavy duty cargo containers, specialized containers per cargo type.

-Class I Cardo Procedures
Class 1 droids powered down packed up in secure containers
Class 2-3 restraining bolt and powered down in secure containers
Class 4 restraining bolt and powered down in secure containers with armed security
Class 5 powered down and packed up in secure containers
Contraband
Contraband is any illicit item that is found being illegally transported aboard a space vessel. There are several classifications

-Class A: Weapons
Any weapons that are found without licencing are to be considered high value contraband and are prohibited. Items include blasters, explosives and military grade vehicles either stock or modified
Class A1 Small arms
weapons that are considered small arms such as blaster pistols and rifles
Class A2 Explosives
weapons that are classed as explosives such as grenades or handheld launchers


-Class B: Illicit drugs
Any drug or narcotics that have an Imperial ban placed upon them
Class B1 Stimulants
drugs that are classified as stimulants increase awareness
Class B2 Depressants
drugs that lower neurotransmission levels in the brain
Class B3 Hallucinogens
psychoactive drugs that alter perception, mood, and cognition, often producing vivid and intense sensory experiences

-Class C: Droids
Military grade droids without licencing from local Imperial officials
must have a Class C1 licence





Medical
Codes, Threat Levels, & Drills
Codes

General Quarters
Code: "General Quarters"
Purpose: Prepare the ship and all personnel for combat.

Procedure:
  • All personnel report to battle stations immediately.
  • All Naval Troopers attains weapons from the armory.
  • Secure all loose gear and close all watertight doors.
  • Weapons systems activated and manned.
  • Shields raised to combat readiness.
  • Communications and navigation checks are performed.

Chemical Spill
Code: "Code Orange"
Purpose: Respond to chemical spills that could pose health risks or damage to the ship.

Procedure:
  • Section where spill occurred is immediately sealed off.
  • Hazardous Materials (HazMat) team is dispatched with proper protective gear.
  • Ventilation systems in the affected area are shut down to prevent spread.
  • Cleanup is conducted using standard Imperial chemical containment procedures.
  • Area is monitored for residual contamination before being cleared.

Fire Alert
Code: "Code Bravo"
Purpose: Tackle fires on board to prevent damage to the ship and protect personnel.

Procedure:
  • The affected section is isolated using bulkhead doors.
  • Fire suppression teams dispatched with appropriate extinguishing agents.
  • Ventilation systems in the affected area are controlled to minimize oxygen supply to the fire.
  • Non-essential personnel evacuate to designated safe zones.
  • After extinguishing, area is ventilated and inspected for structural integrity.

Power Failure
Code: "Code Dark"
Purpose: Manage sudden loss of power and restore normal operations.

Procedure:
  • Auxiliary power units are activated.
  • Engineering teams dispatched to diagnose and repair main power systems.
  • All non-essential systems are powered down to conserve energy.
  • Command staff is briefed on operational capabilities during the outage.

Security Breach
Code: "Code Rift"
Purpose: Address unauthorized access or hostile actions within the ship.

Procedure:
  • Security teams are alerted and dispatched.
  • All sensitive areas are locked down.
  • Non-combat personnel are directed to secure locations.
  • Breach is contained and neutralized using non-lethal or lethal force as dictated by the threat level.

Threat Levels
To maintain organized and effective responses to various threats on an Imperial Navy starship, it's useful to establish a set of threat levels similar to the DEFCON system. These threat levels can guide the crew in understanding the severity of a situation and dictate the corresponding response measures.

Threat Level 5: Condition Green
Description: Normal operating condition; no immediate threats detected.
Actions:
  • Routine patrols and monitoring.
  • Standard maintenance and operations continue.
  • All systems operational under normal conditions.

Threat Level 4: Condition Blue
Description: Increased vigilance; potential threat or unusual activity detected.
Actions:
  • Increase sensor and surveillance sweeps.
  • Security teams on heightened alert.
  • Communications are monitored for unusual activity.
  • Non-essential off-ship activities are limited.

Threat Level 3: Condition Yellow
Description: Identified threat that may impact ship operations; increased readiness.
Actions:
  • Security teams are armed and ready for rapid deployment.
  • All hands are briefed on potential scenarios.
  • Key personnel are stationed at critical systems.
  • External communications are secured and minimized.

Threat Level 2: Condition Orange
Description: Imminent threat to the ship; high readiness for engagement.
Actions:
  • All personnel to battle stations.
  • Ship’s defensive systems are fully activated.
  • Non-combat personnel are moved to secure areas.
  • Preparations for possible evacuation or containment measures.

Threat Level 1: Condition Red
Description: Direct engagement or severe threat underway; maximum readiness.
Actions:
  • Full combat engagement with hostile forces.
  • All available systems are directed towards threat neutralization.
  • Command staff in continuous operational command.
  • Evacuation and last-resort protocols are prepared for immediate execution.

