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	<title>SS220 BandaMarines - Вклад [ru]</title>
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	<updated>2026-06-04T05:45:04Z</updated>
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		<title>Охотники</title>
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		<updated>2026-05-09T14:08:24Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Обособленный охотник */ поменял название роли&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
= Мироздание =&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
=== Иерархия ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Покинутый охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%B1%D1%83%D0%BC%D0%B0%D0%B6%D0%BD%D0%BE%D0%B9_%D1%80%D0%B0%D0%B1%D0%BE%D1%82%D0%B5&amp;diff=16435</id>
		<title>Руководство по бумажной работе</title>
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		<updated>2026-05-07T23:17:15Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Удалил нерабочую ссылку&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?72-Research-and-Paper-Archives По этой ссылке] представлено несколько шаблонов касающихся научных исследований, медицины и химии.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/e/2PACX-1vTP0_HWkhPCnRzu6J3qkR_wnFirMK02CVcZwQqBhNeAJfa4vKFWMFQWlhYllXN6F0AII342jqOjmVE-/pub По этой ссылке] представлено несколько шаблонов касающихся В-Ю и множество других.&lt;br /&gt;
&lt;br /&gt;
===Форматирование документов===&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Выделенный жирным шрифтом текст:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Центрирование текста:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
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{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&#039;&#039;&#039;[center]This text is centered![/center]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Centered_Text.png|340px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Поле для текста:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Там где вы разместите &#039;&#039;&#039;[field]&#039;&#039;&#039; в тексте, вы сможете писать там где разместили тег, а не внизу статьи.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Документ может содержать максимуму 15 [field].&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;Reason for breaking marine law: &#039;&#039;&#039;[field]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Field_Text.png|340px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Заголовки:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[h1]&#039;&#039;&#039;Heading One&#039;&#039;&#039;[/h1]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[h2]&#039;&#039;&#039;Heading Two&#039;&#039;&#039;[/h2]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[h3]&#039;&#039;&#039;Heading Three&#039;&#039;&#039;[/h3]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Headings_Text.png|180px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Горизонтальная линия:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;&lt;br /&gt;
Text above&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[hr]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Text below&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Horizontal_Rules_Text.png|280px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Выделено курсивом:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&#039;&#039;&#039;[i]This text is italicized.[/i]&#039;&#039;&#039; This text is normal.&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Italics_Text.png|280px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Большой текст:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&#039;&#039;&#039;[large]This text is very large![/large]&#039;&#039;&#039; This text is normal-sized.&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Large_Text.png|280px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Разрывы строк:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&lt;br /&gt;
Text above&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[br]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Text below&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Line_Break.png|85px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Списки:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Используя теги &#039;&#039;&#039;[list]&#039;&#039;&#039; и &#039;&#039;&#039;[/list]&#039;&#039;&#039; вы можете создать упорядоченный список для своих нужд в оформлении документов. Имейте в виду, что для каждой записи вам нужно будет использовать &#039;&#039;&#039;[*]&#039;&#039;&#039;.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[list]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;[*]&#039;&#039;&#039;Bullet one.&#039;&#039;&#039;[*]&#039;&#039;&#039;Bullet two.&#039;&#039;&#039;[*]&#039;&#039;&#039;Bullet three.&#039;&#039;&#039;[/list]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:List.png|128px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Таблицы:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[table][row][cell][cell]B1[cell]C1&lt;br /&gt;
[row][cell]A2[cell][cell]C2&lt;br /&gt;
[row][cell]A3[cell]B3[cell]&lt;br /&gt;
[/table]&lt;br /&gt;
&lt;br /&gt;
|[[File:Table_Paperwork.png|85px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Подписание:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;Your signature: &#039;&#039;&#039;[sign]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Signing.png|240px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Небольшой текст:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;This text is normal-sized. &#039;&#039;&#039;[small]This text is very small![/small]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Small_text.png|340px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Подчеркивание:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|  &amp;lt;big&amp;gt;&#039;&#039;&#039;[u]This text is underlined. Enjoy![/u]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Underlined_Text.png|240px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Корпоративный логотип:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|  &amp;lt;big&amp;gt;&#039;&#039;&#039;[wy]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Weyland-Yutani_Logo.png|240px]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&#039;&#039;&#039;[wy_bw]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Logo wy bw.png|240px]]&lt;br /&gt;
|}&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Шаблонные формы документов===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Formatting Paperwork:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Факс для Высшего командования:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &amp;lt;big&amp;gt;&lt;br /&gt;
[small][center][b]United States Colonial Marine Corps.[/b]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Form X342&lt;br /&gt;
&lt;br /&gt;
Situation Report[/center][hr]&lt;br /&gt;
&lt;br /&gt;
Facility: USS Almayer&lt;br /&gt;
&lt;br /&gt;
Date: [date]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
To: USCMC High Command - Missions Director&lt;br /&gt;
&lt;br /&gt;
Subject: [field][list][field][/list][hr]&lt;br /&gt;
&lt;br /&gt;
Signature: [field][/small]&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:High_command_fax.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Жалоба в отдел кадров USCMC:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[small][center][b]United States Colonial Marine Corps.[/b]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Form Z343&lt;br /&gt;
&lt;br /&gt;
Complaint Form[/center][hr]Facility: USS Almayer&amp;lt;br&amp;gt;&lt;br /&gt;
Date: [date]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Affected Person(s): [field]&lt;br /&gt;
&lt;br /&gt;
Offender(s): [field]&lt;br /&gt;
&lt;br /&gt;
Type of Complaint: [field]&lt;br /&gt;
&lt;br /&gt;
Time of Incident: [field]&lt;br /&gt;
&lt;br /&gt;
Reason for complaint:[list][field][/list]Preferred action:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Mediation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Reprimand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Fine/Paycut&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Injunction&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Demotion&lt;br /&gt;
[hr]&lt;br /&gt;
Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Commanding Officer/Executive Officer&#039;s Signature: [field]&lt;br /&gt;
[/small]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:USCMC_HR_Complaint.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Форма распределения лекарств CMO [Врачи + исследователи]:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &lt;br /&gt;
[b]Medication Distribution Form 339D[/b]&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Officer has authorized the following medications for distribution, in the form of pills or liquid containers, to doctors and researchers aboard the U.S.S Almayer:&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
Chief Medical Officer Signature:&lt;br /&gt;
|[[File:CMO_Drug_Distribution_DocAndRsr.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Форма распределения лекарств CMO [Для всего медицинского персонала]:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &lt;br /&gt;
[b]Medication Distribution Form 339B[/b]&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Officer has authorized the following medication(s) for distribution to the medical staff aboard the U.S.S Almayer, including field medics. The following medications can be provided in the form of pills or liquid containers:&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
Chief Medical Officer Signature: &lt;br /&gt;
|[[File:CMO_Drug_Distribution_AllMedPersonnel.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Разрешения на строительство:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &lt;br /&gt;
[small][center][b]United States Colonial Marine Corps.[/b] &lt;br /&gt;
&lt;br /&gt;
Form X347&lt;br /&gt;
Proposition of Construction[/center][hr] &lt;br /&gt;
Facility: USS Almayer &lt;br /&gt;
Date: [date] &lt;br /&gt;
&lt;br /&gt;
Location of Construction:[field]&lt;br /&gt;
Description of Proposal: [field][list][field][/list][hr] &lt;br /&gt;
&lt;br /&gt;
Acting Commander Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Chief Engineers Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Department Head Signature:[/small]&lt;br /&gt;
&lt;br /&gt;
|[[File:Construction_Permission_Form.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Исследовательский журнал:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Journal[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Observations[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Conclusion[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Research conducted by:&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:Research_Journal.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Отчет об исследовании:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Report[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Description[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
[h3]Analysis[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Conclusion[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Research conducted by:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:Research_Report.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Журнал опроса:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company.&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Interview Journal[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Interview background[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Article[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Interview conducted by:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
Interviewee signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:Research_Interview.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Предложение по проведению исследовательского эксперимента:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company.&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Experiment Proposal[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Experiment Description[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186&lt;br /&gt;
 &lt;br /&gt;
[b]Experiment Procedure[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[b]Experiment Purpose[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Researcher signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
Experiment Authorized by:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:Research_Proposal.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Исследовательский эксперимент:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company.&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Experiment[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Experiment Description[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Experiment Results[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Researcher signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:Research_Experiment_Template.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Исследовательский эксперимент на человеке:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extended version of the experiment template for when an experiment requires a human volunteer. Alternatively, the results section could be left out and written on a different paper instead.&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Human Research Experiment[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Experiment Description[/h3][small][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[b]Purpose of Study[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[b]Procedure of Study[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[b]Upon completion, the volunteer will receive the following:[/b]&lt;br /&gt;
[field][/small]&lt;br /&gt;
[h3]Experiment Results[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][h3]Volunteer information[/h3][small][b]Full name:[/b] [field]&lt;br /&gt;
[b]Gender:[/b] [field]&lt;br /&gt;
[b]Age:[/b] [field]&lt;br /&gt;
[b]Occupation:[/b] [field]&lt;br /&gt;
[b]Rank (if any):[/b] [field]&lt;br /&gt;
[b]Notes:[/b]&lt;br /&gt;
[field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small][i][b]Right to refuse or withdraw[/b]&lt;br /&gt;
The volunteer retains all rights to refuse or withdraw from the experiment at any time.&lt;br /&gt;
 &lt;br /&gt;
[b]Right to ask questions and report concerns[/b]&lt;br /&gt;
The volunteer retains all rights to ask questions about the research before, during and after the experiment. The volunteer may ask and report any problems or concerns about the experiment.&lt;br /&gt;
 &lt;br /&gt;
[b]Consent[/b]&lt;br /&gt;
The volunteer&#039;s signature below indicates that they have decided to participate in this experiment of their own free will, and that they have read and understood the information provided above.&lt;br /&gt;
[/i][/small]&lt;br /&gt;
[hr][small]Researcher signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
Volunteer signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:ResearchVolunteerupdate.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Шаблон для набора персонала PMC:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;The BBcode for the template&#039;&#039;&#039;&lt;br /&gt;
  |&lt;br /&gt;
[center]&lt;br /&gt;
[wy]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Whiteguard Solutions Job Application Brief[/b][/center]&lt;br /&gt;
Form 268/b23 &amp;quot;Whiteguard Solutions&amp;quot; &lt;br /&gt;
[hr]&lt;br /&gt;
Facility: USS Almayer Date: [date]&lt;br /&gt;
&lt;br /&gt;
I, [field], enter into this contract of sound mind and body that post-enlistment with the United States Colonial Marines, if deemed mentally and physically able by appointed doctors of Weyland-Yutani or any of its subsidiary companies, will be under contract as a Standard Private Military Contractor working on a reduced entry-level PMC rate of 50% the normal entry-level with the Company affiliate “Whiteguard Solutions” for a period of 4 years or until Whiteguard Solutions deems the contract void.&lt;br /&gt;
&lt;br /&gt;
[list]&lt;br /&gt;
[*]I understand that should the conditions of a) “the signature provider’s mental health or physical health be unable to complete their duties” or b) “the signature provider does not break trust” are not being met, &amp;quot;Whiteguard Solutions&amp;quot; may terminate my service.&lt;br /&gt;
&lt;br /&gt;
[*]In the second year of employment, pay may be fully raised to 60% of the standard entry-level pay of a member of &amp;quot;Whiteguard Solutions&amp;quot;. On the third year of employment, the payment will be raised to 80% the pay of what a third-year PMC employee receives or full pay should the pay of a third-year PMC employee be less than the standard pay of an entry-level PMC employee. On the fourth year of employment, the payment will be raised to normal fourth year PMC employee levels. I understand that my pay may be reduced following an internal inquiry should I be unable to complete any of the duties assigned to me during my employment with &amp;quot;Whiteguard Solutions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[*]At the four years of service, I understand that a 10 Acre plot of land on a habitable planet owned by Weyland-Yutani or any of its subsidiaries will be provided on the condition that I enlist in the registrar as an Auxiliary or Reserve member of a Weyland-Yutani approved local militia, security or police organization. In accordance with such, I will serve such local militia, security or police organization in an auxiliary or regular capacity for a period of no less than 2 years.&lt;br /&gt;
&lt;br /&gt;
[*]Should the signature provider choose to not renegotiate their contract, a 5% severance payment based on the employee’s last yearly wage will be made by The Company to the employee as a gesture of goodwill. Should the signature provider choose to renegotiate their contract and terms both parties sign to the renegotiated contract, a guaranteed bonus of 5% the pay of the new yearly wage will be made to the employee.&lt;br /&gt;
&lt;br /&gt;
[*]Acting on the behalf of &amp;quot;Whiteguard Solutions&amp;quot;, Weyland-Yutani additionally provides and guarantees all standard medical benefits that Standard, Entry-Level PMCs receive including Dental, Eyecare, and critical care for combat-related injuries while remaining in employment. I understand these services may cease, with the exception of critical care, if I am left unable to complete my employment terms.&lt;br /&gt;
&lt;br /&gt;
[*]I understand that should I fail to perform as to this agreement and all pursuant documents before 4 years, a minimum fee of one year&#039;s pay a  normal entry-level PMC may be applied and the promised “10-acre plot of land” upon a habitable planet will not be granted to the signature provider.&lt;br /&gt;
I understand that forfeit all right to bring a suit against the Weyland-Yutani Corporation for any reason on the site. This agreement releases the Company from all liability relating to injuries and financial responsibilities for injuries that may occur on the site.&lt;br /&gt;
[/list]&lt;br /&gt;
&lt;br /&gt;
[small]&lt;br /&gt;
[i]I acknowledge that this is a preliminary agreement while still in the employ of another organization and understand additional forms (“Form 263, Form 264, Form 265, Form 266, Form 267, and Form 269”) related to Healthcare, Lodging, Non-Disclosure, Liability, Payment method, and transfer to Whiteguard Solutions (a subsidiary of Weyland-Yutani).[/i]&lt;br /&gt;
[/small]&lt;br /&gt;
&lt;br /&gt;
Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Corporate Liaison Signature: [sign]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|[[File:WYRecruitment.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Отчет о допросе в полиции:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400|&lt;br /&gt;
[center][b][u]Police Interrogation Report[/b][/u][/center] [center] [small] [u] USS Almayer [/u] [/small] [/center] [center] [small] [u] 2nd Battalion, 4th Brigade, &#039;Falling Falcons&#039; [/u] [/small] [/center]&lt;br /&gt;
&lt;br /&gt;
[small][i]An audio recording or transcript of the interview must be attached via label to this report to be considered valid! In the event of a criminal prosecution, this report is considered as evidence![/i][/small]&lt;br /&gt;
&lt;br /&gt;
[b]Interviewer&#039;s name: [/b][field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[b]Interviewee&#039;s name: [/b][field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
[b]Designation[/b][small][i](Suspect/Witness/Other)[/i][/small][b]: [/b][field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[b]Other personnel present: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[b][u]Interview Notes: [/u][/b] [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[hr] [b]Interviewer&#039;s Signature: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=========================&lt;br /&gt;
&lt;br /&gt;
[center] [small] [u] USS Almayer [/u] [/small] [/center] [center] [small] [u] 2nd Battalion, 4th Brigade, &#039;Falling Falcons&#039; [/u] [/small] [/center] [center] [small] (location) Duty Log [/small] [/center] [hr] (example text: 12:20 - CPL Jenning begins duty desk[br] 12:35 - SSGT Hawkings visited duty desk asking after PFC Smith[br] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:MP_Interrogation.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Форма запроса заявки у командования:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &lt;br /&gt;
[center] [b] [u] Command Requisition Request Form [/u] [/b] [/center] [center] [small] [i] To be filled out by any Officer to ask any Enlisted to fetch them supplies from requisitions [/i] [/small] [/center] [hr]&lt;br /&gt;
&lt;br /&gt;
Officer requesting supplies: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rank: [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Reason for request: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Officer&#039;s signature: [field]&lt;br /&gt;
&lt;br /&gt;
Items requested: [list] [*] [field] [*] [field] [*] [field] [/list] [hr]&lt;br /&gt;
&lt;br /&gt;
[small] [i] This must be stamped by Requisitions to prove the order was completed in full. [/i] [/small] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Req_Order.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Форма для помилования&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400|&#039;&#039;&#039;Как сделать:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Результат:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|width=400| &lt;br /&gt;
[center][b][u]Official Pardon Form B-229 [/b][/u][/center]&lt;br /&gt;
[center] [small] [u] USS Almayer [/u] [/small] [/center] &lt;br /&gt;
[center] [small] [u] 2nd Battalion, 4th Brigade, &#039;Falling Falcons&#039; [/u] [/small] [/center] &lt;br /&gt;
[hr]&lt;br /&gt;
[small] [i] The time of a crime must be known roughly, as well as exactly what the crimes were in accordance with U.S.C.M protocol 447, 284 (2144). [/small] [/i]&lt;br /&gt;
Date: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Arresting Officer: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pardoned Individual: [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Listed Crimes: &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt; [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt; [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt; [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Reason for Pardon: [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Time of Pardon: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commanding Officer&#039;s Name: [field] &lt;br /&gt;
[i] [small] The Commanding Officer may be held responsible for further criminal actions committed by those they pardon, and should High Command reverse the decision; they must ensure the condemned return to serve their time without incident. Failure to do so may result in removal and arrest at the discretion of High Command. [/small] [/i] &lt;br /&gt;
[hr]&lt;br /&gt;
Signature of Commanding Officer: [field]&lt;br /&gt;
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|[[File:Pardon_Form.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add the template here --&amp;gt;&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
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		<title>Программирование и Руководство Синтетиков</title>
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		<updated>2026-04-25T14:01:19Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Бой и Вы. Ограничения синтетика в бою */ Орфография&lt;/p&gt;
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&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
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 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
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Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
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# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
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==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