Drills
To ensure readiness and efficiency in handling a range of onboard situations, regular drills are essential on an Imperial Navy starship. Here’s a detailed section on various drills that would typically be scheduled and conducted aboard:

General Quarters Drill
Purpose: To simulate a battle scenario, ensuring that all crew members can quickly and efficiently move to their combat stations, activate necessary systems, and prepare for potential engagement.
Frequency: 2-4 times Weekly

Procedure:
  • Unexpected call to general quarters.
  • All personnel report to assigned battle stations.
  • Simulated activation of defensive and offensive systems.
  • Coordination check between navigation, weapons, and command sections.

Fire Response Drill
Purpose: To practice response to onboard fires, testing the crew’s ability to use firefighting equipment, execute evacuation protocols, and perform damage control.
Frequency: Weekly

Procedure:
  • Initiation of a fire alert in a controlled section of the ship.
  • Deployment of firefighting teams with gear to the designated area.
  • Evacuation of non-essential personnel from affected sections.
  • Restoration of systems and ventilation after 'extinguishing' the fire.

Zero Gravity Maneuvering Drill
Purpose: To ensure that crew members can effectively operate in zero-gravity conditions, which might occur during battle damage or malfunctions.
Frequency: Bi-monthly

Procedure:
  • Artificial gravity systems are temporarily disabled in designated areas.
  • Crew must navigate from one point to another using zero-gravity movement techniques.
  • Medical team on standby to handle any injuries.
  • Evaluation of crew performance and time taken to complete tasks.

Medical Emergency Drill
Purpose: To simulate a medical emergency response, including the swift transportation of casualties to the med bay, effective triage, and emergency treatment.
Frequency: Monthly

Procedure:
  • Simulated medical emergency alert is issued.
  • Designated 'casualties' are treated according to the scenario (e.g., battle injuries, toxic exposure).
  • Medical team practices emergency procedures, including surgery if necessary.
  • Debrief on response times, medical treatment efficacy, and communication efficiency.

Chemical and Biological Hazard Drill
Purpose: To test the ship’s response to chemical or biological threats, focusing on containment, decontamination, and protective measures.
Frequency: Bi-weekly

Procedure:
  • Activation of a chemical/biological threat scenario.
  • Sealing off and decontaminating the affected areas.
  • Distribution and proper usage of protective gear by the crew.
  • Medical check-ups for all participants following the drill.

Security Breach Drill
Purpose: To prepare for potential intrusions or hostile actions by enemy forces, focusing on rapid response, lockdown procedures, and countermeasures.
Frequency: Bi-weekly

Procedure:
  • Simulated security breach in a critical area of the ship.
  • Security teams deploy to intercept and 'neutralize' intruders.
  • Lockdown of sensitive compartments.
  • Assessment of communication and coordination among the crew.
Imperial Policy
In accordance with Imperial Law, His Imperial Majesty has ordained various stances or policies the Empire will follow.

Policy on Smuggling
The Galactic Empire strictly prohibits all forms of smuggling. This includes the unauthorized transport of goods, sentient beings, or information across system boundaries. Smuggling undermines the economic stability and security of the Empire and is punishable by fines, imprisonment, or other penalties deemed necessary by Imperial authorities. Enforcement will be enhanced by increased patrols and surveillance by the Imperial Fleet and local governing bodies.

Policy on Piracy
Piracy is a grave threat to the order and commerce of the Galactic Empire and is therefore forbidden under Imperial Law. Any acts of piracy, including but not limited to, the hijacking of ships, theft of cargo, or ransom of personnel, will be met with the full force of the Imperial military. Convicted pirates will face severe consequences, including capital punishment.

Policy on Hyperspace Travel
Hyperspace travel is regulated under the Imperial Starship Code. All vessels must be registered with the Imperial Intergalactic Space Ministry and must comply with all hyperspace routing and safety regulations. Unauthorized jumps or deviations from approved hyperspace paths can result in severe penalties, including impoundment of the vessel and criminal charges against the crew. These regulations ensure the safety and efficiency of interstellar travel within the Empire’s jurisdiction.

Policy on Planetary Crime
The Empire enforces strict laws concerning crime on all planets under its control. This includes, but is not limited to, theft, assault, sabotage, and unlawful use of technology. Imperial Governors are authorized to implement additional regulations suited to local conditions. Compliance with local and Imperial law is mandatory, and failure to adhere to these laws will result in prosecution by the Imperial Justice Department. Peace and order on all planets will be maintained through the presence of Imperial troops and surveillance technologies.

Policy on Maritime Crime
Space crime within the Galactic Empire's jurisdiction is strictly prohibited and subject to severe penalties under Imperial Law. This includes unauthorized operations of spacecraft, space piracy, smuggling through astro-routes, and illegal extraction or harvesting of celestial resources. Enforcement will be carried out rigorously by the Imperial Navy and coordinated with local planetary security forces. Violations, such as attacks on ships, theft of spacecraft, or tampering with space station operations, will be aggressively pursued and prosecuted to ensure the safety and security of all space-faring activities and the integrity of trade and commerce in space. The Empire remains vigilant in maintaining law and order across all space territories to uphold peace and stability throughout the galaxy.

Policy on Alien Relations
The Galactic Empire mandates the registration and monitoring of all non-human species within Imperial territories. Alien species must comply with all local and galactic laws and are subject to additional oversight to ensure loyalty to the Empire. Restrictions on political and military participation may be imposed to maintain the human-centric governance of the Empire. Violations of this policy will result in punitive actions, including deportation, imprisonment, or other sanctions as deemed necessary by Imperial authorities.

Policy on Force Sensitivity
All individuals displaying sensitivity to the Force must be reported to the nearest Imperial authority. The Empire will evaluate each individual for potential threats or utility to Imperial objectives. Unregistered Force-sensitive beings are considered in violation of Imperial security protocols and are subject to detainment and enrollment in specialized Imperial programs. This policy ensures that the potential of the Force is harnessed for the benefit of the Empire and mitigates the risk of rebellion or sedition.

Policy on Droid Rights and Regulations
Droids are classified as non-sentient property under Imperial Law. All droids must be registered with their owners and equipped with a functioning restraint bolt to prevent unauthorized activities. Modifications to droids that enhance their autonomy or intelligence beyond standard specifications are strictly prohibited without express Imperial approval. Owners are responsible for the actions of their droids and may face penalties for any illegal activities conducted by their droids.

Policy on Resource Exploitation
The Galactic Empire reserves the right to any and all natural resources found within its dominion. Planetary governors are tasked with overseeing the extraction and exploitation of resources to fuel the Empire’s expansion and maintenance. Strict quotas and regulations will be enforced to ensure efficient use and prevent environmental degradation or local dissent. Non-compliance with these regulations will lead to heavy fines, confiscation of assets, or imperial takeover of operations.

Policy on Information and Propaganda
The dissemination of information within the Empire is tightly controlled to prevent unrest and ensure loyalty. All media must be approved by the Imperial Office of Censorship before publication. Propaganda that undermines Imperial values, spreads dissent, or promotes non-Imperial ideologies is illegal and subject to immediate suppression. The Empire actively promotes content that enhances public perception of Imperial endeavors and achievements to foster a unified galactic community under Imperial rule.
Naval Standards
As per Imperial Naval Doctrine, the following standards must be obliged and followed with the utmost respect:

Standard for Superior Respect

Objective: To reinforce the hierarchy and authority of superior officers and maintain discipline and order within the ranks of the Imperial Navy.

Protocol:
  • Salutation: Upon encountering a superior officer, all lower-ranking personnel must immediately come to attention. This involves standing upright with feet together and hands by the sides, head facing forward, exuding a posture of alertness and respect.
  • Acknowledgment: Lower-ranking personnel must remain at attention until acknowledged by the superior officer, who may give a verbal command or a gesture to stand at ease.
  • Addressing Superiors: Superiors are to be addressed by their appropriate rank followed by "sir", unless a specific title is otherwise stipulated by the superior.
  • Walking and Talking: When walking with or speaking to a superior officer, maintain a professional demeanor. Lower-ranking personnel should walk on the left of the superior officer and slightly behind unless directed otherwise.
  • Boarding and Disembarking: When boarding or disembarking any Imperial naval vessel or vehicle, lower-ranking personnel must allow all superior officers to board first and disembark first.
  • Meeting Rooms and Dining Facilities: In formal settings such as meeting rooms and dining facilities, junior officers or enlisted personnel should not sit before their superiors have taken their seats.

Standard for Uniforms

Objective: To ensure that all members of the Imperial Navy present a uniform appearance that reflects the discipline, professionalism, and power of the Empire.

Guidelines:
  • General Appearance: Uniforms must be clean, pressed, and in good repair at all times. Shoes or boots should be polished to a shine. Personal grooming must be in compliance with naval regulations; hair should be neatly trimmed and facial hair (if allowed) must be well-groomed.
  • Daily Inspection: Unit commanders are responsible for conducting daily inspections to ensure compliance with uniform standards.
  • Battle Dress: During battle or drills, the appropriate combat gear must be worn. This includes helmets, body armor, and other protective gear as designated by operational protocols.
  • Ceremonial Uniforms: For formal occasions, ceremonial uniforms prescribed by the latest Imperial directives must be worn. These include medals, ribbons, and other insignias that signify rank and honors.
  • Modifications and Personalization: No unauthorized modifications or personalization of the uniform is permitted. All components of the uniform must be standard-issue unless officially modified by Imperial Navy regulations.
  • Field Conditions: In field conditions, practicality overrides presentation. However, even in these circumstances, personnel are expected to maintain as much uniformity as possible given the operational requirements.

Standard for Communication Protocols

Objective: To maintain secure, clear, and efficient communications within the Imperial Navy.