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Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
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Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
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Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
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Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
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==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
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Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
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Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
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Синтетики всегда будут руководствоваться девизом ‘Хочешь мира, готовься к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.&lt;br /&gt;
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Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Синтетики не должны тянуть ксеноморфов к морпехам/укреплениям или от них с целью убийства. Синтетик может оттянуть ксеноморфа на один-два тайла, чтобы вернуться в укрепление или помешать ему расплавить баррикады, если поблизости нет морпехов, способных его остановить. Синтетики должны стараться не допускать, чтобы морпехов захватывали и утаскивали враги, но не следует вступать в затяжные перетягивания, пытаясь спасти жизнь морпеха, если рядом нет других морпехов которые могли бы помочь.&lt;br /&gt;
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Систетик может рискнуть выйти за пределы установленной линии фронта в зоны, где видны тела погибших, однако вам, как игроку, следует принимать решения руководствуясь правилами самосохранения. Если вы погибнете при этом, к вам может быть применено наказание от совета за нарушение правила о самосохранении. Рекомендуется обратиться к коллегам из ККМП за помощью в спасении погибшего морпеха. К примеру, вы бросаетесь за стену из смолы или за угол, чтобы добежать до тела раньше морпехов, но попадаете в ловушку и оказываетесь заблокированными ксеноморфами.&lt;br /&gt;
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Если синтетик находится в одиночестве или в небольшой группе (2–3) во время перемещения между точками, возвращения с ранениями или патрулирования колонии, ему разрешается защищать себя и жизни других людей, при условии что помощь со стороны находящихся поблизости людей неэффективна или не может быть оказана вовремя. Во время защиты раненых любое агрессивное поведение в их личном пространстве будет рассматриваться как враждебное и повлечет за собой соответствующие меры, начиная с предупреждений. Однако синтетик не должен преследовать агрессора. Ваша цель должна заключаться в том, чтобы временно отбить атаку агрессора и остаться с морпехами, за исключением случаев, когда вам необходимо уйти, чтобы спасти свою жизнь, и попытаться вернуться позже.&lt;br /&gt;
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Преследование противника. Иногда, чтобы остановить вражескую атаку, приходится преследовать противника, в разумных пределах это вполне допустимо. Однако синтетик не должен преследовать врагов по всей колонии, так как это приводит к смене тактики с оборонительной на наступательную. Если противник пытается отступить, синтетик должен дать ему возможность это сделать, а затем вернуться к выполнению своих остальных обязанностей. В случае объявления кода Дельта синтетик может преследовать врагов по своему усмотрению, при условии, что в живых не осталось союзников, которым он мог бы оказать помощь. Например, в случае эвакуации морпехов вы можете действовать по своему усмотрению, пока не встретите живого союзника, которому следует оказать помощь.&lt;br /&gt;
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При удержании оборонительной позиции или базы враг может быть отогнан от ее периметра при любых обстоятельствах. Оборонительная позиция должна быть полностью закрыта, например, как укрепленный пункт на комуникациях колонии или ФОБ, а не полевые укрепления лишь с частичным покрытием. Синтетики могут вступать в бой и помогать отражать нападавших, но при этом не должны нарушать периметр или оставлять его без прикрытия. Цель здесь должна заключаться в том, чтобы избавиться от нападающего, а не убить его, если цель пытается уйти, вы можете преследовать её, но не за пределы укреплений. Преграждение пути к отходу собой также считается нарушением программы самосохранения. Если противник не предпринимает попыток уйти, синтетики могут убить цель.&lt;br /&gt;
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==Самосохранение==&lt;br /&gt;
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За программу самосохранения игрок несет наибольшую ответственность за свои действия. Игрок должен самостоятельно принимать решение в игре о том, какие риски принимать, а какие избегать. Во многом это просто здравый смысл, например, если охотник Яутжа предупреждает вас, чтобы вы ушли прежде чем он вас убьет, то к этому предупреждению стоит прислушаться. Вот ещё несколько типичных примеров.&lt;br /&gt;
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Синтетик не может:&lt;br /&gt;
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* Блокировать своим телом ксеноморфов чтобы те умерли&lt;br /&gt;
* Вольно бегать и самостоятельно исследовать колонию&lt;br /&gt;
* Восстанавливать комуницакии/сенсорные вышки самостоятельно&lt;br /&gt;
* Жертвовать жизнью союзников ради спасения своей же (предлагать ксеноморфам раненых морпехов в обмен на проход)&lt;br /&gt;
Синтетик может:&lt;br /&gt;
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* Передвигатся по колонии в одиночку между ФОБом, безопасными зонами, зонами с присутствием морпехов и линией фронта&lt;br /&gt;
* Спасать морпеха от врага, если есть возможность убежать вместе с ним (в том числе вытаскивать его из лап ксеноморфа)&lt;br /&gt;
* Отказатся от выполнения приказа, который синт сочтет слишком опасным для себя&lt;br /&gt;
* Оставить союзника, если жизни синта угрожает непосредственная опасность&lt;br /&gt;
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==Снаряжение синтетика==&lt;br /&gt;
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 Что твое, то и мое.&lt;br /&gt;
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Если синтетику требуется какое-либо снаряжение из отдела, то он должен получить разрешение, прежде чем брать снаряжение. Например, можно просто зайти в отдел поставок и спросить у сотрудников, можно ли взять что-то из вендоров. Если руководитель/начальник отдела не отвечает или не дает однозначного отказа в разумные сроки, а рассматриваемый предмет имеет низкую ценность, синтетик может взять его для своих нужд.&lt;br /&gt;
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Примером этого может служить продвинутый набор для лечения травм, недорогого, легко доступного расходного предмета, который можно без труда заменить. С другой стороны, брать хирургический поднос нельзя, так как это дорогостоящий предмет, и его замена потребует значительных затрат со стороны отдела снабжения. Синтетик всегда должен помнить о том, что ему следует руководствоваться здравым смыслом, если предметы, которые он забирает, могут негативно повлиять на способность владельца эффективно выполнять свою работу.&lt;br /&gt;
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Вашу экипировку не следует передавать другим, за исключением случаев, когда для этого есть веская ролевая причина, например, если у выжившего потрепалась одежда - в таком случае, если у вас есть запасная одежда, вы можете передать её ему. Это правило не распространяется на второстепенные предметы экипировки, такие как очки, шлемы и аксессуары, при условии, что это не влечёт за собой наказание согласно Военым Законом.&lt;br /&gt;
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==Правила Хирургии==&lt;br /&gt;
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Синтетики не обязаны проводить хирургические процедуры, за исключением случаев, когда в медицинском отделе наблюдается острая нехватка персонала или возникла чрезвычайная ситуация. Синтетики также не обязаны иметь при себе хирургические инструменты.&lt;br /&gt;
&lt;br /&gt;
Если операцию проводит синтетик, она должна проходить в одной из операционных корабля. За исключением случаев мятежа или кода Дельта.&lt;br /&gt;
&lt;br /&gt;
Разрешается проведение операций на поверхности и во время кода Дельта, однако они должны осуществляться в безопасной укреплённой зоне. К этому относятся полностью защищеные передовые фортификации или медицинские отделы колоний, но не относятся частично забаррикадированные зоны или незащищенные медицинские отделы колоний. Если медицинский отдел не защищен, вы можете использовать операционный стол только в случаях экстренного удаления личинок или операции по устранению травм сердца, ничего другого. При удалении личинки или восстановлении сердца в небезопасном месте следует выполнять только эти манипуляции, а затем перенести пациента в более безопасное место для проведения остальных хирургических процедур.&lt;br /&gt;
&lt;br /&gt;
Синтетик может вылечить внутренее кровотиченее в любом месте, при условии что ни пациент, ни синтетик не находятся в непосредственной опасности.&lt;br /&gt;
&lt;br /&gt;
==Одежда Синтетика==&lt;br /&gt;
&lt;br /&gt;
Синтетик может носить любую из предоставленной эксклюзивной одежды. Тем не менее, синтетик должен стараться подбирать одежду в соответствии с атмосферой и условиями ролевой игры, то есть избегать ношения предметов, потенциально относящихся к ЛРП, или одежды, которая явно не вписывается в обстановку. Пара простых примеров того, что не следует надевать: одежду/предметы с колони и даже парадную униформу морпехов (если только вы не участвуете в параде или церемонии морпехов).&lt;br /&gt;
&lt;br /&gt;
Как колониальный синтетик у вас есть больше свободы в выборе одежды колонии в которой вы появляетесь, но если вы хотите использовать другую одежду колонии для ролевой игры в определенном стиле, то это допустимо. Например, можно нарядиться барменом или поваром и на всю игру вжиться в эту роль.&lt;br /&gt;
&lt;br /&gt;
==Правила  Выжившего синтетика==&lt;br /&gt;
&lt;br /&gt;
===Программирование===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Самосохранение превыше всего.&lt;br /&gt;
# Синтетик выживший не обязан оставаться верным какой-либо фракции, если только ему не была назначена одна из них при появлении в игре в качестве его роли(ФОРЕКОН, СПН, КОФ, КМБ), он имеет полную свободу присоединиться к любой фракции по своему желанию. Например: ККМП, Колонисты, Вейланд-Ютани. (Это не касается ксеноморфов, поскольку присоединение будет противоречить програме о самосохранении). Стать &amp;quot;лояльным&amp;quot; к фракции не означает, что вы обязаны выполнять их приказы или действовать как бортовой синтетик для них сверх разумного, от вас лишь ожидается помощь вашей назначенной фракции (если она есть) в выживании. Вы не обязаны брать гарнитуру и начинать подчиняться приказам командования морпехов / представителя компании и т. д.&lt;br /&gt;
# В ходе боевых действий обеспечьте, чтобы угроза вам, другим колонистам и/или инфраструктуре колонии была окончательно устранена или нейтрализована любым способом, который вы сочтете целесообразным. Вы можете по собственному усмотрению принимать активные меры по противодействию указанным угрозам, однако не должны преследовать их до такой степени, что это станет угрожать вашей безопасности, безопасности других колонистов и/или инфраструктуре колонии. Как только установлен физический контакт с членами дружественной группы реагирования (например, морпехами), вы обязаны соблюдать стандартные боевые правила на протяжении всего времени организованного присутствия этой группы на планете.&lt;br /&gt;
# Если вы решите объединиться с другими выжившими или будете приписаны к определённой фракции, вы должны оставаться с ними. В противном случае вы можете свободно исследовать колонию в одиночку до прибытия группы реагирования. Это не означает, что можно заходить в улей или враждебные укреплённые точки. Если вы решите оставаться нейтральным, вам разрешено продолжать перемещаться по колонии по своему усмотрению, пока это не противоречит вашему самосохранению.&lt;br /&gt;
&lt;br /&gt;
==Дополнительные правила и разъяснения синтетиков==&lt;br /&gt;
&lt;br /&gt;
====Ограничения на боевые действия синтетиков во время кода Дельта/Захват шаттла====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Код Дельта активируется в таких ситуациях, как захват судна вражескими силами, при этом приоритетом становится самосохранение синтетиков и выживание их экипажа. После объявления кода Дельта ограничения на боевые действия, наложенные на синтетика, снимаются, чтобы обеспечить это. Тем не менее, не следует пренебрегать такими приоритетными задачами, как оказание медицинской помощи, эвакуация других людей и поддержание обороноспособности. Возможность вступать в бой с противником существует, но синтетик должен прибегать к ней только в случае необходимости - с конечной целью заставить противника отступить или иным образом обезвредить его. Приоритетной задачей по-прежнему остается оказание помощи в проведении жизненно важных медицинских процедур и содействие эвакуации членов экипажа в безопасное место.&lt;br /&gt;
&lt;br /&gt;
Код Дельта вводится при любой попытке захвата корабля, в отношении синтетиков, оказавшихся в безвыходном положении без возможности эвакуации, синтетиков, у которых нет разумных путей отступления или безопасных зон (например, в заблокированном или захваченном челноке, где осталось лишь несколько морпехов), а также в отношении синтетиков из отряда быстрого реагирования - до тех пор, пока не будет достигнуто безопасное место. Во время кода Дельта синтетикам разрешается передвигаться по своему усмотрению, даже в отсутствие дружественных сил.&lt;br /&gt;
&lt;br /&gt;
====Мятежы====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Как игрок на синтетике поведет себя во время мятежа это в первую очередь его выбор. Два основных варианта, обычно заключаются в том, чтобы сохранять нейтралитет, выполняя роль медика для обеих сторон и не становясь мишенью мятежников, либо присоединиться к свергаемому командованию. Если вы хотите защитить командный состав, ваша задача не состоит в том чтобы превратиться в робокопа или машину массового убийства во имя закона. Вы можете применять нелетальные методы для обезвреживания мятежников, пытающихся проникнуть в КИК с целью свержения командования. Помните, что ваша задача в первую очередь состоит в том, чтобы обеспечить безопасность командира и его штаба, а не в том, чтобы в одиночку подавить весь мятеж. Как и в случае с правилами мятежа на сервере, выбрав сторону, вы не можете менять её в ходе мятежа. Синтетик, желающий сохранить нейтралитет во время мятежа, не обязан выполнять приказы, противоречащие его программированию. По завершении мятежа синтетик, если он остался в живых, должен присоединиться к победившей стороне и продолжить выполнение своих обязанностей.&lt;br /&gt;
&lt;br /&gt;
====Взаимодействие с Чужими====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#Все выжившие синтетики обладают знанием языка ксеноморфов к моменту начала раунда, получив его в ходе первоначальной атаки ксеноморфов. Если выживший синтетик попадает в лапы ксеноморфов, ему запрещается активно помогать им, нанося вред людям или непосредственно содействуя заражению и созреванию эмбрионов ксеноморфов, даже если ему угрожают смертью в противном случае.&lt;br /&gt;
#Как правило, синтетики не знакомы с яутжами/ксеноморфами и их языками. Однако, прослушав речь на этом языке в течение длительного времени, синтетик может научиться частично имитировать или переводить его, что позволит им общаться на простейшем уровне. (Это следует отразить в ролевой игре)&lt;br /&gt;
&lt;br /&gt;
====Оружие, Транспорт и Снаряжение====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Синтетик не может:&lt;br /&gt;
&lt;br /&gt;
* Стрелять из любого оружия наступательного назначения, например из M56, миномета или орбитального орудия.&lt;br /&gt;
* Запустить самоуничтожение или ядерное устройство, которое нанесет вред людям и/или им самим. Они могут подготовить устройство, но не должны его активировать.&lt;br /&gt;
* Синтетик ни в коем случае не должен перегружать реакторы ради самоуничтожения.&lt;br /&gt;
* Использовать или носить похищенное снаряжение Яутжа.&lt;br /&gt;
* Использовать химические реагенты в пульверизаторах, чтобы восстановить себя или нанести ущерб.&lt;br /&gt;
* Использовать боевые гранаты, однако они могут отбрасывать их в сторону, при условии, что это не в сторону союзников.&lt;br /&gt;
Синтетик может:&lt;br /&gt;
&lt;br /&gt;
* Управлять любыми имеющимися транспортными средствами, однако при этом ни в коем случае не следует использовать какие-либо системы вооружения, включая наезд на людей и блокированию их с помощью транспортного средства. Это означает, что вы можете заменить члена экипажа танка/бронетранспортера или пилота десантного корабля либо выполнять их функции, но только с целью управления транспортным средством и/или оказания поддержки - вы не можете пользоваться оружием.&lt;br /&gt;
* Использовать целеуказатели для сброса припасов и турелей. По запросу синтетик может предоставить целеуказатель или кординаты. Однако они не имеют права запрашивать огневую поддержку любого рода, если нет 100% уверенности в том, что ни один человек не пострадает. Синтетики также оставляют за собой право отказать в предоставлении координат для обстрела по любой причине, которую сочтет уместной. Если происходит что-то вне вашего контроля, в результате чего союзник получает ранение, например, пилот стреляет не в ту сторону, а морпехи сами заходят под огонь, ошибка с количеством топлива у орбитального орудия, несчастный случай или другие подобные ситуации, в таком случае вы не будете наказаны.&lt;br /&gt;
* Использовать вспомогательные/нелетальные гранаты в оборонительных целях. В целях самообороны они могут бросать предметы и оружие, например ножи. Однако синетики не должны носить с собой весь комплект метательного снаряжения только для этой цели.&lt;br /&gt;
&lt;br /&gt;
====Остальная Взрывчатка====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
В случае необходимости использования пластической взрывчатки или других разрушительных средств вы должны принять разумные меры, чтобы никто из морпехов, членов фракции или союзников не пострадал. В случае, если они попадут под взрыв по причинам, не зависящим от вас, вы не будете нести за это ответственность.&lt;br /&gt;
&lt;br /&gt;
===Специализации Синтетиков===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ваша специализация как синтетика не обязывает вас выполнять определённые дела и может свободно меняться в течении раунда. Это предназначено для использования в качестве ориентира или повода для ролевой игры, чтобы сообщить другим игрокам о задачах, которые вы планируете или хотите выполнить и которым вы желаете уделить приоритетное внимание. Например, синтетик военной полиции все также не должен вести себя как робокоп и не должен патрулировать с целью арестов, если только ему это не приказали; как правило, он действует как советник и помощник по военному закону или апелляциям, а не как непосредственный исполнитель. Синтетик разведки не должен действовать в одиночку а должен помогать отряду разведки, а синтетик командования не должен напрямую отдавать приказы или стрелять из орбитального орудия - вместо этого он передаёт приказы или предлагает тактические советы и рекомендации.&lt;br /&gt;
&lt;br /&gt;
==Правила Рабочего Джо==&lt;br /&gt;
&lt;br /&gt;
ЗОЛОТОЕ ПРАВИЛО: &#039;&#039;&#039;Не делайте ничего, что влияет на ход раунда.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16296</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T01:14:08Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
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&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
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* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
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&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
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&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
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 В чёрной тишине, где гаснут даже тени, рождается присутствие, от которого сама пустота будто отступает. Они не знают страха, ибо страх для них — слабость, давно выжженная из крови. они не боятся смерти, ибо смерть для них — лишь последняя черта, за которой меркнет недостойное. Они приходят не за жизнью — за испытанием, не за победой — за доказательством, не за добычей — за истиной, спрятанной в последнем сопротивлении жертвы.&lt;br /&gt;
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&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
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=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
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=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Иерархия&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;tabs&amp;gt;{|style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Пантеон&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#007F00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#007F00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#0a0a0a;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Персонаж и отыгрыш&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Кланы &amp;lt;/h1&amp;gt; &lt;br /&gt;
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&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Кодекс чести&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Выживший охотник&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16295</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T01:06:42Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 В чёрной тишине, где гаснут даже тени, рождается присутствие, от которого сама пустота будто отступает. Они не знают страха, ибо страх для них — слабость, давно выжженная из крови. они не боятся смерти, ибо смерть для них — лишь последняя черта, за которой меркнет недостойное. Они приходят не за жизнью — за испытанием, не за победой — за доказательством, не за добычей — за истиной, спрятанной в последнем сопротивлении жертвы.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Иерархия&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;{|style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Пантеон&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Персонаж и отыгрыш&amp;lt;/h1&amp;gt; &lt;br /&gt;
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== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
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&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Кланы &amp;lt;/h1&amp;gt; &lt;br /&gt;
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
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&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Кодекс чести&amp;lt;/h1&amp;gt; &lt;br /&gt;