Guidelines:
  • Encryption: All communications, especially those pertaining to operational matters, must be encrypted using Imperial codes. Unauthorized decryption attempts are punishable by law.
  • Reporting: Immediate and accurate reporting of all engagements, reconnaissance findings, and other significant events to superiors is mandatory.
  • Briefings: Regular briefings are to be held at designated times, and attendance is compulsory for relevant personnel.
  • Communication Equipment: Maintenance of communication equipment is a priority, and regular checks must be performed to ensure operational readiness.

Standard for Operational Readiness

Objective: To ensure all naval vessels and personnel are battle-ready at all times.

Protocols:
  • Readiness Drills: Regular drills must be conducted to ensure crew proficiency in all aspects of naval operations, including combat, navigation, and emergency procedures.
  • Equipment Checks: Systematic checks of weapons, shields, engines, and other critical systems must be conducted before and after each mission.
  • Ammunition and Fuel: Adequate levels of ammunition and fuel must be maintained at all times.
  • Crew Efficiency: Crew members must be cross-trained to perform multiple roles in case of personnel incapacitation during missions.

Standard for On-board Weaponry

Objective: To ensure the compliance and security on board ships

Guidelines:
  • Weapons Kept in Armory: All weapons must be kept in the armory at all times and overseen by the ship Quartermaster. Personnel may requisition arms in the event of on-board incidents or during General Quarters. Otherwise special permission may be needed for low-ranking crew to attain weapons during regular duties. The only personal that may carry weapons on their person are ship command staff.
Laws and regulations of the New Order.
Written by the Commission for the Preservation of the New Order, by order of His Imperial Majesty the Emperor.
Article One - Imperial Law - General Information
Imperial Law has been put in place to ensure the safety, security and prosperity of the Galactic Empire and its allies. Imperial Law applies to all members of the Galactic Empire and Nationalised Groups/Organisations, regardless of branch and position and all individuals/groups who enter Imperial territory in any capacity.

Imperial Law is enforced by two main organisations; the Imperial Security Bureau (ISB) and the Imperial Office of Criminal Investigations (IOCI). It is often times also enforced by the military in certain regions.

Imperial Security Bureau – The Imperial Security Bureau deals with serious crimes committed within the Empire; terrorism, subversion, counter-espionage, treason and other activities which threaten the security and stability of the Imperial Government fall within the ISB's jurisdiction.

Imperial Office of Criminal Investigations – The IOCI acts as a civilian law enforcement department, working in conjunction with planetary police forces/militias and is responsible for coordinating the fight against criminals (particularly those who break civil laws) across the Empire. It is their duty to enforce smuggling laws (in conjuction with Imperial Customs and the Imperial Navy), patrol traffic lanes, investigate thefts and other standard law enforcement activities.

Definitions
  • Galactic Empire – The governmental body which is currently ruling the Galaxy, under the command of His Imperial Majesty the Emperor

  • Member of the Galactic Empire – Anyone who is currently in the service of the Galactic Empire, regardless of branch, rank or position.

  • Imperial Citizen – Anyone who is not part of the Galactic Empire itself, but resides in the territory of the Galactic Empire and has registered for Imperial Citizenship.