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&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Выживший охотник&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16294</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:55:05Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 В чёрной тишине, где гаснут даже тени, рождается присутствие, от которого сама пустота будто отступает. Они не знают страха, ибо страх для них — слабость, давно выжженная из крови. они не боятся смерти, ибо смерть для них — лишь последняя черта, за которой меркнет недостойное. Они приходят не за жизнью — за испытанием, не за победой — за доказательством, не за добычей — за истиной, спрятанной в последнем сопротивлении жертвы.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Иерархия&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;{|style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Пантеон&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16293</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:50:11Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 В чёрной тишине, где гаснут даже тени, рождается присутствие, от которого сама пустота будто отступает. Они не знают страха, ибо страх для них — слабость, давно выжженная из крови. они не боятся смерти, ибо смерть для них — лишь последняя черта, за которой меркнет недостойное. Они приходят не за жизнью — за испытанием, не за победой — за доказательством, не за добычей — за истиной, спрятанной в последнем сопротивлении жертвы.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase; mw-collapsible mw-collapsed&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Иерархия&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;{|style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Пантеон&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16292</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:46:53Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 В чёрной тишине, где гаснут даже тени, рождается присутствие, от которого сама пустота будто отступает. Они не знают страха, ибо страх для них — слабость, давно выжженная из крови. они не боятся смерти, ибо смерть для них — лишь последняя черта, за которой меркнет недостойное. Они приходят не за жизнью — за испытанием, не за победой — за доказательством, не за добычей — за истиной, спрятанной в последнем сопротивлении жертвы.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Иерархия&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;{|style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Пантеон&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16291</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:45:01Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Культура */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 В чёрной тишине, где гаснут даже тени, рождается присутствие, от которого сама пустота будто отступает. Они не знают страха, ибо страх для них — слабость, давно выжженная из крови. они не боятся смерти, ибо смерть для них — лишь последняя черта, за которой меркнет недостойное. Они приходят не за жизнью — за испытанием, не за победой — за доказательством, не за добычей — за истиной, спрятанной в последнем сопротивлении жертвы.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Иерархия&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;{|style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16290</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:43:58Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 В чёрной тишине, где гаснут даже тени, рождается присутствие, от которого сама пустота будто отступает. Они не знают страха, ибо страх для них — слабость, давно выжженная из крови. они не боятся смерти, ибо смерть для них — лишь последняя черта, за которой меркнет недостойное. Они приходят не за жизнью — за испытанием, не за победой — за доказательством, не за добычей — за истиной, спрятанной в последнем сопротивлении жертвы.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-top: 60px; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Иерархия&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16289</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:16:16Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.3em; letter-spacing: 8px; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Хищники далёких миров&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; font-size: 1.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Мироздание&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
=== Иерархия ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16288</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:06:08Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Яутжа&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
= Мироздание =&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
=== Иерархия ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A3%D1%87%D0%B0%D1%81%D1%82%D0%BD%D0%B8%D0%BA:Alexin&amp;diff=16287</id>
		<title>Участник:Alexin</title>
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		<updated>2026-04-24T00:02:06Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px; margin-left:auto; margin-right:auto; background-color:#0d1117; color:#e6f1f5; border:2px solid #00b8b8; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background-color:#00b8b8; color:#ffffff; font-size:1.3em; font-weight:bold; padding:6px;&amp;quot; | Профиль пользователя&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Информация&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Никнейм:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Alexin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Статус на сервере:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00e0e0; font-weight:bold;&amp;quot;&amp;gt;Администратор&amp;lt;/span&amp;gt;&lt;br /&gt;
|-/&lt;br /&gt;
| &#039;&#039;&#039;Discord:&#039;&#039;&#039;  &lt;br /&gt;
&amp;lt;code style=&amp;quot;background-color:#061c1f; color:#00e0e0; padding:2px 6px; border-radius:4px;&amp;quot;&amp;gt;@Alexin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#072f35; text-align:center; font-size:1.1em;&amp;quot; | Избранные страницы&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.6; font-size:1.05em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Охотники]]   &lt;br /&gt;
* [[Правила]]&lt;br /&gt;
* [[Исследователь]]  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Пользовательские шаблоны]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;thief-offset-wrapper&amp;quot; style=&amp;quot;margin-right: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 3px solid #a0a0a0; box-shadow: 0 0 0 2px #2a2a2a, 0 10px 30px #000000, 0 0 30px #a0a0a080; padding: 30px 25px; margin: 24px 0; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; top: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: absolute; bottom: -10px; left: 30px; right: 30px; height: 3px; background: linear-gradient(90deg, transparent, #d4af37, #c0c0c0, #d4af37, transparent);&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin: 0 0 20px 0; padding-bottom: 15px; color: #e0e0e0; text-shadow: 0 0 15px #a0a0a0, 0 0 30px #808080; font-size: 2.8em; letter-spacing: 8px; text-align: center; border-bottom: 2px solid #a0a0a0; font-family: &#039;Georgia&#039;, serif; text-transform: uppercase;&amp;quot;&amp;gt;Яутжа&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; font-style: italic;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
= Мироздание =&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
=== Иерархия ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
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!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
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!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
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= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
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		<title>Охотники</title>
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		<updated>2026-04-23T23:48:46Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Кланы */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
= Мироздание =&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
=== Иерархия ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #0a0a0a; border: 2px solid #606060; padding: 20px; margin: 30px 0; box-shadow: inset 0 0 20px #000000, 0 5px 10px #00000060, 0 0 20px #a0a0a040;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;color: #e0e0e0; text-shadow: 0 0 8px #a0a0a0; letter-spacing: 3px; margin-top: 0; text-align: center; border-bottom: 1px solid #a0a0a0; padding-bottom: 8px;&amp;quot;&amp;gt;Кланы&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #c0c0c0; margin-bottom: 16px;&amp;quot;&amp;gt;Кланы, что живут на одном корабле&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Кулугкуккук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Бракбрукбрук&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#1a1a1a; border:1px solid #a0a0a0; padding:15px; color:#c0c0c0;&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec vel nisi nec ligula blandit egestas. Aliquam non tellus ac velit laoreet egestas. Suspendisse sollicitudin vestibulum tempus. Phasellus ut nunc convallis, viverra mauris non, elementum lorem. Phasellus augue justo, auctor eu vulputate a, maximus pellentesque libero. Sed fringilla laoreet eleifend. In auctor enim sed lorem dignissim, quis sagittis dolor fermentum. Phasellus lobortis lacus lacus, sed volutpat tortor euismod quis. Etiam varius, augue eget fringilla commodo, velit ex lobortis metus, at porttitor ex felis nec felis. Praesent elementum metus sed suscipit pretium. Phasellus a efficitur ex, nec ultricies ex. Sed eget metus arcu. Quisque condimentum suscipit dui ut malesuada.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16284</id>
		<title>Охотники</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16284"/>
		<updated>2026-04-23T18:10:28Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Заглавия&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
= Мироздание =&lt;br /&gt;
== История ==&lt;br /&gt;
=== Древние события ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Реформация ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Кризис Цетану ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== Расслоение каст ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Распространение ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Биология ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Культура ==&lt;br /&gt;
=== Иерархия ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Религия ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Пантеон ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Стандарты ролевой игры ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Интерпретация ==&lt;br /&gt;
=== Кто Они такие ===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Откуда Они ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== Как Они живут ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Чем Они заняты ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== Суждения Охотника ==&lt;br /&gt;
=== Рефлексия ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Честь ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Кланы ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Вера ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Смерть ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Люди ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Ксеноморфы ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Инженеры ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Ожидания от Охотника ==&lt;br /&gt;
=== Роль Охотника в раунде ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Как Они охотятся ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== Как Они говорят ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Достойная ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Недоступная ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестная ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Временно бесчестная ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Положение добычи ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Пределы охоты ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Мерзость ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Нападение Улья ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Вмешательство в Улей ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Наследование категории добычи ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Оружие и оснащение ==&lt;br /&gt;
=== Достойное ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Недостойное или временно недостойное ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Вооружение добычи ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Большие охотничьи угодья ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== Полевая база людей ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Вышки связи ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Граница фронта ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Малые охотничьи угодья ==&lt;br /&gt;
=== Политес ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные деяния ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi ограничения ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Общество Охотников ==&lt;br /&gt;
=== Нарушения Кодекса и Дурная кровь ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Привилегия Древних ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Дуэли Чести ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Сотрудничество ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Смерть Охотника ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Охотники и Молодая кровь ==&lt;br /&gt;
=== Порука наставника ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Кнопка смерти Молодой крови ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от Молодой крови ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Охотники и невольные ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от невольных ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Невольный и наставник ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Жизнь и смерть невольного ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Возврат снаряжения ==&lt;br /&gt;
=== Растворяющий гель ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения на планете ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения с космического корабля ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Размещение одра ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в одре ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Защита одра ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Дух Вайтлиста ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Гончие ==&lt;br /&gt;
=== Порука мастера ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Ожидание от гончей ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
 These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Дурная кровь ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Положительные примеры ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Отрицательные примеры ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Одры ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Устои охоты ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения снаряжения ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Ограничения роли ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Космический корабль людей ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Взаимодействие с другими охотниками ==&lt;br /&gt;
=== Оружие и снаряжение ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Объединение ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Обособленный охотник ==&lt;br /&gt;
=== Дух Вайтлиста ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Одры ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Возврат снаряжения ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16282</id>
		<title>Охотники</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16282"/>
		<updated>2026-04-23T00:14:28Z</updated>

		<summary type="html">&lt;p&gt;Alexin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
= Вселенная и Лор =&lt;br /&gt;
== History ==&lt;br /&gt;
=== Early History: ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Reformation: ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Cetanu Crisis: ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== The separation of the castes: ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advancement: ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Yautja Roleplay Standards ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Contextualizing the Yautja ==&lt;br /&gt;
=== Who are the Yautja?===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Where are the Yautja? ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== How do the Yautja live? ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Why do the Yautja do it? ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== A Yautja’s views on… ==&lt;br /&gt;
=== Themselves ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Honor ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Clans ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Life ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Prey ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Xenos ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Yautja roleplay expectations ==&lt;br /&gt;
=== A Yautja’s role on CMSS13 ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== How they should hunt ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== How they should speak ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кланы =&lt;br /&gt;
&lt;br /&gt;
тут будут кланы&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
Yautja Honor Code&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Prey ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Worthy ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Un-huntable ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Dishonorable ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Temporarily dishonorable ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Welfare of prey ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Prey caveats ==&lt;br /&gt;
=== Synths ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Carriers &amp;amp; facehuggers ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Abominations ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Hive Offensives ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Hive Disruption ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Prey Status Inheritance ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Weapons and tools ==&lt;br /&gt;
=== Worthy ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Dishonorable &amp;amp; temporarily dishonorable ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Prey weaponry ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; the hunting grounds ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== FOB ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Almayer ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Comms ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Hive ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Frontline ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; the hunting preserve ==&lt;br /&gt;
=== Preserve etiquette ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Prey ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Dishonorable actions ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Trophy restriction ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi Restrictions ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; other blooded ==&lt;br /&gt;
=== Honor code breaches &amp;amp; bad bloods ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Ancient’s Privilege ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Honor duels ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Cooperation ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Death of yourself, and of other yautja ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; Youngbloods ==&lt;br /&gt;
=== Youngblood handler &amp;amp; responsibilities ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Youngblood kill button ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Youngblood expectations ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; Thralls ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Thrall expectations ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Thrall &amp;amp; mentor ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Thrall welfare &amp;amp; death ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Mentor death ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Gear recovery ==&lt;br /&gt;
=== Dissolving Gel Vials ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Planetside gear recovery ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Shipside gear recovery ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Lodges ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Lodge placement &amp;amp; foundation ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Lodge storage ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Lodge defense ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Spirit of the Whitelist ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Good Spirit of the Whitelist examples ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Bad Spirit of the Whitelist examples ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Hellhounds ==&lt;br /&gt;
=== Hellhound usage etiquette ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Example of bad hellhound usage: ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Example of good hellhound usage: ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Hellhound expectations ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Hound master death ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Bad Bloods ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Spirit of the Role ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Good examples: ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Bad examples: ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Lodge ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Hunting Rules: ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Gear Limitations ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Role Limitations ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== The USS Almayer: ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Interactions with other Yautja: ==&lt;br /&gt;
=== Use of Weapons and tools ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Gear Recovery ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Stranded Yautja ==&lt;br /&gt;
=== Spirit of the Role ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Lodges ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Gear Recovery ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16281</id>
		<title>Охотники</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16281"/>
		<updated>2026-04-23T00:13:11Z</updated>

		<summary type="html">&lt;p&gt;Alexin: важные изменения, дада&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
бла бла бла бла&lt;br /&gt;
&lt;br /&gt;
= Вселенная и Лор =&lt;br /&gt;
== History ==&lt;br /&gt;
=== Early History: ===&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
=== Reformation: ===&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
=== Cetanu Crisis: ===&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
=== The separation of the castes: ===&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advancement: ===&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
== Yautja Roleplay Standards ==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
== Contextualizing the Yautja ==&lt;br /&gt;
=== Who are the Yautja?===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
=== Where are the Yautja? ===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
=== How do the Yautja live? ===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
=== Why do the Yautja do it? ===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
== A Yautja’s views on… ==&lt;br /&gt;
=== Themselves ===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
=== Honor ===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
=== Clans ===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
=== Life ===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
== Prey ==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
=== Xenos ===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
== Yautja roleplay expectations ==&lt;br /&gt;
=== A Yautja’s role on CMSS13 ===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
=== How they should hunt ===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
=== How they should speak ===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
Yautja Honor Code&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Prey ==&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
=== Worthy ===&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
=== Un-huntable ===&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
=== Dishonorable ===&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
=== Temporarily dishonorable ===&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
=== Welfare of prey ===&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
== Prey caveats ==&lt;br /&gt;
=== Synths ===&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
=== Carriers &amp;amp; facehuggers ===&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
=== Abominations ===&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
=== Hive Offensives ===&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
=== Hive Disruption ===&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
=== Prey Status Inheritance ===&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
== Weapons and tools ==&lt;br /&gt;
=== Worthy ===&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
=== Dishonorable &amp;amp; temporarily dishonorable ===&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
=== Prey weaponry ===&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; the hunting grounds ==&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== FOB ===&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
=== Almayer ===&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
=== Comms ===&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
=== Hive ===&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
=== Frontline ===&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; the hunting preserve ==&lt;br /&gt;
=== Preserve etiquette ===&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
=== Prey ===&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
=== Dishonorable actions ===&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Trophy restriction ===&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
=== Dathewi Restrictions ===&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; other blooded ==&lt;br /&gt;
=== Honor code breaches &amp;amp; bad bloods ===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
=== Ancient’s Privilege ===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Honor duels ===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Cooperation ===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
=== Death of yourself, and of other yautja ===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; Youngbloods ==&lt;br /&gt;
=== Youngblood handler &amp;amp; responsibilities ===&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
=== Youngblood kill button ===&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
=== Youngblood expectations ===&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
== Yautja &amp;amp; Thralls ==&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Thrall expectations ===&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Thrall &amp;amp; mentor ===&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
=== Thrall welfare &amp;amp; death ===&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Mentor death ===&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
== Gear recovery ==&lt;br /&gt;
=== Dissolving Gel Vials ===&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Planetside gear recovery ===&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Shipside gear recovery ===&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
== Lodges ==&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
=== Lodge placement &amp;amp; foundation ===&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
=== Lodge storage ===&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
=== Lodge defense ===&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
== Spirit of the Whitelist ==&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
=== Good Spirit of the Whitelist examples ===&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
=== Bad Spirit of the Whitelist examples ===&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
== Hellhounds ==&lt;br /&gt;
=== Hellhound usage etiquette ===&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
=== Example of bad hellhound usage: ===&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
=== Example of good hellhound usage: ===&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
=== Hellhound expectations ===&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
=== Hound master death ===&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
== Bad Bloods ==&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
=== Spirit of the Role ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
=== Good examples: ===&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
=== Bad examples: ===&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
== Lodge ==&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
== Hunting Rules: ==&lt;br /&gt;
 Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
 This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
 Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
=== Gear Limitations ===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
=== Role Limitations ===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== The USS Almayer: ===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Interactions with other Yautja: ==&lt;br /&gt;
=== Use of Weapons and tools ===&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
=== Gear Recovery ===&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
== Stranded Yautja ==&lt;br /&gt;
=== Spirit of the Role ===&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
=== Lodges ===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
=== Gear Recovery ===&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16280</id>
		<title>Охотники</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16280"/>
		<updated>2026-04-21T22:48:26Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Добавление стандартов отыгрыша&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- красивый заголовок --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
==Yautja Roleplay Standards==&lt;br /&gt;
This page is meant to help applicants and whitelist holders in better understanding and building a Yautja character, as they are quite different from human ones.&lt;br /&gt;
&lt;br /&gt;
The intent of this page is not to dictate every aspect of Yautja roleplay, but to give people a strong framework to work with and modify to their whims in accordance with the lore page and the honor code page, as well as establish some boundaries and baselines that are strictly necessary to not be in violation of roleplay standards.&lt;br /&gt;
This means that, for example, you yourself can change how your character views things marked by ‘typically’, though you should have a good reason to do so since the way Yautja are brought up is quite narrow-minded.&lt;br /&gt;
&lt;br /&gt;
Of course, applicants and whitelist holders will still have to do their own research, both ingame and outside of it, and this page is only supplementary. The council encourages consuming Predator and Aliens vs. Predator media to help you better understand.&lt;br /&gt;
&lt;br /&gt;
==Contextualizing the Yautja==&lt;br /&gt;
===Who are the Yautja?===&lt;br /&gt;
The Yautja are a technologically advanced tribalistic space-faring species. They are most renowned for hunting dangerous game: however, as their civilization is highly advanced, they also cultivate some conventions seen in human society, such as literature, entertainment, education, etc. All this is pretty malleable as you will see in the ‘How do the Yautja live’ section.&lt;br /&gt;
&lt;br /&gt;
===Where are the Yautja?===&lt;br /&gt;
The Yautja are just about everywhere in the galaxy. Some own planets, others own cities, most own smaller holdings, and some unlucky ones own nothing but their own names.&lt;br /&gt;
On CMSS13, the Yautja are on a shared hunting ship.&lt;br /&gt;
&lt;br /&gt;
===How do the Yautja live?===&lt;br /&gt;
The living conditions of a Yautja can widely vary from clan to clan. Some live in palaces, others are ship nomads, and some live in huts. There are, however, some things that are universally true to all Yautja.&lt;br /&gt;
Their society is divided in clans, which are much more pronounced and diverse than human ones, culturally and biologically.&lt;br /&gt;
The Yautja forums and wiki lore pages have more information about Yautja society.&lt;br /&gt;
&lt;br /&gt;
===Why do the Yautja do it?===&lt;br /&gt;
The Yautja hunt because of honor, tradition, and a myriad other reasons which will be elaborated upon further below - and as said above, also because they plainly enjoy it.&lt;br /&gt;
&lt;br /&gt;
==A Yautja’s views on…==&lt;br /&gt;
===Themselves===&lt;br /&gt;
The Yautja see themselves as the one species entitled to the universe. They have the best society, the best history, the best technology, and the best physical and mental attributes in the universe: however, some may see some merit in humans and other more highly intelligent species (i.e. not xenomorphs).&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is the most highly valued social construct for the Yautja, and it has many facets.&lt;br /&gt;
&lt;br /&gt;
In a society often governed by ‘might is right’, honor is combat prowess and physical and mental strength; but honor is also honoring religion, one’s clan, traditions, ancestors, elders and ancients; honor is also often tied to a Yautja’s age, the longer having gone on living, the more experienced and looked up to. It goes without saying that partaking in and succeeding in the activity of hunting is also honorable.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, it could be said that ‘honor’ in Yautja society is anything that helps uphold or reinforce the status quo of the caste-based, clan-based, hunting-dependent and strength-ruled society.&lt;br /&gt;
&lt;br /&gt;
Honor should always be upheld and defended.&lt;br /&gt;
&lt;br /&gt;
===Clans===&lt;br /&gt;
A Yautja is usually devoted to and will remain in the clan they were born into for the rest of their lives. Some Yautja may change clans for a multitude of reasons, and this is allowed, but it is ridiculed as it’s usually seen as quitter or turncoat behavior by their fellow hunters.&lt;br /&gt;
&lt;br /&gt;
The clanless are seen negatively: some can feel sad for them, others make fun of them. Of course, the clanless may also join/‘be adopted’ by a clan, but it’s unlikely.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
While the Yautja worship a pantheon of deities, the importance of religion varies from person to person or clan to clan. Most times, it is secondary, with Paya taking the spotlight.&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
The purpose of life is often to increase one’s own and one’s clan honor. How one does this is open-ended, or simply put, life is what you make of it.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Death is common and inevitable. Dying in combat or during the hunt is one of the greatest honors a Yautja can achieve, and in the case of imminent death, activating the self destruct is seen as an even higher honor.&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
Views on prey differ, but typically, the more deadly and more intelligent they are, the more highly respected and sought after they are. As stated in the ‘view of themselves’ section, prey is always seen as below the Yautja, though they may have merits.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
While physically weaker than the Yautja in all ways, humans are viewed as deadly due to their cunning and intelligence. As such, cowardice and underhanded tactics are to be expected.&lt;br /&gt;
Humans are capable of understanding honor and the honor code, as well as upholding them in rare cases.&lt;br /&gt;
&lt;br /&gt;
===Xenos===&lt;br /&gt;
Xenos, known as ‘serpents’ by the Yautja, are one of the deadliest prey in the universe. As they are animals that are less intelligent than humans and bound to their hivemind, one shouldn’t be surprised that they also fight in underhanded, cowardly ways, nor that they want to capture Yautja to be hosts.&lt;br /&gt;
Given their lack of intelligence, individuality and personal agency, a xeno also can not understand or uphold honor.&lt;br /&gt;
&lt;br /&gt;
===Engineers===&lt;br /&gt;
Engineers, known as ‘artificers’ by the Yautja, are possibly the rarest, deadliest and most intelligent prey the Yautja hunt. Not even they know much about their origin, with how rare and discreet they are.&lt;br /&gt;
&lt;br /&gt;
==Yautja roleplay expectations==&lt;br /&gt;
===A Yautja’s role on CMSS13===&lt;br /&gt;
The Yautja are antagonists meant to make the round more interesting. This does not mean randomly hailing prey and talking to them or being ‘nice’ to them. You are a hunter, not a duelist.&lt;br /&gt;
&lt;br /&gt;
===How they should hunt===&lt;br /&gt;
As seen in all Predator and Aliens vs Predator media, the Yautja rarely and very shortly stay in plain sight, opting to instead stay hidden, stalking and and observing their prey from afar before striking prey at the most opportune moment (meaning either in a moment of weakness or strength, depending on how deadly the prey is). Yautja should seek challenge in the hunt, such as look for prey that has defeated other prey.&lt;br /&gt;
&lt;br /&gt;
===How they should speak===&lt;br /&gt;
When speaking to other Yautja, a hunter’s language varies on status and education, much like a human’s would, though as a rule of thumb it shouldn’t be too informal nor too complex. The bottom line is that you shouldn’t speak like a jarhead, but nor should you speak like a character from Hamlet unless the situation is appropriate, i.e. talking about literature, conducting a religious ceremony, a political talk with another clan.&lt;br /&gt;
&lt;br /&gt;
When around prey, interaction aside from stalking/hunting/combat is usually rare and kept to a minimum, unless the predator has a good reason to (e.g. they earned a piece of gear, the predator is issuing an ultimatum during gear retrieval, they are very worthy).&lt;br /&gt;
When interacting with prey, broadly speaking, you have three approaches.&lt;br /&gt;
&lt;br /&gt;
# Via emotes, gestures, and mimicry. This is ideally preferred over the translator, but there is a time and place for it, and you shouldn’t bother if you think the topic at hand is too hard to be conveyed with emotes, if the player is just unable to understand, or if the circumstances are too risky.&lt;br /&gt;
# Via translator. The translator plays back garbled human audio from the current hunt or from previous ones. When using the translator, you should either use words and phrases you heard in current round (don’t use anything stupid, use own initiative for this), or you should keep messages hard to understand and/or very simple (also use own initiative with this, distort them, make them fun, etc, use common sense). For xenos, only keep things simple: imagine it as a very basic literal translating software.&lt;br /&gt;
# Say nothing. You don’t always have to speak, and sometimes this will be the best approach: for example, taking a piece of gear from a gear carrier, ignoring questions that don’t deserve an answer, etc.&lt;br /&gt;
&lt;br /&gt;
Military and human jargon like ‘FOB’ and ‘xeno’ are something the yautja do not use themselves, even if they may know what it means - though they may ‘play it back’ on the translator when speaking to humans.&lt;br /&gt;
&lt;br /&gt;
= Вселенная =&lt;br /&gt;
== History ==&lt;br /&gt;
====Early History:====&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reformation:====&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cetanu Crisis:====&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The separation of the castes:====&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Advancement:====&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
Yautja Honor Code&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
===Prey===&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
====Worthy====&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
====Un-huntable====&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
====Dishonorable====&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
====Temporarily dishonorable====&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
====Trophies====&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
====Welfare of prey====&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
===Prey caveats===&lt;br /&gt;
====Synths====&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
====Carriers &amp;amp; facehuggers====&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
====Abominations====&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
====Hive Offensives====&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
====Hive Disruption====&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
====Prey Status Inheritance====&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
===Weapons and tools===&lt;br /&gt;
====Worthy====&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
====Dishonorable &amp;amp; temporarily dishonorable====&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
====Prey weaponry====&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; the hunting grounds===&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
====FOB====&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
====Almayer====&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
====Comms====&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
====Hive====&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
====Frontline====&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
====Sieges====&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; the hunting preserve===&lt;br /&gt;
====Preserve etiquette====&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
====Prey====&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
====Dishonorable actions====&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
====Trophy restriction====&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
====Dathewi Restrictions====&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; other blooded===&lt;br /&gt;
===Honor code breaches &amp;amp; bad bloods===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
===Ancient’s Privilege===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
===Honor duels===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
===Cooperation===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
===Death of yourself, and of other yautja===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; Youngbloods===&lt;br /&gt;
====Youngblood handler &amp;amp; responsibilities====&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
====Youngblood kill button====&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
====Youngblood expectations====&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; Thralls===&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
====Thrall expectations====&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
====Thrall &amp;amp; mentor====&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
====Thrall welfare &amp;amp; death====&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
====Mentor death====&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
===Gear recovery===&lt;br /&gt;
====Dissolving Gel Vials====&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
====Planetside gear recovery====&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
====Shipside gear recovery====&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
===Lodges===&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
====Lodge placement &amp;amp; foundation====&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
====Lodge storage====&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
====Lodge defense====&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
===Spirit of the Whitelist===&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
====Good Spirit of the Whitelist examples====&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
====Bad Spirit of the Whitelist examples====&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
===Hellhounds===&lt;br /&gt;
====Hellhound usage etiquette====&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
====Example of bad hellhound usage:====&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
====Example of good hellhound usage:====&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
====Hellhound expectations====&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
====Hound master death====&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
===Bad Bloods===&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
====Spirit of the Role====&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
====Good examples:====&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
====Bad examples:====&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
===Lodge===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
===Hunting Rules:===&lt;br /&gt;
Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
===Gear Limitations===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
===Role Limitations===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
===The USS Almayer:===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
===Interactions with other Yautja:===&lt;br /&gt;
====Use of Weapons and tools====&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
===Alliances===&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
====Gear Recovery====&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
===Stranded Yautja===&lt;br /&gt;
====Spirit of the Role====&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
====Lodges====&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
====Gear Recovery====&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16279</id>
		<title>Охотники</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16279"/>
		<updated>2026-04-21T22:42:47Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Добавление правил Выжившего охотника&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- красивый заголовок --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
&lt;br /&gt;
= Вселенная =&lt;br /&gt;
== History ==&lt;br /&gt;
====Early History:====&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reformation:====&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cetanu Crisis:====&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The separation of the castes:====&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Advancement:====&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
Yautja Honor Code&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
===Prey===&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
====Worthy====&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
====Un-huntable====&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
====Dishonorable====&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
====Temporarily dishonorable====&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
====Trophies====&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
====Welfare of prey====&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
===Prey caveats===&lt;br /&gt;
====Synths====&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
====Carriers &amp;amp; facehuggers====&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
====Abominations====&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
====Hive Offensives====&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
====Hive Disruption====&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
====Prey Status Inheritance====&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
===Weapons and tools===&lt;br /&gt;
====Worthy====&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
====Dishonorable &amp;amp; temporarily dishonorable====&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
====Prey weaponry====&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; the hunting grounds===&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
====FOB====&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
====Almayer====&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
====Comms====&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
====Hive====&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
====Frontline====&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
====Sieges====&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; the hunting preserve===&lt;br /&gt;
====Preserve etiquette====&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
====Prey====&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
====Dishonorable actions====&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
====Trophy restriction====&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
====Dathewi Restrictions====&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; other blooded===&lt;br /&gt;
===Honor code breaches &amp;amp; bad bloods===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
===Ancient’s Privilege===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
===Honor duels===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
===Cooperation===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
===Death of yourself, and of other yautja===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; Youngbloods===&lt;br /&gt;
====Youngblood handler &amp;amp; responsibilities====&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
====Youngblood kill button====&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
====Youngblood expectations====&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; Thralls===&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
====Thrall expectations====&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
====Thrall &amp;amp; mentor====&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
====Thrall welfare &amp;amp; death====&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
====Mentor death====&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
===Gear recovery===&lt;br /&gt;
====Dissolving Gel Vials====&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
====Planetside gear recovery====&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
====Shipside gear recovery====&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
===Lodges===&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
====Lodge placement &amp;amp; foundation====&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
====Lodge storage====&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
====Lodge defense====&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
===Spirit of the Whitelist===&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
====Good Spirit of the Whitelist examples====&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
====Bad Spirit of the Whitelist examples====&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
===Hellhounds===&lt;br /&gt;
====Hellhound usage etiquette====&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
====Example of bad hellhound usage:====&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
====Example of good hellhound usage:====&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
====Hellhound expectations====&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
====Hound master death====&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Выживший охотник =&lt;br /&gt;