  • Imperial Law – The laws, rules and regulations set down by this document, and also by the Holonet Restrictions, Imperial IRC Conduct Protocol, and the Imperial Forum Conduct Protocol.
Article Two - Imperial Law - Civil Laws
Imperial Law in enforced by the branches described above. Imperial Moffs/Grand Moffs are the supreme legal authority in their sector. They may choose to act as judges at trials held in their sector, and may pass sentence without a jury should they so wish, unless the Emperor or an assigned proxy intervenes. All offenders are assumed to be guilty of their offence, until proven beyond doubt that they are innocent.
  • Smuggling: The act of transporting any unauthorized ships, vehicles, materials, substances, resources, weapons, armour, life forms, sentients and any other items deemed illegal by the Empire.
  • Possession of Stolen Property: Having property in your possession which is known or believed to be stolen.
  • Kidnapping: Unlawfully seizing and detaining a sentient being, with or without a demand of any kind of ransom.
  • Hijacking: The unauthorized seizure of a ship or vehicle without permission.
  • Piracy: The attempt to hijack a ship and ransack it of any of its contents.
  • Illegal Parking: The unlawful or unsanctioned landing or parking of a starship, star fighter, vehicle, or freighter without proper notification or consent from the person or persons owning the respective landing zone or airspace.
  • Possession of Contraband: The possession of items, substances etc. which have been deemed as contraband by the Imperial Government.
  • Slicing: The attempt, or successful execution, of illegally accessing a computer system, databank or any other medium.
  • Forgery: The fradulent reproduction/editing of any document, identification card, signature etc.
  • Unauthorised possession of a weapon: Possessing any kind of weapon in a zone where weapons are unauthorised without special permission, or possessing a weapon when it is illegal to do so (private ownership of weaponry in the Galactic Empire is illegal without explicit permission from Imperial authorities).
  • Unauthorised use of a weapon: Using any kind of weapon in a zone where weapons are unauthorised without special permission, or using a weapon which the suspect is not authorised to use.
  • Theft: Taking property from another with or without the threat of/use of violence.
  • Trespassing: The unauthorized entering of a facility, area or vessel that is privately owned, Imperial property or has been deemed off-limits by the Imperial Government.
  • Burglary: The unauthorized entering of a facility with intent to steal property.
  • Embezzlement: The unlawful taking of property/credits which have been entrusted to the offender.
  • Assault: Intentional infliction, or attempted infliction, of injury upon another being.
  • Arson: An attempt or act to destroy the property of another person or corporation, or yourself, by means of explosion and/or incendiaries.
  • Perjury: Making a statement which the perpetrator knows or believes to be false/misleading during a trial in an Imperial Court.
  • Civil disorder: Any person or persons who cause disorder within the Galactic Empire, using provocative language, gestures or material.
  • Failure to produce a valid identity document: Any person who fails to produce a valid, genuine and/or legal identity document when required to do so by Imperial authorities.
  • Failure to produce a valid travel permit: Any person who fails to produce a valid, genuine and/or legal travel permit when required to do so by Imperial authorities.
  • Travelling without permission: Illegally travelling without first acquiring the necessary travel documents and permits from the Imperial authorities.
  • Failure to follow planetary security procedures: Failing to follow security procedures for entering or leaving Imperial worlds as laid down in this document.
  • Failure to produce valid datawork: Failing to produce valid documents relating to a ship, its captain, its crew and contents when requested by the Imperial authorities. Valid datawork includes; Ship's Operating License (detailing a ship's specifications, port of origin, manufacturer, trasponder code, current owner and registration code), Captain's Accredited License (detailing the ships a being is permitted to fly), Ship's Manifest (a detailed breakdown of the crew, passengers and cargo on board a ship) and, if the ship is armed, an Arms Load-Out Permit (all non-military startships with weapons or enhanced shields require a permit acknowledging their authorisation). The relevant documents can be obtained from the Imperial Records Office or the Bureau of Customs, Travel and Migration.
  • Breach of the Peace: Any person or persons who cause disorder within the Galactic Empire, using force or violence.
  • Vagrancy: Partaking in begging or similar activities.
  • Loitering: The act of dallying or lingering by an individual with apparent intent to break Imperial Law.
  • Illegal gathering: Any group consisting of two or more persons gathering with apparent intent to break Imperial Law.
  • Under-age consumption of intoxicating products: Consuming any product which may be intoxicating (for instance, alcoholic beverages) under the legal age. (Twenty One years of age).
  • Inappropriate inter-species relations: Being involved in any kind of relationship with a member of another species. Humans mixing with near-humans is acceptable, provided no pregnancy occurs.
  • Vandalism: Damage to, disposal of, and/or defacing to property not owned by the individual committing the act.
  • Extortion: The action or attempt to illegally subvert the Imperial Legal System, so as to obtain something for personal gain.
  • Solicitation: The act of encouraging/advising/threatening another to break Imperial Law.
  • Fraud: Using deception and/or deceit to secure or acquire something for your personal gain.
  • Bribery: Attempting or successfully carrying out the attempt to persuade or influence a member of the Galactic Empire by offering an incentive. Those who accept bribes will be punished also.
  • Manslaughter: Partaking in any action that indirectly causes the death of another or the direct accidental killing of an individual by another without premeditation or malice aforethought.
  • Slavery: The possession of sentient beings who are kept against their will and forced to work for the benefit of their 'owner'. Note: Criminals give up their right as a sentient when they commit a crime. They may be used as forced labour if the Empire so wishes.
Article Three - Imperial Law - Internal Law
The Imperial branches have an additional set of laws to adhere to, which are listed in this section. It is the job of the branch commanding officers and executive officers to ensure that these laws are followed, and anyone found breaching them is to be detained and reported to the Imperial Security Bureau.
  • Insubordination: The act of deliberately disobeying or questioning an order from a superior officer.