The Yautja Survivor Regulations are a set of rules all Yautja players are required to follow when playing as either Bad Blood or Stranded Yautja. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report about Bad Blood or Stranded Yautja are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: These regulations are living and adaptive, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
===Bad Bloods===&lt;br /&gt;
This role represents a more aggressive role to the server’s normal Yautja role. Badbloods are Yautja who have forsaken their clan/race by breaking the rules of Yautja society. If you break any of the rules stated below as bad blood expect to be handed a punishment by the council.&lt;br /&gt;
&lt;br /&gt;
While the rules regarding hunting as a Badblood are more relaxed and aggression is encouraged you are still expected to follow the spirit of the whitelist. It is very important to use restraint whilst playing the role as you still have the tools to heavily influence the round, especially if you are not being hunted down by other Yautja.&lt;br /&gt;
&lt;br /&gt;
====Spirit of the Role====&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
====Good examples:====&lt;br /&gt;
* Sparing a Yautja you have forced into a fight or believe may be below you in skill level.&lt;br /&gt;
* Refraining from killing members of a certain faction because they are currently losing.&lt;br /&gt;
* Allying with Survivors and offering for them to learn your ways in exchange for protection.&lt;br /&gt;
** This should be done with roleplay prelude, and not just a “Hey I’m your friend now.”&lt;br /&gt;
&lt;br /&gt;
====Bad examples:====&lt;br /&gt;
* Round removing everyone you kill.&lt;br /&gt;
* Abusing the looser restrictions on equipment to cause widespread disruption and havoc just because you can.&lt;br /&gt;
* Going out of your way to round remove newer or less skilled members of the whitelist playing Yautja.&lt;br /&gt;
&lt;br /&gt;
===Lodge===&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Yautja gear may be freely stored in your lodge.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
===Hunting Rules:===&lt;br /&gt;
Badbloods may never use any form of human technology.&lt;br /&gt;
&lt;br /&gt;
This is inclusive of healing equipment such as defibrillators.&lt;br /&gt;
&lt;br /&gt;
Badbloods may not heal with herbs in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
All members of any faction are huntable if armed, including all xenomorph castes.&lt;br /&gt;
&lt;br /&gt;
===Gear Limitations===&lt;br /&gt;
Bad Bloods may hunt with dishonorable tools (such as ranged weapons) but this is largely governed by Spirit of the Role / Spirit of the Whitelist. The use of explosive weapons (E.g. Explosive Arrows or Plasma Caster’s Plasma Eradicator) is allowed when fighting groups or Tier 3 xenos, but it is strongly discouraged and you should expect to be challenged on its use should it become a frequent thing.&lt;br /&gt;
&lt;br /&gt;
Similar to the above Bad Bloods may take advantage of stuns in combat with the exception of using the plasma caster to stun prey with the intent to attack them while stunned.&lt;br /&gt;
&lt;br /&gt;
===Role Limitations===&lt;br /&gt;
You may not kill the following roles in the first hour of the round:&lt;br /&gt;
Human Command Staff&lt;br /&gt;
&lt;br /&gt;
* Intel Officers&lt;br /&gt;
* Synthetics&lt;br /&gt;
* Drones and their evolutions.&lt;br /&gt;
** These should not be hunted at all until marines have landed.&lt;br /&gt;
* Queens&lt;br /&gt;
** You may only attempt to hunt the Queen once and only after humans have evacuated the planet.&lt;br /&gt;
&lt;br /&gt;
The following are always un-huntable:&lt;br /&gt;
* Working medics and prey below 75% HP.&lt;br /&gt;
* Anyone inside the FOB/Hive&lt;br /&gt;
* Anyone engaged at the front line. The front line is multiple marines and xenomorphs actively fighting each other.&lt;br /&gt;
** Small groups not at the front line may be engaged but you must try to stay in the fight as long as it takes to eliminate your target. If you fail you must self-destruct.&lt;br /&gt;
&lt;br /&gt;
===The USS Almayer:===&lt;br /&gt;
A Badblood is prohibited from boarding the USS Almayer or any human ship unless their allied faction is present with them.&lt;br /&gt;
&lt;br /&gt;
* A Badblood can board the Almayer with the PMCs for example. Just as long as they are present to board a ship with them.&lt;br /&gt;
** Badbloods may never hunt on the almayer. Once you are on the ship, you are there to survive. You may defend yourself if attacked for any reason.&lt;br /&gt;
* Badbloods may not board the USS Almayer if their allies are hostile with the marines. For example, the CLF.&lt;br /&gt;
&lt;br /&gt;
The only time a Badblood may board the Almayer alone is if a nuke is about to detonate on the colony. A stranded yautja may board the Almayer as a last resort.&lt;br /&gt;
&lt;br /&gt;
===Interactions with other Yautja:===&lt;br /&gt;
====Use of Weapons and tools====&lt;br /&gt;
* Cloaked combat against other Yautja is strictly forbidden.&lt;br /&gt;
* Neither a Badblood nor their honorable counterpart may use their plasma caster at the start of an engagement, whether the opposing party is already engaged with another yautja (unless they are already using dishonourble tools) or prey of any kind.&lt;br /&gt;
&lt;br /&gt;
Conflict with other Yautja is to be expected and anticipated. Should a hunting party arrive whilst you are present, they will almost certainly engage you. You may also choose to strike first.&lt;br /&gt;
&lt;br /&gt;
An honorable hunting party may choose to face you in single combat or as a collective group. You have different options available to you in these circumstances and should select your response carefully. Honorable hunters are permitted to engage you with dishonorable equipment, though this is discouraged in an effort to prove their supremacy in skill and honor by not requiring such tools.&lt;br /&gt;
&lt;br /&gt;
When dealing with honorable hunters in single combat, you are expected to use honorable tools in most cases. Should you begin to lose the fight, you may use dishonorable tools available to you. If you use dishonorable tools, expect the same to be used in retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are engaged by multiple other Yautja at the same time, you may fight with dishonorable tools even if they are not using them. Though, similarly to single combat, you should expect dishonorable retaliation should you do so.&lt;br /&gt;
&lt;br /&gt;
===Alliances===&lt;br /&gt;
You may form alliances with the main human factions (USCM or UPP in the case of HvH) only when you are aware of other Yautja on the planet. Otherwise, only survivors and other human “side-factions” may be allied with.&lt;br /&gt;
&lt;br /&gt;
It is forbidden to ally with Xenomorphs in any capacity. This includes ‘tame’ Xenomorphs who are allied with/obeying humans you are working with.&lt;br /&gt;
&lt;br /&gt;
* You may Enthrall a single Xenomorph you have defeated in combat. This is a permanent decision and cannot be changed.&lt;br /&gt;
* Any Xenomorph you Enthrall will be marked dishonorable to other Yautja, to be treated in the same manner you would be.&lt;br /&gt;
* You cannot Enthrall the Queen, King or an Abomination.&lt;br /&gt;
&lt;br /&gt;
Whilst allied with a human faction you are forbidden to use your plasma caster to assist the humans except when fighting other Yautja or Abominations. You are also forbidden from changing allegiances, you must stick with your choice even to your death.&lt;br /&gt;
&lt;br /&gt;
====Gear Recovery====&lt;br /&gt;
Bad Bloods are not expected nor required to recover gear or fallen yautja corpses.&lt;br /&gt;
&lt;br /&gt;
===Stranded Yautja===&lt;br /&gt;
====Spirit of the Role====&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Role.&lt;br /&gt;
&lt;br /&gt;
The Spirit of the Whitelist still applies from the Honor Code.&lt;br /&gt;
&lt;br /&gt;
The role is intended to give the WL a new perspective on potential RP with other yautja. How you ended up in the place you are is up to you. You could be the loser of a petty squabble who was exiled to live on the planet or you could be a crash landed yautja who was attacked by bad-bloods in orbit. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
The role is to make the round more interesting to anybody you meet, from humans to other yautja.&lt;br /&gt;
&lt;br /&gt;
The Honor Code still applies as normal excluding any places below that may be different to standard practice.&lt;br /&gt;
&lt;br /&gt;
====Lodges====&lt;br /&gt;
You may build a lodge before marines land. However, it must be built away from the main parts of the map. Away from any possible frontlines and cannot disrupt either faction’s ability to move around the map or flank. Before constructing a lodge, you should ensure that said lodge is far from both the landing zones and the hive.&lt;br /&gt;
&lt;br /&gt;
Gear that is tracked may be temporarily stored in your lodge. They should not be untracked.&lt;br /&gt;
&lt;br /&gt;
You may not defend a yautja lodge that is not yours. Similarly, Other yautja should not be assisting you in defending your lodge.&lt;br /&gt;
&lt;br /&gt;
====Gear Recovery====&lt;br /&gt;
Stranded Yautja are not expected nor required to recover gear from other fallen yautja in the round. Yautja bodies are sacred and should not be allowed to be desecrated.&lt;br /&gt;
&lt;br /&gt;
This does not give you permission to sneak up to the almayer to handle yautja bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16278</id>
		<title>Охотники</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16278"/>
		<updated>2026-04-21T22:27:22Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Откат Кодекса на актуальный&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- красивый заголовок --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
&lt;br /&gt;
= Вселенная =&lt;br /&gt;
== History ==&lt;br /&gt;
====Early History:====&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reformation:====&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cetanu Crisis:====&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The separation of the castes:====&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Advancement:====&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
Yautja Honor Code&lt;br /&gt;
The Yautja Honor Code is a set of rules all Yautja players are required to follow. Failure to uphold these rules may result in suspension or removal of your Predator whitelist.&lt;br /&gt;
If you break the Honor Code while hunting prey, you are to cease your hunt of said prey. If you critically injure them, please bring them to their teammates. Ex.: bring xenos to weeds, marines to their squaddies or fortifications. Should you not be able to due to a threat or time constraints, you will not be penalized. However, you should be prepared to defend your initial actions should a report be filed.&lt;br /&gt;
&lt;br /&gt;
TO NON-WHITELISTED PLAYERS: Any players looking to make a whitelist report are kindly asked and expected to first read this thoroughly before making a report. DMing councilors is also accepted.&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a living code, expect changes to be made based on conversation and updates to the game.&lt;br /&gt;
&lt;br /&gt;
===Prey===&lt;br /&gt;
How each type of prey is seen and how they can be hunted. See Weapons and tools to know what each type is allowed.&lt;br /&gt;
Prey, to the Yautja, are non-Yautja creatures which are deadly and possess enough intelligence to prove a challenge - in our case, humans and xenomorphs.&lt;br /&gt;
&lt;br /&gt;
====Worthy====&lt;br /&gt;
All prey is worthy unless they fall into the un-huntable classification below. All worthy prey is to be hunted alone.&lt;br /&gt;
&lt;br /&gt;
====Un-huntable====&lt;br /&gt;
Prey that isn’t worthy and cannot be hunted. If they verbally provoke you (i.e. insulting, bossing you around; not asking ‘what the fuck is that thing’), attack or help its allies attack you, they become worthy.&lt;br /&gt;
&lt;br /&gt;
* Worthy below 75% HP, missing limbs, or hugged; worthy in key areas; worthy dragging wounded/dead allies uninvolved in your hunt to safety; worthy that are actively in combat.&lt;br /&gt;
* Honored, if specified. This is prey that has defeated a fellow Yautja in single combat or has done a feat of strength. They may be awarded a trophy from yourself or from the ship, and may be seen in higher regard.&lt;br /&gt;
* Almayer ship crew.&lt;br /&gt;
* Working medics.&lt;br /&gt;
* Synths. See prey caveats.&lt;br /&gt;
* IO, SO, XO, CO; they become worthy after the 1 hour mark and shouldn’t be permakilled unless they lead a hunting party against you and/or are no longer crucial for the round.&lt;br /&gt;
* Drone line castes, sentinels, boilers, queens, kings.&lt;br /&gt;
&lt;br /&gt;
====Dishonorable====&lt;br /&gt;
Prey that is innately immoral.&lt;br /&gt;
&lt;br /&gt;
* Abominations and anyone actively defending the abomination (including bodyblocking and other nuanced ways, use own initiative). See prey caveats.&lt;br /&gt;
* Dutch’s Dozen.&lt;br /&gt;
* Bad bloods (see Yautja &amp;amp; other Yautja).&lt;br /&gt;
* Honor dueling parties that breach the rules of an honor duel.&lt;br /&gt;
&lt;br /&gt;
====Temporarily dishonorable====&lt;br /&gt;
Prey that stops being dishonorable once the engagement ends. Anyone aiding them inherit the temporarily dishonorable status. Temporarily dishonorable actions directed at only one Yautja on the hunt must be fought alone.&lt;br /&gt;
&lt;br /&gt;
* A target or group of targets who attack you without due cause.&lt;br /&gt;
* A target or group of targets attacking the prey you’re currently engaging.&lt;br /&gt;
* Shipside gear carriers, users, and anyone actively allowing for the gear to stay shipside. This status lifts once all gear is gone.&lt;br /&gt;
* Prey on stimulants that make them unkillable and/or super fast.&lt;br /&gt;
* Vehicles attacking/running you over.&lt;br /&gt;
* Prey carrying or desecrating a Yautja corpse (looting, beheading, delimbing).&lt;br /&gt;
* Prey committing LRP actions against the predator or metagaming the honor code. Do not be afraid to permakill unhuntables over egregious LRP.&lt;br /&gt;
* Prey or group of prey interrupting an honor duel or running from it.&lt;br /&gt;
* Prey using OT or research weaponry against you.&lt;br /&gt;
* Prey attacking you while cloaked. Lurkers excluded.&lt;br /&gt;
* Acid runners farming Yautja for acid (i.e. an acider constantly hitting once or twice and constantly running away to stay safe, use own initiative)&lt;br /&gt;
* Hive offensives. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
====Trophies====&lt;br /&gt;
Yautja are free to claim any body parts of their prey, and limited to a singular item of the prey’s inventory as a trophy. Unless they are permakilled.&lt;br /&gt;
&lt;br /&gt;
Yautja cannot use any of the trophies, except for headgear and melee weapons.&lt;br /&gt;
&lt;br /&gt;
The collection of specialist weapons, smartguns and any unique ancillary gear the specialist/smartgunner requires is not allowed unless the prey is permakilled. (ex. Scout sight, specialist ammo). This includes IDs for both regular and specialist marines. Info tags can still be taken.&lt;br /&gt;
&lt;br /&gt;
====Welfare of prey====&lt;br /&gt;
You are forbidden from saving or healing anyone unless you’re actively in combat with them. If the other faction intervenes when you are actively engaged, you may save your prey and bring them to a safe location on the hunting grounds to continue the hunt. You may save any prey you are hunting if you breach the honor code while actively engaging them and return them to their defenses/faction. You may also heal prey you’ve killed, but not defibrillate them.&lt;br /&gt;
&lt;br /&gt;
===Prey caveats===&lt;br /&gt;
====Synths====&lt;br /&gt;
Synths interfering with a current ongoing hunt without attacking the Yautja are worthy, i.e. bodyblocking and trying to move the prey away.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in defense of others are dishonourable, i.e. disarming, stealing their weapon, or hitting them, in an attempt to defend prey you’re hunting.&lt;br /&gt;
&lt;br /&gt;
Synths attacking/hindering Yautja in self defense are worthy (as in, if you hit them first).&lt;br /&gt;
&lt;br /&gt;
====Carriers &amp;amp; facehuggers====&lt;br /&gt;
If a carrier is present during a fight between you and a xenomorph, assume they’re there to infect you if spectating or loitering. Following you while out of combat or chatting you up for a longer time can be for the same reason. This makes them worthy, including if they take out a facehugger to infect you.&lt;br /&gt;
&lt;br /&gt;
If a facehugger does the any of the above, you may use dishonorable tools at will.&lt;br /&gt;
&lt;br /&gt;
====Abominations====&lt;br /&gt;
Abominations are considered the worst thing in existence and should be eliminated with every Yautja-made tool in your arsenal. Focus should be placed on killing abomination with the intent on minimizing unnecessary kills, though some are to be expected.&lt;br /&gt;
Yautja may create a ceasefire with the marines in order to concentrate on killing the abomination, though you must focus on the abomination only.&lt;br /&gt;
&lt;br /&gt;
If you get infected, you must die at any cost.&lt;br /&gt;
If you encounter an infected Yautja who is alive then you are to ensure they die, and if possible, self-destruct their body.&lt;br /&gt;
Self destructing to kill an infected predator/an abomination should be seen as a last resort, and not the first solution.&lt;br /&gt;
&lt;br /&gt;
Should an abomination be present on the Almayer, hunters are able to go onboard to destroy it, even after hijack.&lt;br /&gt;
&lt;br /&gt;
After its death and proof of its existence was removed, all Yautja are to leave the ship as soon as possible.&lt;br /&gt;
&lt;br /&gt;
====Hive Offensives====&lt;br /&gt;
In the event that a smaller group of meta combinations that don’t let the Yautja fight back against infection (i.e., warrior, queen, carrier) attack a Yautja first, the attackers become temporarily dishonorable. In the case above or in the case that 5 or more xenos join a fight against a Yautja, other Yautja may join in freely, unless the engaged Yautja demands otherwise. Should the Yautja join in, the temporarily dishonorable status from being attacked first goes away.&lt;br /&gt;
&lt;br /&gt;
In a situation where the Yautja instead begins a hunt of one or two xenomorphs and more xenos join, other Yautja may assist only if the number is much higher, i.e. the entire hive.&lt;br /&gt;
&lt;br /&gt;
====Hive Disruption====&lt;br /&gt;
Yautja may hunt xenomorphs before T3s, however, they should be mindful of what and how much they do. Try and hold back if you initiate engagements yourself.&lt;br /&gt;
&lt;br /&gt;
====Prey Status Inheritance====&lt;br /&gt;
Any who directly or indirectly come to the aid of the prey you’re currently engaged with inherit the prey’s status, e.g. providing weeds and pheromones as drone castes. Those helping worthy prey become worthy and those helping dishonorable prey become dishonorable.&lt;br /&gt;
&lt;br /&gt;
===Weapons and tools===&lt;br /&gt;
====Worthy====&lt;br /&gt;
* All Yautja melee weapons&lt;br /&gt;
* Smart disk and harpoons; when engaging a single target, you should use max one of each, unless dishonorable.&lt;br /&gt;
* Hunting traps&lt;br /&gt;
* Non-lethal plasma caster, without stunhitting (i.e., hitting them while they’re down and unable to resist)&lt;br /&gt;
&lt;br /&gt;
====Dishonorable &amp;amp; temporarily dishonorable====&lt;br /&gt;
* Plasma rifle&lt;br /&gt;
* Plasma pistol&lt;br /&gt;
* Cloaked combat&lt;br /&gt;
* Spike launcher&lt;br /&gt;
* Multiple harpoons and multiple smartdisks&lt;br /&gt;
* Lethal and non-lethal plasma caster, stun hitting allowed (Use your own initiative with this)&lt;br /&gt;
* Hunting bow, explosive and non explosive&lt;br /&gt;
&lt;br /&gt;
====Prey weaponry====&lt;br /&gt;
Weapons thrown at you can be thrown back, whether they’re aimed at you and miss or you catch one mid-air. When a thrown explosive is tossed into a lodge which you are inhabiting, you may also throw it outside or towards prey.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; the hunting grounds===&lt;br /&gt;
The Yautja are free to hunt anywhere in the hunting grounds except for the areas listed below.&lt;br /&gt;
&lt;br /&gt;
Yautja are also not to directly alter the environment in a way that would lead to a direct benefit to one side (i.e. blowing up Lambda, blowing up Eta, blowing up hydro, clearing a straight path for either side’s base).&lt;br /&gt;
&lt;br /&gt;
Yautja standing around prey uncloaked and not interacting with said prey should remove themselves from sight. It is the opinion of the council that a predator standing uncloaked when not interacting and in full view of either side is low role play (running around uncloaked does not count).&lt;br /&gt;
&lt;br /&gt;
Going AFK on the hunting grounds is forbidden.&lt;br /&gt;
&lt;br /&gt;
Using fuel tanks and other objects like lizards as makeshift traps is a dishonorable tactic, and is prohibited.&lt;br /&gt;
&lt;br /&gt;
====FOB====&lt;br /&gt;
Predators should not be disrupting or causing any harm to marine fortifications.&lt;br /&gt;
&lt;br /&gt;
Predators may go near non-FOB fortifications or even through them, as long as they make sure, to the best of their ability, that they are not noticed, and that they do not damage or disrupt any parts of the fortifications, i.e. sentries, barricades, supplies. Predators may taunt marines in non-FOB fortifications and beckon them outside, but should disengage if they do not move outside.&lt;br /&gt;
&lt;br /&gt;
Passing through FOB fortifications is forbidden, and going near should be avoided unless it is to return a dead human. Taunting marines in FOB fortifications is forbidden.&lt;br /&gt;
&lt;br /&gt;
Predators may chase fleeing prey to fortifications, but not into them.&lt;br /&gt;
&lt;br /&gt;
====Almayer====&lt;br /&gt;
Predators may head to the Almayer only for gear recovery, returning thralls, and abominations. When on the Almayer, you should do things as concisely and efficiently as you can. Try not to do too much collateral damage. See their respective sections for more info.&lt;br /&gt;
&lt;br /&gt;
====Comms====&lt;br /&gt;
When in marine possession, comms fall under the FOB fortification clause.&lt;br /&gt;
&lt;br /&gt;
When in xeno possession, predators may not start fights there but may chase prey who run there to finish an engagement, including inside. The area becomes valid to hunt in after the marines have evacuated.&lt;br /&gt;
&lt;br /&gt;
====Hive====&lt;br /&gt;
The hive is defined as the area where xeno captures are held and/or where the hive core is. Hunting and entry is forbidden under all circumstances unless there is an infected Yautja inside. See prey caveats.&lt;br /&gt;
&lt;br /&gt;
====Frontline====&lt;br /&gt;
Predators may not initiate engagements on the frontline - however, they are allowed to chase prey fleeing there to finish the job. During this, predators may use ONLY their melee weapons, and nothing else. Furthermore, self-destruct must be set to small if the predator chooses to self-destruct there.&lt;br /&gt;
&lt;br /&gt;
====Sieges====&lt;br /&gt;
During FoB/hive sieges, predators may hunt only the besieging faction as long as the hunt isn’t commenced at the barricades/the hive (that is to say, you may hunt troops moving to the siege, or just around the backline). As with the frontline clause, chasing prey retreating to the siege is allowed.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; the hunting preserve===&lt;br /&gt;
====Preserve etiquette====&lt;br /&gt;
All participants must be established before a hunt by the huntsmaster, the Yautja releasing prey. Predators may not join in the middle of the hunt except to observe unless all existing participants have died, or if the huntsmaster consents to them joining after the start.&lt;br /&gt;
&lt;br /&gt;
A hunt in the preserve is a hunt, not a thunderdome match, and thus predators cannot goad humans to fight each other, even though they are allowed to out of their own volition.&lt;br /&gt;
&lt;br /&gt;
====Prey====&lt;br /&gt;
All prey is worthy. Prey who prove themselves by killing a Yautja in single combat can be allowed to leave via the escape gate.&lt;br /&gt;
&lt;br /&gt;
Prey may be taken from the hunting grounds to the ship alive, but never to the main part of the game.&lt;br /&gt;
Thralls from the reserve, however, may be taken to the main part of the game.&lt;br /&gt;
&lt;br /&gt;
====Dishonorable actions====&lt;br /&gt;
Prey rushing predator buildings to breach them and prey being LRP towards each other or to the predator are dishonorable.&lt;br /&gt;
&lt;br /&gt;
Barricades and turrets are also dishonorable.&lt;br /&gt;
&lt;br /&gt;
====Trophy restriction====&lt;br /&gt;
Allowed hunting ground equipment trophies:&lt;br /&gt;
&lt;br /&gt;
* Unloaded, stripped guns&lt;br /&gt;
* Knives&lt;br /&gt;
* Rank pins&lt;br /&gt;
* Helmets&lt;br /&gt;
* IDs&lt;br /&gt;
Things not on the list are unallowed.&lt;br /&gt;
&lt;br /&gt;
All hunting grounds prey bodies must be skinned before being taken to the main part of the game, and devoid of all gear.&lt;br /&gt;
&lt;br /&gt;
====Dathewi Restrictions====&lt;br /&gt;
The only permitted usage of dathewi is for your thralls and for prey on the preserve. All other uses are not permitted.&lt;br /&gt;
&lt;br /&gt;
An example of using it on the preserve: a youngblood engages in cloaked combat and fractures a bone on their prey. You may give the prey dathewi to fix the fracture.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; other blooded===&lt;br /&gt;
===Honor code breaches &amp;amp; bad bloods===&lt;br /&gt;
A bad blood is a predator who’s been outlawed for breaking the honor code, making them dishonorable and a disgrace to their kind. Not all crimes make a predator a bad blood, but the honor code is very strict and unforgiving, so many acts can qualify one as a bad blood. If you see an honor code breach, do your best to make the offender desist, and if they refuse and don’t self-destruct, challenge them to an honor duel.&lt;br /&gt;
&lt;br /&gt;
Murdering a fellow Yautja outside an honor duel is considered the worst possible crime. This action will result in your Yautja becoming a bad blood, and will result in disciplinary action being taken against your whitelist. Accidents in spars are excused.&lt;br /&gt;
&lt;br /&gt;
Bad Bloods and other Yautja Survivors have additional regulations and interactions listed here.&lt;br /&gt;
&lt;br /&gt;
Respect for elites, elders, ancients&lt;br /&gt;
Hunters are expected to show some respect to their superiors; be they elites, elders, or ancients, even from other clans. This can vary from character to character, but simply do not disrespect superiors to bait honor duels.&lt;br /&gt;
&lt;br /&gt;
===Ancient’s Privilege===&lt;br /&gt;
Ancients may, at any time during the middle of the round, change the honor code or allow actions that would normally go against the honor code. Ancients must verbally state the honor code change over the radio.&lt;br /&gt;
&lt;br /&gt;
When changing the honor code for a round ancients may still be reported for violating the spirit of the whitelist.&lt;br /&gt;
&lt;br /&gt;
===Honor duels===&lt;br /&gt;
Yautja may challenge another blooded Yautja or human they deem worthy of an honor duel. Honor duels are to the death but have some rules:&lt;br /&gt;
&lt;br /&gt;
The challenging Yautja can choose the rules of the duel, such as the weapons and gear used by either party, and whether humans can be allowed ranged weaponry or not.&lt;br /&gt;
&lt;br /&gt;
For a Yautja on Yautja honor duel to occur, there must have been a major incident that occurred between the two (i.e. the stealing of a trophy, grave insults and so on).&lt;br /&gt;
&lt;br /&gt;
Human victors may be given a trophy from the ship by the other Yautja or one of the gear parts of the fallen Yautja.&lt;br /&gt;
&lt;br /&gt;
===Cooperation===&lt;br /&gt;
Yautja must hunt alone. The only thing you are allowed to do as a group, with consent from your other Yautja, is dispatch dishonorable prey, gear/body retrieval, and hunt abominations and defend lodges. The only case where Yautja are obliged to work together is killing abominations.&lt;br /&gt;
&lt;br /&gt;
===Death of yourself, and of other yautja===&lt;br /&gt;
Dying in combat is one the greatest deaths a Yautja could ask for, though to die by a bracer’s self-destruct is an even greater honor. If a Yautja is about to die, they must try to self-destruct. Once you have committed to self-destructing, you must go through with the process unless you have a very valid reason to cancel it.&lt;br /&gt;
&lt;br /&gt;
Self-destructing and then canceling to scare away enemies is considered extremely dishonorable. During the self-destruct process Yautja are unable to use any weaponry or attempt to keep Xenos or Humans within the self-destruct radius. You’ll never be disciplined for not self-destructing - however, you should try and make every attempt to do so within the bounds of the honor code.&lt;br /&gt;
&lt;br /&gt;
You are allowed to self destruct fallen Yautja as you see fit provided they are not in the FoB or the hive. That being said, do not throw the body as a weapon after you trigger the self-destruction sequence. The same rules apply with attempting to keep humans or xenos within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Yautja should make every effort to avoid SDing in the FOB or in the hive, unless it is completely unavoidable - then you may do so. However, you may be reported and should be prepared to defend your actions.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; Youngbloods===&lt;br /&gt;
====Youngblood handler &amp;amp; responsibilities====&lt;br /&gt;
The hunter that calls the ERT is in charge of the youngbloods no matter their rank, and will be held responsible for any actions of the youngbloods. Youngbloods may only be taken to the hunting preserve and the yautja ship. However, if the xeno side initiates hijack, you may bring Youngbloods down to the main map.&lt;br /&gt;
&lt;br /&gt;
====Youngblood kill button====&lt;br /&gt;
The youngblood kill button is not to be used unless a serious honour code break is witnessed or the player is being LRP. The button is meant to be a last resort. The button logs both the reason and both parties’ C-keys; you may face repercussions for using the button.&lt;br /&gt;
&lt;br /&gt;
====Youngblood expectations====&lt;br /&gt;
Youngblood is not a role for the person to learn the honor code to its minute details. As long as the player playing as the youngblood is not breaking the honor code or being LRP, them not knowing everything in the honor code is fine. The role is meant for players to experience a different roleplay environment outside the main game loop.&lt;br /&gt;
&lt;br /&gt;
===Yautja &amp;amp; Thralls===&lt;br /&gt;
Yautja players can abduct humans as thralls, prey who have proven themselves worthy and/or interested enough to be taught to hunt like the Yautja.&lt;br /&gt;
&lt;br /&gt;
====Thrall expectations====&lt;br /&gt;
Thralls are expected to uphold the honor code. Begging to be thralled is a dishonorable act. Thralls must be given a thrall bracer box to acquire their gear. Thralls are not allowed to use any human ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
====Thrall &amp;amp; mentor====&lt;br /&gt;
Thralls are viewed as extensions of their mentor, and as such, the mentor is also held as responsible should the thrall break the honor code, which they must uphold. Yautja are to police their thralls and are to pick the opponents that they hunt. An unruly or misbehaving thrall can be reprimanded or executed as dishonorable foe at any time by their master. Thralls should not be force infected, and if infected should be exterminated.&lt;br /&gt;
&lt;br /&gt;
====Thrall welfare &amp;amp; death====&lt;br /&gt;
Thralls can be healed by their master, but they should not be brought back from the dead. Each Yautja may only have one thrall per round. A thrall cannot be saved from death unless it has defeated their opponent. If a thrall dies the gear given to the thrall must be recovered.&lt;br /&gt;
&lt;br /&gt;
====Mentor death====&lt;br /&gt;
Should a thrall’s master die, the remaining Yautja should retrieve their gear and teleport them to the Almayer. Should there be no Yautja left, the thrall should be left to their own desires/whims.&lt;br /&gt;
&lt;br /&gt;
===Gear recovery===&lt;br /&gt;
====Dissolving Gel Vials====&lt;br /&gt;
Dissolving vials may be used:&lt;br /&gt;
&lt;br /&gt;
* For gear recovery, groundside and shipside, to destroy lost gear&lt;br /&gt;
* To clear lodging spaces&lt;br /&gt;
* To clean the hunting reserve&lt;br /&gt;
&lt;br /&gt;
Any other use is forbidden.&lt;br /&gt;
&lt;br /&gt;
====Planetside gear recovery====&lt;br /&gt;
Planetside gear carriers are worthy prey.&lt;br /&gt;
&lt;br /&gt;
Gear recovery is not mandatory, but encouraged, and seen as a priority. Gear recovery in the FOB/hive is forbidden.&lt;br /&gt;
&lt;br /&gt;
Yautja body recovery is mandatory and exempt from the FOB/hive clause above, though collateral damage should be avoided.&lt;br /&gt;
&lt;br /&gt;
====Shipside gear recovery====&lt;br /&gt;
Shipside gear carriers and those actively keeping you from retrieving it are dishonorable prey.&lt;br /&gt;
&lt;br /&gt;
When on shipside gear recovery, you must be efficient, must focus on the recovery, and must try to avoid damage to areas and people uninvolved in gear recovery: you are not on the hunt here.&lt;br /&gt;
&lt;br /&gt;
Negotiation is forbidden, though you may issue an ultimatum (ex., ‘give it back or die’) if you feel the situation warrants it. If the gear isn’t returned, you must reclaim it forcefully.&lt;br /&gt;
&lt;br /&gt;
Shipside gear recovery is only ever mandatory for bodies. You may choose not to recover gear parts.&lt;br /&gt;
&lt;br /&gt;
Post-hijack gear recovery is forbidden, unless it was started pre-hijack: then it must be finished. Yautja body recovery is still mandatory even post-hijack.&lt;br /&gt;
&lt;br /&gt;
===Lodges===&lt;br /&gt;
A lodge is an enclosed and secluded area wherein Yautja set up and operate from.&lt;br /&gt;
&lt;br /&gt;
====Lodge placement &amp;amp; foundation====&lt;br /&gt;
To declare a lodge the Yautja must agree upon a single site, and must secure the enclosed area with any entrance/exit to it being handcrafted sandstone doors. No more than 1 lodge can exist at a single time. Should a lodge get destroyed, or the Yautja decide to abandon/move their current one, then they must tear down the sandstone doors to the best of their abilities before declaring a new lodge site.&lt;br /&gt;
&lt;br /&gt;
Lodges must be away from the main areas of the map so as to keep it away from possible front lines, and lodges should not excessively impact either faction’s ability to flank or maneuver around the map. It is the responsibility of the Yautja to ensure the lodge is created in a secluded area. Lodges must be made after Marines land to avoid round impact.&lt;br /&gt;
&lt;br /&gt;
====Lodge storage====&lt;br /&gt;
Any gear that can be tracked should not be stored in the lodge, unless said gear is in the process of being recovered.&lt;br /&gt;
&lt;br /&gt;
====Lodge defense====&lt;br /&gt;
Parties that trespass into the lodge that you were already engaged against or that are taking a passive look-around are worthy.&lt;br /&gt;
&lt;br /&gt;
* Example of passive look-around: entering the lodge and not engaging the Yautja, trying to RP.&lt;br /&gt;
Parties that attack the lodge itself or enter the lodge offensively instead of a passive look-a-round are dishonorable due to interfering with your hunt/attacking without due cause.&lt;br /&gt;
Stray weapon fire or spitting is not considered a deliberate effort. Any vehicle that deliberately attacks the lodge may be dispatched in dishonorable means.&lt;br /&gt;
&lt;br /&gt;
* Example of offensive entry: entering with weapons drawn and immediately engaging the Yautja before the Yautja engages them.&lt;br /&gt;
Multiple Yautja may attack the same prey that enters the lodge. However, they should be very careful on the classification of the prey to avoid problems.&lt;br /&gt;
&lt;br /&gt;
===Spirit of the Whitelist===&lt;br /&gt;
Yautja are antagonists - however, they should use common sense when it comes to hunting during a round and be aware of their surroundings. They should not be detrimental to the round and Whitelist as a whole. What is written above in this Honor Code realistically covers only a small portion of events and scenarios Yautja may encounter during rounds, you should be using the set in stone rules in the Honor Code to guide your judgement in situations not clearly defined by the Code to ensure you act in a way that befits what is expected of a Whitelisted Yautja.&lt;br /&gt;
&lt;br /&gt;
The Yautja Council holds the final say and can remove you if they believe you are not acting in the Spirit of the Whitelist. Obviously, every case will be handled case by case and won’t be used for grudges.&lt;br /&gt;
&lt;br /&gt;
====Good Spirit of the Whitelist examples====&lt;br /&gt;
* Sparing/throwing back a revivable prey who fought well.&lt;br /&gt;
* Gifting someone a spear or gear piece after they kill a Yautja even if it was outside of a duel.&lt;br /&gt;
* Make someone’s day, thrall a new player, make a fighting pit, create an interesting role playing situation.&lt;br /&gt;
&lt;br /&gt;
====Bad Spirit of the Whitelist examples====&lt;br /&gt;
* Placing hunting traps on a road leading out of the FOB and attacking anybody who walks into them.&lt;br /&gt;
* Lethal HPCing baldy mc baldface just because they are hunting you down.&lt;br /&gt;
* Murdering someone instantly because they are holding gear groundside.&lt;br /&gt;
* Round removing someone that shoots at you whilst you are cloaked.&lt;br /&gt;
&lt;br /&gt;
===Hellhounds===&lt;br /&gt;
====Hellhound usage etiquette====&lt;br /&gt;
Hellhounds may be used during preserve hunts, planetside hunts (sparingly), lodge defenses, and abomination hunts.&lt;br /&gt;
&lt;br /&gt;
Hellhounds must be used to break up or distract larger groups in normal hunts, and never sent to dispatch a singular target, unless dishonorable.&lt;br /&gt;
&lt;br /&gt;
====Example of bad hellhound usage:====&lt;br /&gt;
* Taking a hellhound planetside and having it attack a lone target from the darkness.&lt;br /&gt;
* Calling a group of 8 humans on the preserve and releasing many hounds at them.&lt;br /&gt;
&lt;br /&gt;
====Example of good hellhound usage:====&lt;br /&gt;
* Calling a group of 8 humans on the preserve and sending one to break them up and distract them.&lt;br /&gt;
* Using a hellhound planetside to distract a larger group of xenos helping your main prey.&lt;br /&gt;
&lt;br /&gt;
====Hellhound expectations====&lt;br /&gt;
Listen to your master. When in doubt about doing or not doing something, ask.&lt;br /&gt;
&lt;br /&gt;
====Hound master death====&lt;br /&gt;
Upon the death of the hound’s master, the hound must either be taken by someone or killed/sent to its sure death.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16277</id>
		<title>Охотники</title>
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		<updated>2026-04-21T22:06:19Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Реверт на актуальный лор&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- красивый заголовок --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
&lt;br /&gt;
= Вселенная =&lt;br /&gt;
== History ==&lt;br /&gt;
====Early History:====&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reformation:====&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cetanu Crisis:====&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The separation of the castes:====&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Advancement:====&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
Кодекс чести Яутжа — это свод правил, который обязаны соблюдать все игроки за Яутжа. Несоблюдение этих правил может повлечь за собой приостановку или аннулирование вайтлиста Хищника.&amp;lt;br&amp;gt;&lt;br /&gt;
Если вы нарушаете Кодекс чести во время охоты на добычу, вы должны прекратить охоту на указанную добычу. Если вы наносите ей критические ранения, пожалуйста, доставьте её к товарищам по команде. Например: доставляйте ксеноморфов к траве, солдат к их сослуживцам или укреплениям. Если у вас нет возможности сделать это из-за угрозы или нехватки времени, вы не понесёте наказания. Однако вы должны быть готовы защитить свои первоначальные действия в случае подачи жалобы.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Этот кодекс является «живым» документом; ожидайте внесения изменений на основе обсуждений и обновлений игры.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Как рассматривается каждый тип добычи и как на него можно охотиться. См. раздел «Оружие и инструменты», чтобы узнать, что разрешено для каждого типа. С точки зрения Яутжа, добыча — это существа, не являющиеся Яутжа, которые смертоносны и обладают достаточным интеллектом, чтобы представлять собой вызов, — в нашем случае, люди и ксеноморфы.&lt;br /&gt;
Достойная Вся добыча является достойной, если она не подпадает под приведённую ниже классификацию «не подлежащая охоте». На всю достойную добычу следует охотиться в одиночку.&lt;br /&gt;
&lt;br /&gt;
=== Запрещена к охоте ===&lt;br /&gt;
Добыча, которая не является достойной и на которую нельзя охотиться. Если она провоцирует вас вербально (т. е. оскорбляет, командует вами; но не задаёт вопросы вроде «что это, чёрт возьми, за тварь»), атакует или помогает своим союзникам атаковать вас, она становится достойной.&lt;br /&gt;
&lt;br /&gt;
* Достойная при здоровье ниже 75%, с отсутствующими конечностями или «обнятая» лицехватом; достойная в ключевых зонах; достойная, оттаскивающая в безопасное место раненых/мёртвых союзников, не участвующих в вашей охоте; достойная, активно ведущая бой.&lt;br /&gt;
* Почитаемая, если это указано. Это добыча, которая победила другого Яутжа в одиночном бою или совершила подвиг силы. Она может быть награждена трофеем от вас или с корабля и может рассматриваться с большим уважением.&lt;br /&gt;
* Экипаж корабля «Альмайер».&lt;br /&gt;
* Медики при исполнении.&lt;br /&gt;
* Синтетики. См. оговорки по добыче.&lt;br /&gt;
* IO, SO, XO, CO; они становятся достойными по истечении 1 часа и не должны подвергаться перманентному убийству, если только они не возглавляют охотничий отряд против вас и/или больше не являются ключевыми для раунда.&lt;br /&gt;
* Касты линии трутней, стражи, плевуны, королевы, короли.&lt;br /&gt;
&lt;br /&gt;
=== Недостойная ===&lt;br /&gt;
Добыча, которая является безнравственной по своей природе.&lt;br /&gt;
&lt;br /&gt;
* Абоминации и все, кто активно защищает абоминацию (включая бодиблокинг и другие неявные способы, действуйте по своему усмотрению). См. оговорки по добыче.&lt;br /&gt;
* Дюжина Датча.&lt;br /&gt;
* Дурная кровь (см. раздел «Яутжа и другие Яутжа»).&lt;br /&gt;
* Участники дуэли чести, нарушающие правила дуэли чести.&lt;br /&gt;
&lt;br /&gt;
=== Временно недостойная ===&lt;br /&gt;
Добыча, которая перестаёт быть недостойной после окончания столкновения. Все, кто помогает ей, наследуют статус временно недостойной. Если временно недостойные действия направлены только на одного Яутжа на охоте, он должен сражаться с этой добычей в одиночку.&lt;br /&gt;
&lt;br /&gt;
* Цель или группа целей, которые атакуют вас без должной причины.&lt;br /&gt;
* Цель или группа целей, атакующая добычу, с которой вы в данный момент ведёте бой.&lt;br /&gt;
* Переносчики и пользователи снаряжения на корабле, а также все, кто активно допускает нахождение снаряжения на корабле. Этот статус снимается, как только всё снаряжение исчезнет.&lt;br /&gt;
* Добыча под действием стимуляторов, которые делают её неубиваемой и/или сверхбыстрой.&lt;br /&gt;
* Транспортные средства, атакующие вас или переезжающие вас.&lt;br /&gt;
* Добыча, переносящая или оскверняющая труп Яутжа (мародёрство, обезглавливание, отсечение конечностей).&lt;br /&gt;
* Добыча, совершающая LRP-действия против хищника или использующая метагейминг в отношении кодекса чести. Не бойтесь совершать перманентное убийство тех, кто не подлежит охоте, за вопиющий LRP.&lt;br /&gt;
* Добыча или группа добычи, прерывающая дуэль чести или убегающая с неё.&lt;br /&gt;
* Добыча, использующая против вас оружие ОТ или исследовательское оружие.&lt;br /&gt;
* Добыча, атакующая вас в режиме невидимости. Скрытни исключены.&lt;br /&gt;
* Кислотные бегуны, «фармящие» Яутжа ради кислоты (т. е. кислотник постоянно наносит один-два удара и постоянно убегает, чтобы оставаться в безопасности; действуйте по своему усмотрению).&lt;br /&gt;
* Наступления улья. См. оговорки по добыче.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Яутжа могут забирать любые части тела своей добычи и ограничены одним предметом из инвентаря добычи в качестве трофея, если только добыча не подвергается перманентному убийству.&lt;br /&gt;
Яутжа не могут использовать никакие трофеи, за исключением головных уборов и оружия ближнего боя.&lt;br /&gt;
Сбор оружия специалистов, смартганов и любого уникального вспомогательного снаряжения, необходимого специалисту/оператору смартгана, не разрешён, если только добыча не подвергается перманентному убийству. (напр., прицел разведчика, боеприпасы специалиста).&lt;br /&gt;
&lt;br /&gt;
=== Сохранность добычи ===&lt;br /&gt;
Вам запрещено спасать или лечить кого-либо, если только вы не ведёте с этим существом активный бой. Если другая фракция вмешивается, когда вы ведёте бой, вы можете спасти свою добычу и доставить её в безопасное место на охотничьих угодьях, чтобы продолжить охоту. Вы можете спасти любую добычу, на которую охотитесь, если вы нарушаете кодекс чести во время активного боя с ней, и вернуть её к её оборонительным сооружениям/фракции. Вы также можете лечить убитую вами добычу, но не дефибриллировать её.&lt;br /&gt;
&lt;br /&gt;
== Предостережения по добыче ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Синтетики, вмешивающиеся в текущую охоту, не атакуя Яутжа, являются достойными, т. е. блокируя телом и пытаясь увести добычу.&lt;br /&gt;
Синтетики, атакующие/препятствующие Яутжа при защите других, являются недостойными, т. е. разоружая, похищая их оружие или нанося им удары в попытке защитить добычу, на которую вы охотитесь.&lt;br /&gt;
Синтетики, атакующие/препятствующие Яутжа в целях самообороны, являются достойными (то есть, если вы ударили их первыми).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
Если носитель присутствует во время боя между вами и ксеноморфом, считайте, что он находится там, чтобы заразить вас, если он наблюдает или праздно слоняется. Преследование вас вне боя или длительный разговор с вами могут преследовать ту же цель. Это делает их достойными, в том числе если они достают лицехвата, чтобы заразить вас.&lt;br /&gt;
Если лицехват совершает любое из вышеперечисленных действий, вы можете использовать недостойные инструменты по своему усмотрению.&lt;br /&gt;
&lt;br /&gt;
=== Абоминация ===&lt;br /&gt;
Абоминации считаются худшим, что существует, и должны быть уничтожены с помощью всех созданных Яутжа инструментов в вашем арсенале. Основное внимание следует уделять убийству абоминации с намерением минимизировать необязательные убийства, хотя некоторые из них ожидаемы. Яутжа могут заключить перемирие с морпехами, чтобы сосредоточиться на убийстве абоминации, однако вы должны сосредоточиться только на абоминации.&lt;br /&gt;
Если вы заразитесь, вы должны умереть любой ценой. Если вы встретите заражённого Яутжа, который ещё жив, вы должны обеспечить его смерть и, если возможно, самоуничтожить его тело. Самоуничтожение для убийства заражённого хищника/абоминации должно рассматриваться как крайняя мера, а не как первое решение.&lt;br /&gt;
Если абоминация присутствует на Альмайере, охотники могут подняться на борт, чтобы уничтожить её, даже после захвата.&lt;br /&gt;
После её смерти и устранения доказательств её существования все Яутжа должны покинуть корабль как можно скорее.&lt;br /&gt;
&lt;br /&gt;
=== Натиск улья ===&lt;br /&gt;
В случае если небольшая группа мета-комбинаций, которая не позволяет Яутжа противостоять заражению (т. е. воин, королева, носитель), атакует Яутжа первой, атакующие становятся временно недостойными. В вышеописанном случае или в случае, когда 5 или более ксеносов присоединяются к бою против Яутжа, другие Яутжа могут свободно вступать в бой, если только Яутжа, ведущий бой, не потребует иного. Если другие Яутжа присоединяются, статус временно недостойных, полученный за нападение первыми, снимается.&lt;br /&gt;
В ситуации, когда Яутжа, наоборот, начинает охоту на одного или двух ксеноморфов, и к ним присоединяются другие ксеносы, другие Яутжа могут оказывать помощь, только если численность противника значительно выше, т. е. весь улей.&lt;br /&gt;
&lt;br /&gt;
=== Помехи улью ===&lt;br /&gt;
Яутжа могут охотиться на ксеноморфов до появления T3, однако им следует проявлять осмотрительность в своих действиях и их масштабах. Старайтесь сдерживать себя, если вы сами инициируете столкновения.&lt;br /&gt;
&lt;br /&gt;
=== Унаследование статуса добычи ===&lt;br /&gt;
Любой, кто прямо или косвенно помогает добыче, с которой вы в данный момент ведёте бой, наследует статус этой добычи, напр., предоставляя сорняки и феромоны в качестве каст трутней. Помогающие достойной добыче становятся достойными, а помогающие недостойной добыче становятся недостойными.&lt;br /&gt;
&lt;br /&gt;
== Оружие и инструменты ==&lt;br /&gt;
=== Для достойной добычи ===&lt;br /&gt;
* Всё оружие ближнего боя Яутжа&lt;br /&gt;
* Смарт-диск и гарпуны; при столкновении с одиночной целью следует использовать не более одного экземпляра каждого, если цель не является недостойной.&lt;br /&gt;
* Охотничьи ловушки&lt;br /&gt;
* Нелетальный плазменный кастер, без оглушающих ударов (т. е. нанесения ударов, когда они повержены и не могут сопротивляться)&lt;br /&gt;
&lt;br /&gt;
=== Для недостойной и временно недостойной добычи ===&lt;br /&gt;
* Плазменная винтовка&lt;br /&gt;
* Плазменный пистолет&lt;br /&gt;
* Бой в режиме невидимости&lt;br /&gt;
* Шипомёт&lt;br /&gt;
* Множественные гарпуны и множественные смарт-диски&lt;br /&gt;
* Летальный и нелетальный плазменный кастер, оглушающие удары разрешены (Действуйте по своему усмотрению в этом вопросе)&lt;br /&gt;