  • Absence Without Leave: Failing to report for duty, without requesting leave from the offender’s commanding officer.
  • Disrespect towards a superior: Showing disrespect to someone within the Galactic Empire of a senior rank and/or position than yourself.
  • Mutiny: Any act(s) carried out by a serving member or a group of serving members of the Galactic Empire which is considered rebellious against Imperial authority.
  • Unauthorised dissemination of classified information: Distributing classified, secret or otherwise restricted information to personnel not authorised to receive it.
  • Non-compliance with Imperial Law: A member of the Galactic Empire who intentionally fails to comply and/or enforce the laws set down in this document.
  • Intoxication whilst on duty: Any Imperial found intoxicated whilst on duty. Intoxication includes substances such as alcohol or spices.
  • Gambling whilst on duty: Any Imperial found gambling in any form whilst on duty.
  • Duelling a fellow Imperial: Any Imperial found to be threatening or carrying out physical violence against a subordinate member of the Empire.
  • Assault of a superior: Any Imperial found to be threatening or carrying out physical violence against a member of the Empire with superior rank, position or authority.
  • Ill-treatment or neglect of Accoutrements & Equipment: Any Imperial who ill-treats his issued arms, equipment, appurtenances or ammunition through willful or non-willful neglect.
  • Conduct unbecoming of an Imperial: Any member of the Empire who shows conduct which is thought of as impolite or incorrect behaviour of a member of the Galactic Empire.
  • Desertion: Any member of the Empire who, without authorization, goes or remains absent from their unit or place of duty and intends to do so permanently, or leaves their unit or place of duty to avoid a hazardous task or mission.
Article Four – Imperial Law - High Crimes
High Crimes include crimes committed directly against the Galactic Empire or the Empire and/or which threaten the stability and security of the Imperial Government.
  • High Treason: The act of attempting to overthrow the Emperor and/or his Empire.
  • Treason: The act or attempt to betray and/or defect from the Galactic Empire. Membership in a terrorist or anti-Imperial group also constitutes to treason.
  • Assassination: The act of or attempt to murder a member of the Imperial Throne, Imperial High Command or any officer at rank grade O-9 or above by a surprise attack.
  • Espionage: The act or attempt to transfer sensitive, classified, official, or similar Imperial documents and information on the behalf of a foreign entity, on the behalf of a separate entity or organization, or for the personal use of the individual. This also includes the transfer of any star ships, star fighters, freighters, vehicles, weapons, items, droids, credits and other property.
  • Spying: Successfully or unsuccessfully infiltrating the borders of the Galactic Empire, and posing as an Imperial Citizen, or member of the Empire, to gather information, perform acts of sabotage or commit other crimes against the Galactic Empire. Punishable by death.
  • Aiding the enemy: Anyone who aids or attempts to aid an enemy of the Galactic Empire in any way.
  • Conspiracy: Participation in any group or alliance (secret or not) or planning (alone) to undermine, damage, subvert or take over the Imperial Government, or to plan a crime of any sort against the Galactic Empire, a member of the Empire, or an Imperial Citizen.
  • Impersonation of an Imperial Official: Any person, including persons employed by the Galactic Empire, who attempts to impersonate an Imperial Official for any reason.
  • Crimes against the Emperor: Any of the crimes described within this document performed directly against the Emperor.
  • Breach of the Imperial Oath: Breaching the Imperial Oath which all members of the Galactic Empire are subject to in any way
  • Terrorism: The use of violence, fear and intimidation to achieve a political goal that is in conflict with the Galactic Empire, its policies, goals and ideology.
  • Subscription to Dangerous Ideologies: Agreeing with any ideology, principle, opinion, philosophy or belief which are contrary to those of the Galactic Empire.
  • Sedition: Making a negative comment, speech, broadcast or impression against the Galactic Empire and its laws, beliefs and ideology, the Emperor, or a member of the Imperial High Command.
  • Engaging in Subversive Activities: Partaking in any activity which may damage, subvert or otherwise undermine the Galactic Empire in any way.
  • Obstruction of Imperial Justice: Any action or attempted action that may interfere with the carrying out of Imperial Justice as laid down in this document.
  • Resisting Arrest: The attempt to or successful act of resisting being taken into Imperial custody.
  • Cloning: The act or attempt to clone any living being (sentient or not)without express permission from the Imperial Government.
  • Harbouring/aiding a Fugitive: Any action which may help or aid a criminal or enemy of the state in any way.
  • Refusal to Cooperate with Imperial Authorities: The refusal to perform the actions required by the Imperial Authorities listed in Article One of this document.
  • Acts of War: The action or attempted action which may be seen as an act of war against the Galactic Empire. This may be on behalf of another group.
Article Five – Punishments
A criminal who breaks Imperial Law is to expect his/her apprehension and punishment. Some punishments used by the Empire are listed below.
  • Fine:The Empire may forcibly take credits, vehicles, ships and other items of value from the offender to make up for the crime he or she committed.
  • Freezing of asset(s): Preventing the use of economic resources by locking the intended recipient from their use.
  • Demotion: Demoting the offender to a lower rank. The rank which the offender is demoted to depends on the crime they commit.
  • Reprimand: A formal reprimand. May be broadcast to all Imperials.
  • Censure: A formal reprimand, broadcast over the Imperial Holonet.
  • Suspension: Temporary removal from the offender’s rank, privileges and position. The length of the suspension is judged by the severity of the offence.
  • Severance/Dishonourable Discharge: All activities between the criminal and the Galactic Empire and the offender are suspended permanently. Serving members of the Galactic Empire are dishonourably discharged from their post.
  • Detention: The offender is detained in an Imperial prison facility. Once again, the length of this punishment is judged by the severity of the offence.
  • Forced labour: An extension of 'Detention'. The offender is placed in a prison facility, and takes part in forced labour.
  • Exile: The offender is banned from the Galactic Empire, all it's sectors, territories, colonies and protectorates. The offender is never allowed to return, unless pardoned. Any exile who returns without authorisation is liable to be terminated on sight.
  • Execution: The offender’s life is terminated by Imperial Authorities.

Note that the Galactic Empire reserves the right to sentence criminals with a punishment that is not listed in this document.
Article Six – Application of Imperial Law
Imperial Law is applied to the entire Galactic Empire, its sectors, territories, colonies and protectorates. All members of the Empire, and citizens within the borders of the Empire, are subject to these laws. The only exception His Imperial Majesty
the Emperor. Note that some of these laws do not apply to members of the Imperial authorities investigating a crime, and members of the Imperial Royal Guard, protecting the Emperor.

Should a sentient who has broken Imperial Law flee to another government’s space or territory, the Galactic Empire reserves the right to extradite the offender back into the Empire’s boarders for trial by any means necessary. The Emperor's permission is required for the arrest of members of Imperial High Command unless the matter is of the utmost urgency (after which the Emperor's permission must be sought for the continued detention of a High Command member).
Article Seven – Reporting a crime and Citizen’s Arrest
Members of the Empire, and citizens in Imperial-governed territories, are to report any violations of Imperial Law to imperial authorities immediately. Their duty ends with this report. The Imperial Security Bureau, Imperial Office of Criminal Investigations and other organizations concerned, will carry out the investigation.

Imperial Citizens have the right to arrest someone they believe to have broken Imperial Law (Citizen’s Arrest). There are, however, limitations:
  • The offender is to be kept with the Imperial Citizen no longer than necessary.
  • The crime is to be reported to the Imperial authorities as soon as possible, along with the location and condition of the offender, and any other information the authorities require.
  • The offender may only be subjected to violence in the event that it is required to keep the offender in custody.

It is recommended that Imperial Citizens only arrest offenders who have committed minor offences. Citizens should try to avoid criminals which the Empire has deemed as dangerous. These offenders should not be approached, but reported to the Imperial Security Bureau or the Imperial Office of Criminal Investigations at the earliest opportunity.
Article Eight – Droids
All droids must be registered with your local IOCI office. Citizens may only possess droids which have no weapons or long-range sensors whatsoever. Droids owned by citizens may not contain long range transmitters and/or receivers. Droid which are specifically designed for combat, assassination, sabotage and other malicious purposes are completely prohibited. Droids designed for medical use, or heavy lifting are strictly regulated and must be reported to and scanned by your local IOCI office in order to detect any illegal programming or devices. Note that Imperial authorities may scan your droid at any time for illegal modifications.
Article Nine – Weapons
Privately-owned weapons are banned under Imperial Law. No citizen should need to own a weapon. However, for those who do need weapons to perform their jobs, a license may be requested from the Imperial Security Bureau. Please contact your local office for details.
Article Ten – Media and Culture
The Galactic media is monitored by the Coalition for Information. The Coalition for Information evaluates material and rules as to whether it is suitable for publication. The Imperial Security Bureau may remove content should it be seen as a security risk.

Art, science, justice, education and commerce are controlled by the Coalition for Progress. The Coalition for Progress monitors these areas, and will use any methods necessary in order to protect the interests of the Empire and its citizens. The Imperial Security Bureau may remove content which poses a security risk.
Article Eleven – Trials
All criminals charged with these laws will be put on trial. The trials may be made public, should the Imperial Court decide it to be. The Imperial Court System is a part of COMPNOR, and falls under the Coalition for Progress.

There are three types of court within the Imperial Judiciary System – civilian, military and supreme.

Civil: Planetary Court > System Court > Sector Court > Imperial Supreme Court

Military: Branch Court > Military Court > Imperial Supreme Court

The Planetary Court and System Court will usually be for NPCs only. The Sector Moff would preside over the Planetary, System and Sector Courts. The Branch CoS would preside over the Branch Court, and the a military branch CoS or a Grand Admiral would preside over the Military Court.

The Imperial Supreme Court would be presided over by the Chief Justice. The Emperor, or a proxy assigned by the Emperor, may preside over a trial in any court if necessary.

Civil Courts

Usually deal with breaches of Civil Law (Article Two), but may deal with Internal Law (Article Three) if it is directly linked to the Moff’s sector.

Military Courts

Deal with matters within the Military. The Branch CoS may try their own members for minor crimes (set down in Internal Law). The Military Court deals with other crimes within the Military (for example, if a Military officer murders another officer, this will be dealt with by the Military/Supreme Court).