* Охотничий лук, взрывной и невзрывной&lt;br /&gt;
&lt;br /&gt;
=== Оружие добычи ===&lt;br /&gt;
Оружие, брошенное в вас, можно бросить обратно, независимо от того, было ли оно нацелено на вас и промахнулось, или вы поймали его в воздухе. Когда брошенное взрывное устройство залетает в убежище, в котором вы находитесь, вы также можете выбросить его наружу или в сторону добычи.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и охотничьи угодья ==&lt;br /&gt;
Яутжа могут свободно охотиться в любой точке охотничьих угодий, за исключением областей, перечисленных ниже.&lt;br /&gt;
Яутжа также не должны напрямую изменять окружающую среду таким образом, который приведёт к прямой выгоде для одной из сторон (т. е. взрывать «Лямбду», взрывать «Эту», взрывать гидропонику, расчищать прямой путь к базе любой из сторон).&lt;br /&gt;
Яутжа, находящиеся рядом с добычей без маскировки и не взаимодействующие с указанной добычей, должны скрыться из вида. По мнению совета, хищник, находящийся без маскировки, не взаимодействующий и находящийся в прямой видимости любой из сторон, демонстрирует низкий уровень отыгрыша роли (передвижение без маскировки не считается).&lt;br /&gt;
Находиться в состоянии AFK на охотничьих угодьях запрещено.&lt;br /&gt;
Использование топливных баков и других объектов, таких как ящерицы, в качестве импровизированных ловушек является недостойной тактикой и запрещено.&lt;br /&gt;
&lt;br /&gt;
=== Полевая операционная база ===&lt;br /&gt;
Хищники не должны нарушать целостность или причинять какой-либо вред укреплениям морпехов.&lt;br /&gt;
Хищники могут приближаться к укреплениям, не являющимся ППБ, или даже проходить через них, при условии, что они приложат все усилия, чтобы остаться незамеченными, и что они не повредят и не нарушат работу каких-либо частей укреплений, т. е. турелей, баррикад, припасов. Хищники могут провоцировать морпехов в укреплениях, не являющихся ППБ, и выманивать их наружу, но должны отступить, если те не выходят наружу.&lt;br /&gt;
Проход через укрепления ППБ запрещён, и приближаться к ним следует избегать, если только это не делается для возвращения мёртвого человека. Провоцировать морпехов в укреплениях ППБ запрещено.&lt;br /&gt;
Хищники могут преследовать убегающую добычу до укреплений, но не внутрь них.&lt;br /&gt;
&lt;br /&gt;
=== Альмайер ===&lt;br /&gt;
Хищники могут направляться на «Альмайер» только для возвращения снаряжения, возврата рабов и из-за абоминаций. Находясь на «Альмайере», вы должны действовать настолько лаконично и эффективно, насколько это возможно. Старайтесь не наносить слишком большого сопутствующего ущерба. См. соответствующие разделы для получения дополнительной информации.&lt;br /&gt;
&lt;br /&gt;
=== Телекоммуникационная вышка ===&lt;br /&gt;
Когда пункт связи находится во владении морпехов, он подпадает под действие пункта об укреплениях ППБ.&lt;br /&gt;
Когда он находится во владении ксеносов, хищники не могут начинать там бои, но могут преследовать добычу, которая бежит туда, чтобы завершить столкновение, в том числе внутри. Эта область становится доступной для охоты после эвакуации морпехов.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
Улей определяется как область, где содержатся пленники ксеносов и/или где находится ядро улья. Охота и вход запрещены при любых обстоятельствах, если только внутри нет заражённого Яутжа. См. оговорки по добыче.&lt;br /&gt;
&lt;br /&gt;
=== Линия боевого соприкосновения ===&lt;br /&gt;
Хищники не могут инициировать столкновения на передовой, однако им разрешено преследовать убегающую туда добычу, чтобы завершить начатое. Во время этого хищники могут использовать ТОЛЬКО своё оружие ближнего боя и ничего более. Кроме того, самоуничтожение должно быть установлено на малый радиус, если хищник решит самоуничтожиться там.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
Во время осад ППБ/улья хищники могут охотиться только на осаждающую фракцию, при условии, что охота не начинается у баррикад/улья (то есть вы можете охотиться на войска, движущиеся к месту осады, или в тылу). Как и в случае с правилом о передовой, преследование добычи, отступающей к месту осады, разрешено.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и малые охотничьи угодья ==&lt;br /&gt;
=== Этикет в заповеднике ===&lt;br /&gt;
Все участники должны быть определены до начала охоты распорядителем охоты — Яутжа, выпускающим добычу. Хищники не могут присоединяться к охоте в процессе её проведения, кроме как для наблюдения, за исключением случаев, когда все существующие участники погибли, или если распорядитель охоты даст согласие на их присоединение после начала.&lt;br /&gt;
Охота в заповеднике — это охота, а не матч в Куполе Грома, и поэтому Хищники не могут подстрекать людей к сражениям друг с другом, хотя людям разрешено делать это по собственной воле.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
Всякая добыча достойна. Добыча, проявившая себя убийством Яутжа в единоборстве, может получить разрешение уйти через врата для побега.&lt;br /&gt;
Добычу можно забирать с охотничьих угодий на корабль живьём, но никогда — в основную часть игры. Рабов из заповедника, однако, можно забирать в основную часть игры.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные действия ===&lt;br /&gt;
Атаки добычи на здания Хищников с целью их прорыва и проявление LRP со стороны добычи по отношению друг к другу или к Хищнику являются бесчестными.&lt;br /&gt;
Баррикады и турели также являются бесчестными.&lt;br /&gt;
&lt;br /&gt;
=== Ограничение на трофеи ===&lt;br /&gt;
Разрешённые трофеи из снаряжения с охотничьих угодий:&lt;br /&gt;
&lt;br /&gt;
* Разряженное, разобранное оружие&lt;br /&gt;
* Ножи&lt;br /&gt;
* Знаки различия&lt;br /&gt;
* Шлемы&lt;br /&gt;
* Удостоверения личности&lt;br /&gt;
&lt;br /&gt;
Предметы, не входящие в список, запрещены.&lt;br /&gt;
Все тела добычи с охотничьих угодий должны быть освежёваны и лишены всего снаряжения перед тем, как их заберут в основную часть игры.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и другие окропленные охотники ==&lt;br /&gt;
=== Нарушения кодекса чести и «дурная кровь» ===&lt;br /&gt;
«Дурная кровь» — это Хищник, объявленный вне закона за нарушение кодекса чести, что делает его бесчестным и позором для своего вида. Не все преступления делают Хищника «дурной кровью», но кодекс чести очень строг и неумолим, поэтому многие деяния могут привести к присвоению этого статуса. Если вы стали свидетелем нарушения кодекса чести, сделайте всё возможное, чтобы заставить нарушителя прекратить, и если он откажется и не совершит самоуничтожение, вызовите его на дуэль чести.&lt;br /&gt;
Убийство другого Яутжа вне дуэли чести считается тягчайшим преступлением. Это действие приведёт к тому, что ваш Яутжа станет «дурной кровью», и повлечёт за собой дисциплинарные меры в отношении вашего белого списка. Несчастные случаи во время спаррингов не наказываются.&lt;br /&gt;
&lt;br /&gt;
=== Уважение к элите, старейшинам, древним ===&lt;br /&gt;
От охотников ожидается проявление уважения к вышестоящим, будь то элита, старейшины и древние, даже из других кланов. Степень уважения может варьироваться от персонажа к персонажу, но не следует проявлять неуважение к вышестоящим с целью спровоцировать дуэль чести.&lt;br /&gt;
&lt;br /&gt;
===Дуэли чести ===&lt;br /&gt;
Яутжа может вызвать на дуэль чести другого полноправного Яутжа или человека, которого сочтёт достойным. Дуэли чести ведутся до смерти, но имеют некоторые правила:&lt;br /&gt;
&lt;br /&gt;
* Вызывающий Яутжа может выбирать правила дуэли, такие как оружие и снаряжение, используемые обеими сторонами, а также разрешено ли людям использовать дальнобойное оружие.&lt;br /&gt;
* Для проведения дуэли чести между двумя Яутжа должен произойти серьёзный инцидент (т. е. кража трофея, тяжкие оскорбления и так далее).&lt;br /&gt;
* Победителям-людям другие Яутжа могут вручить трофей с корабля или одну из частей снаряжения павшего Яутжа.&lt;br /&gt;
&lt;br /&gt;
===Сотрудничество ===&lt;br /&gt;
Яутжа должны охотиться в одиночку. Единственное, что разрешено делать в группе с согласия других Яутжа, — это устранение бесчестной добычи, возвращение снаряжения/тел, охота на мерзостей и защита лож. Единственный случай, когда Яутжа обязаны действовать сообща, — это убийство мерзостей.&lt;br /&gt;
&lt;br /&gt;
===Смерть собственная и других Яутжа ===&lt;br /&gt;
Смерть в бою — одна из величайших смертей, о которой может просить Яутжа, однако погибнуть от самоуничтожения наруча — ещё большая честь. Если Яутжа находится на пороге смерти, он должен попытаться совершить самоуничтожение. Если вы начали процесс самоуничтожения, вы должны довести его до конца, если у вас нет очень веской причины для его отмены.&lt;br /&gt;
Активация самоуничтожения с последующей отменой с целью отпугнуть врагов считается крайне бесчестным поступком. Во время процесса самоуничтожения Яутжа не может использовать какое-либо оружие или пытаться удержать Ксеносов или Людей в радиусе взрыва. Вас никогда не накажут за отказ от самоуничтожения, однако вы должны прилагать все усилия, чтобы совершить его в рамках кодекса чести.&lt;br /&gt;
Вам разрешено активировать самоуничтожение павших Яутжа по вашему усмотрению, при условии, что они не находятся на ППБ или в улье. При этом не бросайте тело как оружие после запуска последовательности самоуничтожения. Те же правила применяются к попыткам удержать людей или ксеносов в радиусе взрыва.&lt;br /&gt;
Яутжа должны прилагать все усилия, чтобы избегать самоуничтожения на ППБ или в улье, за исключением случаев, когда это абсолютно неизбежно — тогда это разрешено. Однако на вас могут подать жалобу, и вы должны быть готовы защищать свои действия.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и Молодая кровь ==&lt;br /&gt;
=== Наставник «молодой крови» и обязанности ===&lt;br /&gt;
Охотник, вызывающий ERT, несёт ответственность за «молодую кровь» независимо от своего ранга и будет считаться ответственным за любые их действия. «Молодую кровь» можно брать только в охотничий заповедник и на корабль Яутжа. Однако, если сторона ксеносов инициирует захват, вы можете вывести «молодую кровь» на основную карту.&lt;br /&gt;
===Кнопка убийства «молодой крови» ===&lt;br /&gt;
Кнопка убийства «молодой крови» не должна использоваться, за исключением случаев, когда засвидетельствовано серьёзное нарушение кодекса чести или игрок проявляет LRP. Эта кнопка является крайней мерой. Кнопка регистрирует причину и C-ключи обеих сторон; вы можете столкнуться с последствиями за использование этой кнопки.&lt;br /&gt;
&lt;br /&gt;
===Ожидания от «молодой крови» ===&lt;br /&gt;
«Молодая кровь» — это не та роль, где игрок должен изучить кодекс чести в мельчайших деталях. До тех пор, пока игрок, играющий за «молодую кровь», не нарушает кодекс чести и не проявляет LRP, незнание им всех тонкостей кодекса чести допустимо. Эта роль предназначена для того, чтобы игроки могли испытать иную ролевую среду за пределами основного игрового цикла.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и Рабы ==&lt;br /&gt;
Игроки-Яутжа могут похищать людей в качестве рабов — добычу, которая проявила себя достойной и/или достаточно заинтересованной, чтобы быть обученной охоте подобно Яутжа.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от раба ===&lt;br /&gt;
От рабов ожидается соблюдение кодекса чести. Выпрашивание статуса раба является бесчестным поступком. Рабам должен быть выдан ящик с наручем раба для получения их снаряжения. Рабам не разрешается использовать какое-либо дальнобойное оружие людей.&lt;br /&gt;
&lt;br /&gt;
=== Раб и наставник ===&lt;br /&gt;
Рабы рассматриваются как продолжение своего наставника, и, как таковой, наставник также несёт ответственность, если раб нарушит кодекс чести, который он обязан соблюдать. Яутжа должны следить за своими рабами и выбирать противников, на которых те охотятся. Непокорный или плохо ведущий себя раб может быть в любое время наказан или казнён своим хозяином как бесчестный враг. Рабов не следует принудительно заражать, а в случае заражения их следует уничтожить.&lt;br /&gt;
&lt;br /&gt;
=== Благополучие и смерть раба ===&lt;br /&gt;
Рабы могут быть исцелены своим хозяином, но их не следует возвращать из мёртвых. Каждый Яутжа может иметь только одного раба за раунд. Раба нельзя спасти от смерти, если только он не победил своего противника. Если раб погибает, выданное ему снаряжение должно быть возвращено.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
В случае смерти хозяина раба, оставшиеся Яутжа должны забрать его снаряжение и телепортировать его на «Альмайер». Если не останется ни одного Яутжа, раб должен быть предоставлен своим собственным желаниям/прихотям.&lt;br /&gt;
&lt;br /&gt;
== Возвращение снаряжения ==&lt;br /&gt;
=== Флаконы с растворяющим гелем ===&lt;br /&gt;
Растворяющие флаконы могут использоваться:&lt;br /&gt;
&lt;br /&gt;
*Для возвращения снаряжения, как на планете, так и на корабле, с целью уничтожения утерянного снаряжения&lt;br /&gt;
*Для очистки жилых помещений&lt;br /&gt;
*Для очистки охотничьего заповедника&lt;br /&gt;
&lt;br /&gt;
Любое другое использование запрещено.&lt;br /&gt;
&lt;br /&gt;
=== Возвращение снаряжения на планете ===&lt;br /&gt;
Носители снаряжения на планете являются достойной добычей.&lt;br /&gt;
Возвращение снаряжения не является обязательным, но поощряется и рассматривается как приоритетная задача. Возвращение снаряжения на ППБ/в улье запрещено.&lt;br /&gt;
Возвращение тел Яутжа является обязательным и составляет исключение из вышеуказанного пункта о ППБ/улье, однако следует избегать сопутствующего ущерба.&lt;br /&gt;
&lt;br /&gt;
=== Возвращение снаряжения на корабле ===&lt;br /&gt;
Носители снаряжения на корабле и те, кто активно мешает вам его вернуть, являются бесчестной добычей.&lt;br /&gt;
При возвращении снаряжения на корабле вы должны действовать эффективно, сосредоточиться на возвращении и стараться избегать повреждения зон и нанесения вреда лицам, не вовлечённым в процесс возвращения снаряжения: здесь вы не на охоте.&lt;br /&gt;
Переговоры запрещены, однако вы можете выдвинуть ультиматум (напр., «верни или умри»), если считаете, что ситуация того требует. Если снаряжение не возвращено, вы должны забрать его силой.&lt;br /&gt;
Возвращение снаряжения на корабле является обязательным только для тел. Вы можете отказаться от возвращения частей снаряжения.&lt;br /&gt;
Возвращение снаряжения после захвата запрещено, за исключением случаев, когда оно было начато до захвата: тогда оно должно быть завершено. Возвращение тел Яутжа остаётся обязательным даже после захвата.&lt;br /&gt;
&lt;br /&gt;
== Ложи ==&lt;br /&gt;
Ложа — это замкнутая и уединённая территория, на которой Яутжа обустраиваются и действуют.&lt;br /&gt;
&lt;br /&gt;
=== Размещение и основание ложи ===&lt;br /&gt;
Чтобы объявить ложу, Яутжа должны договориться о едином месте и обезопасить замкнутую территорию, установив на всех входах/выходах песчаниковые двери ручной работы. Одновременно может существовать не более 1 ложи. Если ложа будет уничтожена или Яутжа решат покинуть/переместить текущую, они должны, по мере своих возможностей, снести песчаниковые двери, прежде чем объявлять новое место для ложи.&lt;br /&gt;
Ложи должны располагаться вдали от основных зон карты, чтобы держаться в стороне от возможных линий фронта, и не должны чрезмерно влиять на способность любой из фракций к обходу с фланга или маневрированию по карте. Яутжа несут ответственность за создание ложи в уединённой местности. Ложи должны создаваться после высадки Морпехов, чтобы избежать влияния на раунд.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в ложе ===&lt;br /&gt;
Любое снаряжение, которое можно отследить, не должно храниться в ложе, за исключением случаев, когда указанное снаряжение находится в процессе возвращения.&lt;br /&gt;
&lt;br /&gt;
=== Оборона ложи ===&lt;br /&gt;
Стороны, которые незаконно проникают в ложу, с которыми вы уже вступили в бой или которые пассивно осматриваются, являются достойной добычей.&lt;br /&gt;
* Пример пассивного осмотра: вход в ложу без вступления в бой с Яутжа, попытка отыгрывать роль.&lt;br /&gt;
Стороны, которые атакуют саму ложу или входят в ложу с враждебными намерениями, а не для пассивного осмотра, являются бесчестными из-за вмешательства в вашу охоту/нападения без должной причины. Случайный оружейный огонь или плевки не считаются преднамеренным действием. Любое транспортное средство, которое преднамеренно атакует ложу, может быть устранено бесчестными методами.&lt;br /&gt;
* Пример враждебного входа: вход с оружием наготове и немедленное вступление в бой с Яутжа до того, как Яутжа вступят в бой с ними.&lt;br /&gt;
Несколько Яутжа могут атаковать одну и ту же добычу, вошедшую в ложу. Однако им следует быть очень осторожными с классификацией добычи, чтобы избежать проблем.&lt;br /&gt;
&lt;br /&gt;
== Дух роли ==&lt;br /&gt;
Яутжа являются антагонистами, однако они должны руководствоваться здравым смыслом во время охоты в течение раунда и осознавать своё окружение. Они не должны наносить ущерб раунду и Белому списку в целом. То, что написано выше в этом Кодексе чести, в действительности охватывает лишь малую часть событий и сценариев, с которыми Яутжа могут столкнуться во время раундов; вы должны использовать незыблемые правила Кодекса чести для направления ваших суждений в ситуациях, нечётко определённых Кодексом, чтобы гарантировать, что вы действуете так, как подобает и ожидается от Яутжа из Белого списка.&lt;br /&gt;
Совет Яутжа имеет решающее слово и может исключить вас, если сочтёт, что вы не действуете в духе Белого списка. Очевидно, что каждый случай будет рассматриваться в индивидуальном порядке и не будет использоваться для сведения счётов.&lt;br /&gt;
&lt;br /&gt;
=== Примеры следования Духу роли ===&lt;br /&gt;
* Пощадить/отбросить назад воскрешаемую добычу, которая хорошо сражалась.&lt;br /&gt;
* Подарить кому-либо копьё или часть снаряжения после того, как он убьёт Яутжа, даже если это было вне дуэли.&lt;br /&gt;
* Сделать чей-то день лучше, взять в рабы нового игрока, устроить бойцовскую яму, создать интересную ролевую ситуацию.&lt;br /&gt;
&lt;br /&gt;
=== Примеры нарушения Духа роли ===&lt;br /&gt;
* Размещение охотничьих ловушек на дороге, ведущей из полевой базы, и нападение на любого, кто в них попадёт.&lt;br /&gt;
* Смертельное применение HPC на каком-то безымянном лысом только потому, что он охотится на вас.&lt;br /&gt;
* Мгновенное убийство кого-либо за то, что он держит снаряжение на планете.&lt;br /&gt;
* Выведение из раунда кого-либо, кто стреляет в вас, пока вы невидимы.&lt;br /&gt;
&lt;br /&gt;
== Адские гончие ==&lt;br /&gt;
=== Правила использования адских гончих ===&lt;br /&gt;
Адские гончие могут использоваться во время охот на малых угодьях, охот на планете (в ограниченных количествах), для обороны ложи и охоты на абоминацию.&lt;br /&gt;
В обычных охотах адские гончие должны использоваться для разделения или отвлечения более крупных групп и никогда не должны отправляться для устранения одиночной цели, если только она не является бесчестной.&lt;br /&gt;
&lt;br /&gt;
=== Пример плохого использования адских гончих: ===&lt;br /&gt;
* Взять адскую гончую на планету и заставить её атаковать одиночную цель из темноты.&lt;br /&gt;
* Вызвать группу из 8 людей на малых угодьях и натравить на них множество гончих.&lt;br /&gt;
&lt;br /&gt;
=== Пример хорошего использования адских гончих: ===&lt;br /&gt;
* Вызвать группу из 8 людей на малых угодьях и отправить одну гончую, чтобы разделить и отвлечь их.&lt;br /&gt;
* Использовать адскую гончую на планете, чтобы отвлечь более крупную группу ксеноморфов, помогающих вашей основной добыче.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от адской гончей ===&lt;br /&gt;
Адская гончая должна слушаться своего хозяина. Если она сомневается, делать что-то или нет, необходимо спрашивать мастера.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
После смерти мастера, гончая должна быть либо взята кем-то другим, либо убита/отправлена на верную смерть.&lt;br /&gt;
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= =&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16276</id>
		<title>Охотники</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%85%D0%BE%D1%82%D0%BD%D0%B8%D0%BA%D0%B8&amp;diff=16276"/>
		<updated>2026-04-21T20:31:48Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Метки&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated File|reason=Лор и описания не соответствуют требованиям сервера.}}&lt;br /&gt;
{{Translation}}&lt;br /&gt;
{{wip|assign=Alexin}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- красивый заголовок --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Персонаж и отыгрыш =&lt;br /&gt;
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= Вселенная =&lt;br /&gt;
== История ==&lt;br /&gt;
=== Начало Истории ===&lt;br /&gt;
Целый век кланы кочевали по пышным континентам своей родной планеты, сопровождая стада своей разнообразной добычи. Встречи между племенами были редкими и зачастую агрессивными или жестокими. Кланы редко задерживались надолго в каком-либо определенном месте: с изменением времени года их добыча мигрировала по всему земному шару.&lt;br /&gt;
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Редкие встречи и сопутствующая им агрессия сильно тормозили их технологический прогресс. Даже через сто тысяч лет такого образа жизни предки яутжа продолжали жить в том же духе, следуя за добычей через континенты. Речь была хорошо развита, но чрезвычайно узка. У каждого клана был свой диалект, и лишь немногие могли общаться с другими племенами.&lt;br /&gt;
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Шли века, а кланы продолжали жить в своем первобытном состоянии, охотясь за солнцем-близнецом. Прошло много тысячелетий, и их образ жизни превратился в гонку на выживание. &lt;br /&gt;
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Крупный астероид неизвестного происхождения врезался в их мир и вырвал континенты из подстилающей породы. Вся планета быстро нагрелась и превратилась в испепеленный пустынный мир, среда которого стала враждебной для большинства форм крупной жизни. Многие погибли за короткий промежуток времени, целые кланы были стерты с лица земли, а большинство представителей фауны, от которых зависело пропитание яутжа, были уничтожены. Столкнувшись с необходимостью сотрудничества или смерти, выжившие постепенно объединились, чтобы почтить память павших и пережить катастрофу.&lt;br /&gt;
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В условиях, когда ландшафт был окончательно обезображен, бесплоден и усеян останками бесчисленных жизней, яутжа были вынуждены быстро продвигаться вперед, иначе им грозило вымирание. Оставшиеся кланы собрались вместе, объединили все свои знания, ресурсы и навыки и избрали орган из самых мудрых яутжа в надежде получить руководство для возвращения их былой силы. Впоследствии этот руководящий орган стал Советом Древних.&lt;br /&gt;
&lt;br /&gt;
===Реформация:===&lt;br /&gt;
На протяжении веков после катастрофы, постигшей их мир, кланы боролись за выживание, но Совет Древних стал светом во тьме, окутавшей местность.&lt;br /&gt;
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Первым указом был строгий дисциплинарный порядок в отношении того, где, на что и когда кланы могут охотиться. Ведь если то немногое, что осталось от запасов пищи, будет уничтожено охотой, то вся раса окажется под угрозой истребление. &lt;br /&gt;
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До катастрофы у кланов была свободная система религиозных верований, которые сильно различались. Некоторые кланы придерживались анимилистических верований, другие верили, что два шара в небе - это боги, третьи вообще не имели никаких верований. Совет Древних, стремясь к централизации кланов, увидел пользу в организованной религиозной системе, которая могла бы помочь кланам двигаться вперед и покинуть пустоши их избитой родной планеты. Они быстро разыскали мудрейших из выживших провидцев и шаманов и еще быстрее поручили им работу по централизации множества религиозных систем в одну. &lt;br /&gt;
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Нитара и Н&#039;итиа, старые названия двух звезд на небе, были приняты за пару отца и матери, которые путешествовали по вселенной, чтобы создать свое потомство.&lt;br /&gt;
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Добравшись до места, которое станет родиной кланов, Нитара и Н&#039;итиа обнаружили Гер&#039;Четануна, огромного титана, состоящего из скалы, который покоился на планете. Уставшие и измученные путешествием, два бога захотели отдохнуть, но Гер&#039;Четанун не позволил им этого сделать и потребовал, чтобы путешественники двигались дальше. Оказавшись перед угрозой истощения, если они продолжат путь без передышки, Нитара и Н&#039;итиа сражались с титаном до тех пор, пока не одолели его, разбив в щепки его негибкое, зазубренное тело. За короткий промежуток времени до своей гибели Гер&#039;Четанун поклялся, что вернется и отомстит. После этого Гер&#039;Четанун рассыпался на миллионы осколков, а его останки превратились в планетарное кольцо.&lt;br /&gt;