Supreme Court

Deals with major crimes (All High Crimes are passed through the Supreme Court). May also overturn decisions by lower courts, but must have a valid reason. May retry those tried under lower courts, if new evidence has come to light. Also deals with trials of COMPNOR members not assigned to sectors, Branch COs, IOCI members not assigned to sectors, members of an Imperial Ministry, members of the Imperial Inquisition, members of the Imperial Royal Guard, members of Imperial Intelligence not assigned to sectors, members of the Storm Corps not assigned to sectors, Moffs/Grand Moffs/Supreme Moffs, the Grand Vizier, the Executor, the Imperial Hand(s), The Military Chief of Staff, Grand Admirals/Generals/Marshals, Lord Admirals/Generals Marshals, and any other department not specifically mentioned.

During a trial, should the accused fail to turn up, they are to be judged as guilty by default, and punished accordingly.
Article Twelve – Planetary Security Procedures
For the safety of all Galactic citizens, security measures have been put into place across Imperial space to prevent unauthorised aliens, criminals and terrorists from gaining access to restricted, commercial and/or residential zones. Whilst specific docking and landing procedures vary from world to world, the text in this article gives a general outline of procedures for entering and exiting Imperial worlds.

Standard Planetary Security Procedures

Upon entering the system, ships must check the Messages to Spacers (METOSP) channel which will provide important notices for pilots and crew. This will include local conditions, orbital traffic pattern data or security considerations as well as specific instructions for docking/landing and contact details should further assistance be required. After checking the METOSP and following any necessary instructions, the vessel must hail the nearest customs platform or defence station which will then relay the request to the space traffic control centre closest to the visitor's destination and give said visitor their clearance and landing coordinates along with a flight path. If no customs station or defence platform has been deployed, the visiting craft may directly communicate with the spaceport closest to their desired location. Deviation from the transmitted flight path, as well as ignoring this procedure, will result in the visitor being intercepted and destroyed. All vessels are constantly tracked by facilities across all Imperial worlds.

Once landed, vessels and their contents will be searched and scanned. Crew and passengers will have their identity cards checked. In addition, the ship's captain must provide the relevant datawork; Imperial authorities may also take biometric data, such as retinal scans, handprints, DNA samples or voice samples to further verify the identity of passengers and crew. All collected data will be be cross referenced with various databases to ensure that visitors are who they claim to be. All travellers must have a valid travel permit issued by the Imperial authorities - this must be obtained before travelling. Should there be any causes for concern or possible problems, the person(s) in question will be detained and interrogated by customs officials and/or the Imperial Security Bureau.

Imperial Centre/Urbanised worlds

All civilian vessels are required to dock with designated orbital defence or customs stations and submit to search and scans as one would with any other Imperial world. Failure to follow these measures will result in the destruction of the offending vessel. Once landed, vessels and their contents will be searched and scanned. Crew and passengers will have their identity cards checked. In addition, the ship's captain must provide the relevant datawork; Imperial authorities may also take biometric data, such as retinal scans, handprints, DNA samples or voice samples to further verify the identity of passengers and crew. All collected data will be be cross referenced with various databases to ensure that visitors are who they claim to be. All travellers must have a valid travel permit issued by the Imperial authorities - this must be obtained before travelling. Should there be any causes for concern or possible problems, the person(s) in question will be detained and interrogated by customs officials and/or the Imperial Security Bureau.

Leaving Imperial Worlds

Vessels and their contents will be search and scanned. Crew and passengers will have their identity cards checked. In addition, the ship's captain must provide the relevant datawork; Imperial authorities may also take biometric data, such as retinal scans, handprints, DNA samples or voice samples to further verify the identity of passengers and crew. All collected data will be be cross referenced with various databases to ensure that visitors are who they claim to be. All travellers must have a valid travel permit issued by the Imperial authorities - this must be obtained before travelling. Should there be any causes for concern or possible problems, the person(s) in question will be detained and interrogated by customs officials and/or the Imperial Security Bureau.

The Galactic Empire reserves the right to search and/or seize any vessel within its space for any reason, at any time. By entering any part of Imperial space/terrirory, all parties agree they are subject to Imperial Law and the edicts of the Imperial Throne and its proxies.
Article Thirteen – Martial Law
Should severe problems be caused on a planet, in a system or sector, Martial Law may be declared by the sector Moff/Grand Moff, or the Emperor. Martial law allows the military to take over law enforcement, along with the Imperial Security Bureau. During martial law, citizens may be arrested and held without trial, and sentients caught partaking in a criminal act are liable to be terminated upon sight.

The Moff/Grand Moff may declare martial law over any of the planets/systems in his sector, should he see fit. A sector-wide martial law may be put into place, should the need arise. Martial law within the Moff/Grand Moff’s sector may be declared for any reason.

The Emperor may declare martial law over any planet within the Empire, for any reason. An Galaxy-wide martial law may be declared, should the Imperial Government feel it to be necessary.
Article Fourteen – Maintenance of Imperial Law
The Galactic Empire reserves the right to alter, add, remove and otherwise edit these laws as it sees fit. Notice may not be given.