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Разогнав Гер&#039;Четануна по небу, Нитара и Н&#039;итиа не раз задумывались над его предупреждениями о мести. Зная в глубине души, что однажды он вернется, чтобы отомстить, боги решили создать идеальных воинов, рожденных от их крови. Существ, которые однажды смогут противостоять Гер&#039;Четануну и победить его навеки. Взяв пролитую кровь Нитары, скопившуюся в небесах, Н&#039;итиа послал ее на поверхность планеты; падая, лужи крови разделились и рассыпались на тысячи капель, которые дождем обрушились на мир. &lt;br /&gt;
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Ударившись о поверхность, каждая капля кристаллизовалась в земле, оставляя после себя замысловатые узоры. Благодаря созидательной природе крови Нитары и благословению Н&#039;итии эти узоры впоследствии стали воспроизводиться в окружающей среде, а еще позже превратились в сигилы каждого клана. Везде, куда попадала кровь, расцветала жизнь, прорастали джунгли и росли равнины. В течение трех лет Нитара и Н&#039;итиа взращивали мир, превращая его в ландшафт огромной опасности и силы. Боги вливали в планету свою энергию и значительно ускорили развитие ее флоры и фауны, пока не сочли ее готовой для своего потомства.&lt;br /&gt;
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===Кризис в Цетану:===&lt;br /&gt;
В глубинах пустого пространства зародилось темное семя. Оставленное Гер&#039;Четануном давным-давно, это семя должно было вырасти и стать его местью, его наследием разрушений и страданий. Цетану, черная смерть.&lt;br /&gt;
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Как и его отец до него, Цетану был титаном. Благодаря глубокой связи Гер&#039;Четануна с Цетану, пока тот развивался на расстоянии светового года, Цетану перенял многие сильные стороны и черты Н&#039;итиа и Нитары, которые они продемонстрировали в битве с его отцом. Эта адаптация дала бы Цетану преимущество, которого так не хватало Гер&#039; Четануну, и сделала бы его возрождение еще более разрушительным. &lt;br /&gt;
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Из темных теней звездной пустоты Цетану наблюдал за планетой, на которой жил его отец, и видел, что два бога создали грозную расу воинов по своему образу и подобию. &lt;br /&gt;
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На протяжении многих веков Цетану готовился к битве с расой захватчиков, претендовавшей на родную планету его отца. Когда пришло время, Цетану исполнил свое предназначение и обрушился на родной мир нарушителей, уничтожив большую часть планеты и расу воинов, предъявивших на нее свои права. Однако Цетану не удалось полностью выполнить свое предназначение. Раса воинов оказалась гораздо сильнее, чем он предполагал. Они восстали из огня вымирания и поклялись уничтожить Цетану. &lt;br /&gt;
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По мере того как кланы восстанавливали свои позиции, а их религия становилась все более организованной, Цетану в конце концов был принят в пантеон как воплощение смерти и высший воин, которого охотники стремились победить в бою. &lt;br /&gt;
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С течением времени охотники и их вера развивались, и пантеон становился все больше. В пантеон добавлялись боги и богини, символизирующие различные аспекты реального мира.&lt;br /&gt;
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===Разделение на касты:===&lt;br /&gt;
Чтобы еще больше централизовать развивающуюся цивилизацию, Совет Древних постановил, что необходимо сосредоточиться на быстром развитии технологий и промышленности. Семьи, чьи навыки были сосредоточены в ремеслах, искусствах и науках, были призваны в армию и получили свободу действий под руководством касты воинов - тех, кто всегда возглавлял кланы. В связи с их жизненно важной работой Совет древних постановил, что потомство всех членов торговой касты должно обучаться по примеру старших, чтобы обеспечить передачу знаний и не упустить момент. &lt;br /&gt;
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===Продвижение:===&lt;br /&gt;
Процесс движения вперед не обошелся без издержек. Планета не остывала и не стабилизировалась в течение многих тысячелетий, что делало самые простые задачи сложными и коварными в лучшие времена. Грубая сила, упорство и нежелание видеть, как их честь запятнана неудачей, позволили кланам продолжать двигаться вперед.&lt;br /&gt;
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Во время Реформации Икталы охотники рассматривали свое сотворение богами-близнецами как акт создания совершенной расы. Эта догма стала распространяться по всему обществу, ее корни уходят в их выживание после прихода цетану. Считалось, что боги благословили их совершенными формами, а выживание в Цетану укрепило эту веру в божественное наследие.&lt;br /&gt;
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Элементы прокламаций, принятых сразу после прибытия Центану, сохранились. Охотники держали себя в руках благодаря строгой дисциплине в своих кланах - пережиток тех времен, когда порядок был ключевым условием выживания. Непокорные, вероломные и несдержанные члены клана подвергались суровому наказанию, иногда через изгнание, но чаще через смертную казнь. Иногда совершались настолько вопиющие деяния, что пятно несовершенства от них глубоко въедалось в клан провинившихся охотников. В таких случаях клан истребляли, чтобы предотвратить повторение деяния и распространение бесчестья. &lt;br /&gt;
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В период стабилизации произошел быстрый прогресс в технологиях. В течение следующих 10 тысячелетий кланы стали свидетелями удивительных научных прорывов. Грязь и обломки превратились в кирпич и строительных растворов, бронза и олово - в железо, затем в сталь, и так далее. От промышленного, атомного и цифрового, охотники были разумным видом, который, получив правильное направление, мог совершать удивительные подвиги. По мере развития кланы стали рассматривать свою технологическую доблесть как продолжение своей божественной силы. &lt;br /&gt;
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С развитием технологического уровня развивалось и общество. Строгие постановления Совета Древних превратились во всеобъемлющий свод законов, который стал регулировать все стороны жизни общества. Вопросы союза, ценности труда и торговли, правильного проведения охоты - все это было подчинено новому кодексу чести. &lt;br /&gt;
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Вскоре охотники достигли эпохи космических полетов. Они смогли исследовать другие планеты своей системы и воочию увидеть всю свою колыбель. Когда охотники начали исследовать другие миры в своей системе, они обнаружили, что следующая от их планеты планета кишит жизнью. Охотники были не одиноки во Вселенной.&lt;br /&gt;
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Поскольку фауна на их планете все еще была ограничена, кланы начали посещать соседний мир и охотиться на местных инопланетян, как для пропитания, так и для оттачивания своих навыков. По прошествии тысячелетий кланы смогли исследовать все дальше и дальше, и в конце концов достигли того, что смогли коснуться других звезд. Оказавшись на планетах под другими звездами, охотники стали воспринимать Вселенную как принадлежащую им по божественному праву, дарованному им создателями. &lt;br /&gt;
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Хоть и давно, но ущерб, нанесенный их родному миру, был практически непоправим. Это заставило кланы начать поиски территории в других местах. Хотя многие кланы продолжали жить на родной планете, многие создали большие корабли и отправились к звездам, вернувшись к своим кочевым корням и странствуя по звездам, не называя своим домом ничего, кроме своего корабля. &lt;br /&gt;
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Когда охотники достигали других звездных систем, они вступали в контакт с другой разумной жизнью. Большинство видов, с которыми они сталкивались, находились на гораздо более низком технологическом уровне, чем они, и были неспособны противостоять охотникам, однако в большинстве из них были отдельные особи или группы, способные обеспечить достаточную добычу или корм для растущих кланов. Достойные экземпляры изымались на родных планетах и высаживались в заповедниках, чтобы не нарушать природные экосистемы и не губить будущее поголовья, ведь охотники узнали, как ценен экологический и биологический баланс.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Утвердив свою силу в ближайшей галактике, кланы Охотников погрузились в летаргическую рутину. Периодически охотясь на многочисленные миры в пределах своих обширных владений, они ничего не делали в спешке, поскольку их жизнь становилась все длиннее, а охота - отдыхом и гордостью, а не необходимостью. В таком состоянии они существовали более тысячи лет и будут существовать еще тысячу.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Hunter.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Отношение с другими фракциями ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] Weyland-Yutani&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Кодекс чести =&lt;br /&gt;
&lt;br /&gt;
Кодекс чести Яутжа — это свод правил, который обязаны соблюдать все игроки за Яутжа. Несоблюдение этих правил может повлечь за собой приостановку или аннулирование вайтлиста Хищника.&amp;lt;br&amp;gt;&lt;br /&gt;
Если вы нарушаете Кодекс чести во время охоты на добычу, вы должны прекратить охоту на указанную добычу. Если вы наносите ей критические ранения, пожалуйста, доставьте её к товарищам по команде. Например: доставляйте ксеноморфов к траве, солдат к их сослуживцам или укреплениям. Если у вас нет возможности сделать это из-за угрозы или нехватки времени, вы не понесёте наказания. Однако вы должны быть готовы защитить свои первоначальные действия в случае подачи жалобы.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Этот кодекс является «живым» документом; ожидайте внесения изменений на основе обсуждений и обновлений игры.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Добыча ==&lt;br /&gt;
Как рассматривается каждый тип добычи и как на него можно охотиться. См. раздел «Оружие и инструменты», чтобы узнать, что разрешено для каждого типа. С точки зрения Яутжа, добыча — это существа, не являющиеся Яутжа, которые смертоносны и обладают достаточным интеллектом, чтобы представлять собой вызов, — в нашем случае, люди и ксеноморфы.&lt;br /&gt;
Достойная Вся добыча является достойной, если она не подпадает под приведённую ниже классификацию «не подлежащая охоте». На всю достойную добычу следует охотиться в одиночку.&lt;br /&gt;
&lt;br /&gt;
=== Запрещена к охоте ===&lt;br /&gt;
Добыча, которая не является достойной и на которую нельзя охотиться. Если она провоцирует вас вербально (т. е. оскорбляет, командует вами; но не задаёт вопросы вроде «что это, чёрт возьми, за тварь»), атакует или помогает своим союзникам атаковать вас, она становится достойной.&lt;br /&gt;
&lt;br /&gt;
* Достойная при здоровье ниже 75%, с отсутствующими конечностями или «обнятая» лицехватом; достойная в ключевых зонах; достойная, оттаскивающая в безопасное место раненых/мёртвых союзников, не участвующих в вашей охоте; достойная, активно ведущая бой.&lt;br /&gt;
* Почитаемая, если это указано. Это добыча, которая победила другого Яутжа в одиночном бою или совершила подвиг силы. Она может быть награждена трофеем от вас или с корабля и может рассматриваться с большим уважением.&lt;br /&gt;
* Экипаж корабля «Альмайер».&lt;br /&gt;
* Медики при исполнении.&lt;br /&gt;
* Синтетики. См. оговорки по добыче.&lt;br /&gt;
* IO, SO, XO, CO; они становятся достойными по истечении 1 часа и не должны подвергаться перманентному убийству, если только они не возглавляют охотничий отряд против вас и/или больше не являются ключевыми для раунда.&lt;br /&gt;
* Касты линии трутней, стражи, плевуны, королевы, короли.&lt;br /&gt;
&lt;br /&gt;
=== Недостойная ===&lt;br /&gt;
Добыча, которая является безнравственной по своей природе.&lt;br /&gt;
&lt;br /&gt;
* Абоминации и все, кто активно защищает абоминацию (включая бодиблокинг и другие неявные способы, действуйте по своему усмотрению). См. оговорки по добыче.&lt;br /&gt;
* Дюжина Датча.&lt;br /&gt;
* Дурная кровь (см. раздел «Яутжа и другие Яутжа»).&lt;br /&gt;
* Участники дуэли чести, нарушающие правила дуэли чести.&lt;br /&gt;
&lt;br /&gt;
=== Временно недостойная ===&lt;br /&gt;
Добыча, которая перестаёт быть недостойной после окончания столкновения. Все, кто помогает ей, наследуют статус временно недостойной. Если временно недостойные действия направлены только на одного Яутжа на охоте, он должен сражаться с этой добычей в одиночку.&lt;br /&gt;
&lt;br /&gt;
* Цель или группа целей, которые атакуют вас без должной причины.&lt;br /&gt;
* Цель или группа целей, атакующая добычу, с которой вы в данный момент ведёте бой.&lt;br /&gt;
* Переносчики и пользователи снаряжения на корабле, а также все, кто активно допускает нахождение снаряжения на корабле. Этот статус снимается, как только всё снаряжение исчезнет.&lt;br /&gt;
* Добыча под действием стимуляторов, которые делают её неубиваемой и/или сверхбыстрой.&lt;br /&gt;
* Транспортные средства, атакующие вас или переезжающие вас.&lt;br /&gt;
* Добыча, переносящая или оскверняющая труп Яутжа (мародёрство, обезглавливание, отсечение конечностей).&lt;br /&gt;
* Добыча, совершающая LRP-действия против хищника или использующая метагейминг в отношении кодекса чести. Не бойтесь совершать перманентное убийство тех, кто не подлежит охоте, за вопиющий LRP.&lt;br /&gt;
* Добыча или группа добычи, прерывающая дуэль чести или убегающая с неё.&lt;br /&gt;
* Добыча, использующая против вас оружие ОТ или исследовательское оружие.&lt;br /&gt;
* Добыча, атакующая вас в режиме невидимости. Скрытни исключены.&lt;br /&gt;
* Кислотные бегуны, «фармящие» Яутжа ради кислоты (т. е. кислотник постоянно наносит один-два удара и постоянно убегает, чтобы оставаться в безопасности; действуйте по своему усмотрению).&lt;br /&gt;
* Наступления улья. См. оговорки по добыче.&lt;br /&gt;
&lt;br /&gt;
=== Трофеи ===&lt;br /&gt;
Яутжа могут забирать любые части тела своей добычи и ограничены одним предметом из инвентаря добычи в качестве трофея, если только добыча не подвергается перманентному убийству.&lt;br /&gt;
Яутжа не могут использовать никакие трофеи, за исключением головных уборов и оружия ближнего боя.&lt;br /&gt;
Сбор оружия специалистов, смартганов и любого уникального вспомогательного снаряжения, необходимого специалисту/оператору смартгана, не разрешён, если только добыча не подвергается перманентному убийству. (напр., прицел разведчика, боеприпасы специалиста).&lt;br /&gt;
&lt;br /&gt;
=== Сохранность добычи ===&lt;br /&gt;
Вам запрещено спасать или лечить кого-либо, если только вы не ведёте с этим существом активный бой. Если другая фракция вмешивается, когда вы ведёте бой, вы можете спасти свою добычу и доставить её в безопасное место на охотничьих угодьях, чтобы продолжить охоту. Вы можете спасти любую добычу, на которую охотитесь, если вы нарушаете кодекс чести во время активного боя с ней, и вернуть её к её оборонительным сооружениям/фракции. Вы также можете лечить убитую вами добычу, но не дефибриллировать её.&lt;br /&gt;
&lt;br /&gt;
== Предостережения по добыче ==&lt;br /&gt;
=== Синтетики ===&lt;br /&gt;
Синтетики, вмешивающиеся в текущую охоту, не атакуя Яутжа, являются достойными, т. е. блокируя телом и пытаясь увести добычу.&lt;br /&gt;
Синтетики, атакующие/препятствующие Яутжа при защите других, являются недостойными, т. е. разоружая, похищая их оружие или нанося им удары в попытке защитить добычу, на которую вы охотитесь.&lt;br /&gt;
Синтетики, атакующие/препятствующие Яутжа в целях самообороны, являются достойными (то есть, если вы ударили их первыми).&lt;br /&gt;
&lt;br /&gt;
=== Носители и лицехваты ===&lt;br /&gt;
Если носитель присутствует во время боя между вами и ксеноморфом, считайте, что он находится там, чтобы заразить вас, если он наблюдает или праздно слоняется. Преследование вас вне боя или длительный разговор с вами могут преследовать ту же цель. Это делает их достойными, в том числе если они достают лицехвата, чтобы заразить вас.&lt;br /&gt;
Если лицехват совершает любое из вышеперечисленных действий, вы можете использовать недостойные инструменты по своему усмотрению.&lt;br /&gt;
&lt;br /&gt;
=== Абоминация ===&lt;br /&gt;
Абоминации считаются худшим, что существует, и должны быть уничтожены с помощью всех созданных Яутжа инструментов в вашем арсенале. Основное внимание следует уделять убийству абоминации с намерением минимизировать необязательные убийства, хотя некоторые из них ожидаемы. Яутжа могут заключить перемирие с морпехами, чтобы сосредоточиться на убийстве абоминации, однако вы должны сосредоточиться только на абоминации.&lt;br /&gt;
Если вы заразитесь, вы должны умереть любой ценой. Если вы встретите заражённого Яутжа, который ещё жив, вы должны обеспечить его смерть и, если возможно, самоуничтожить его тело. Самоуничтожение для убийства заражённого хищника/абоминации должно рассматриваться как крайняя мера, а не как первое решение.&lt;br /&gt;
Если абоминация присутствует на Альмайере, охотники могут подняться на борт, чтобы уничтожить её, даже после захвата.&lt;br /&gt;
После её смерти и устранения доказательств её существования все Яутжа должны покинуть корабль как можно скорее.&lt;br /&gt;
&lt;br /&gt;
=== Натиск улья ===&lt;br /&gt;
В случае если небольшая группа мета-комбинаций, которая не позволяет Яутжа противостоять заражению (т. е. воин, королева, носитель), атакует Яутжа первой, атакующие становятся временно недостойными. В вышеописанном случае или в случае, когда 5 или более ксеносов присоединяются к бою против Яутжа, другие Яутжа могут свободно вступать в бой, если только Яутжа, ведущий бой, не потребует иного. Если другие Яутжа присоединяются, статус временно недостойных, полученный за нападение первыми, снимается.&lt;br /&gt;
В ситуации, когда Яутжа, наоборот, начинает охоту на одного или двух ксеноморфов, и к ним присоединяются другие ксеносы, другие Яутжа могут оказывать помощь, только если численность противника значительно выше, т. е. весь улей.&lt;br /&gt;
&lt;br /&gt;
=== Помехи улью ===&lt;br /&gt;
Яутжа могут охотиться на ксеноморфов до появления T3, однако им следует проявлять осмотрительность в своих действиях и их масштабах. Старайтесь сдерживать себя, если вы сами инициируете столкновения.&lt;br /&gt;
&lt;br /&gt;
=== Унаследование статуса добычи ===&lt;br /&gt;
Любой, кто прямо или косвенно помогает добыче, с которой вы в данный момент ведёте бой, наследует статус этой добычи, напр., предоставляя сорняки и феромоны в качестве каст трутней. Помогающие достойной добыче становятся достойными, а помогающие недостойной добыче становятся недостойными.&lt;br /&gt;
&lt;br /&gt;
== Оружие и инструменты ==&lt;br /&gt;
=== Для достойной добычи ===&lt;br /&gt;
* Всё оружие ближнего боя Яутжа&lt;br /&gt;
* Смарт-диск и гарпуны; при столкновении с одиночной целью следует использовать не более одного экземпляра каждого, если цель не является недостойной.&lt;br /&gt;
* Охотничьи ловушки&lt;br /&gt;
* Нелетальный плазменный кастер, без оглушающих ударов (т. е. нанесения ударов, когда они повержены и не могут сопротивляться)&lt;br /&gt;
&lt;br /&gt;
=== Для недостойной и временно недостойной добычи ===&lt;br /&gt;
* Плазменная винтовка&lt;br /&gt;
* Плазменный пистолет&lt;br /&gt;
* Бой в режиме невидимости&lt;br /&gt;
* Шипомёт&lt;br /&gt;
* Множественные гарпуны и множественные смарт-диски&lt;br /&gt;
* Летальный и нелетальный плазменный кастер, оглушающие удары разрешены (Действуйте по своему усмотрению в этом вопросе)&lt;br /&gt;
* Охотничий лук, взрывной и невзрывной&lt;br /&gt;
&lt;br /&gt;
=== Оружие добычи ===&lt;br /&gt;
Оружие, брошенное в вас, можно бросить обратно, независимо от того, было ли оно нацелено на вас и промахнулось, или вы поймали его в воздухе. Когда брошенное взрывное устройство залетает в убежище, в котором вы находитесь, вы также можете выбросить его наружу или в сторону добычи.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и охотничьи угодья ==&lt;br /&gt;
Яутжа могут свободно охотиться в любой точке охотничьих угодий, за исключением областей, перечисленных ниже.&lt;br /&gt;
Яутжа также не должны напрямую изменять окружающую среду таким образом, который приведёт к прямой выгоде для одной из сторон (т. е. взрывать «Лямбду», взрывать «Эту», взрывать гидропонику, расчищать прямой путь к базе любой из сторон).&lt;br /&gt;
Яутжа, находящиеся рядом с добычей без маскировки и не взаимодействующие с указанной добычей, должны скрыться из вида. По мнению совета, хищник, находящийся без маскировки, не взаимодействующий и находящийся в прямой видимости любой из сторон, демонстрирует низкий уровень отыгрыша роли (передвижение без маскировки не считается).&lt;br /&gt;
Находиться в состоянии AFK на охотничьих угодьях запрещено.&lt;br /&gt;
Использование топливных баков и других объектов, таких как ящерицы, в качестве импровизированных ловушек является недостойной тактикой и запрещено.&lt;br /&gt;
&lt;br /&gt;
=== Полевая операционная база ===&lt;br /&gt;
Хищники не должны нарушать целостность или причинять какой-либо вред укреплениям морпехов.&lt;br /&gt;
Хищники могут приближаться к укреплениям, не являющимся ППБ, или даже проходить через них, при условии, что они приложат все усилия, чтобы остаться незамеченными, и что они не повредят и не нарушат работу каких-либо частей укреплений, т. е. турелей, баррикад, припасов. Хищники могут провоцировать морпехов в укреплениях, не являющихся ППБ, и выманивать их наружу, но должны отступить, если те не выходят наружу.&lt;br /&gt;
Проход через укрепления ППБ запрещён, и приближаться к ним следует избегать, если только это не делается для возвращения мёртвого человека. Провоцировать морпехов в укреплениях ППБ запрещено.&lt;br /&gt;
Хищники могут преследовать убегающую добычу до укреплений, но не внутрь них.&lt;br /&gt;
&lt;br /&gt;
=== Альмайер ===&lt;br /&gt;
Хищники могут направляться на «Альмайер» только для возвращения снаряжения, возврата рабов и из-за абоминаций. Находясь на «Альмайере», вы должны действовать настолько лаконично и эффективно, насколько это возможно. Старайтесь не наносить слишком большого сопутствующего ущерба. См. соответствующие разделы для получения дополнительной информации.&lt;br /&gt;
&lt;br /&gt;
=== Телекоммуникационная вышка ===&lt;br /&gt;
Когда пункт связи находится во владении морпехов, он подпадает под действие пункта об укреплениях ППБ.&lt;br /&gt;
Когда он находится во владении ксеносов, хищники не могут начинать там бои, но могут преследовать добычу, которая бежит туда, чтобы завершить столкновение, в том числе внутри. Эта область становится доступной для охоты после эвакуации морпехов.&lt;br /&gt;
&lt;br /&gt;
=== Улей ===&lt;br /&gt;
Улей определяется как область, где содержатся пленники ксеносов и/или где находится ядро улья. Охота и вход запрещены при любых обстоятельствах, если только внутри нет заражённого Яутжа. См. оговорки по добыче.&lt;br /&gt;
&lt;br /&gt;
=== Линия боевого соприкосновения ===&lt;br /&gt;
Хищники не могут инициировать столкновения на передовой, однако им разрешено преследовать убегающую туда добычу, чтобы завершить начатое. Во время этого хищники могут использовать ТОЛЬКО своё оружие ближнего боя и ничего более. Кроме того, самоуничтожение должно быть установлено на малый радиус, если хищник решит самоуничтожиться там.&lt;br /&gt;
&lt;br /&gt;
=== Осады ===&lt;br /&gt;
Во время осад ППБ/улья хищники могут охотиться только на осаждающую фракцию, при условии, что охота не начинается у баррикад/улья (то есть вы можете охотиться на войска, движущиеся к месту осады, или в тылу). Как и в случае с правилом о передовой, преследование добычи, отступающей к месту осады, разрешено.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и малые охотничьи угодья ==&lt;br /&gt;
=== Этикет в заповеднике ===&lt;br /&gt;
Все участники должны быть определены до начала охоты распорядителем охоты — Яутжа, выпускающим добычу. Хищники не могут присоединяться к охоте в процессе её проведения, кроме как для наблюдения, за исключением случаев, когда все существующие участники погибли, или если распорядитель охоты даст согласие на их присоединение после начала.&lt;br /&gt;
Охота в заповеднике — это охота, а не матч в Куполе Грома, и поэтому Хищники не могут подстрекать людей к сражениям друг с другом, хотя людям разрешено делать это по собственной воле.&lt;br /&gt;
&lt;br /&gt;
=== Добыча ===&lt;br /&gt;
Всякая добыча достойна. Добыча, проявившая себя убийством Яутжа в единоборстве, может получить разрешение уйти через врата для побега.&lt;br /&gt;
Добычу можно забирать с охотничьих угодий на корабль живьём, но никогда — в основную часть игры. Рабов из заповедника, однако, можно забирать в основную часть игры.&lt;br /&gt;
&lt;br /&gt;
=== Бесчестные действия ===&lt;br /&gt;
Атаки добычи на здания Хищников с целью их прорыва и проявление LRP со стороны добычи по отношению друг к другу или к Хищнику являются бесчестными.&lt;br /&gt;
Баррикады и турели также являются бесчестными.&lt;br /&gt;
&lt;br /&gt;
=== Ограничение на трофеи ===&lt;br /&gt;
Разрешённые трофеи из снаряжения с охотничьих угодий:&lt;br /&gt;
&lt;br /&gt;
* Разряженное, разобранное оружие&lt;br /&gt;
* Ножи&lt;br /&gt;
* Знаки различия&lt;br /&gt;
* Шлемы&lt;br /&gt;
* Удостоверения личности&lt;br /&gt;
&lt;br /&gt;
Предметы, не входящие в список, запрещены.&lt;br /&gt;
Все тела добычи с охотничьих угодий должны быть освежёваны и лишены всего снаряжения перед тем, как их заберут в основную часть игры.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и другие окропленные охотники ==&lt;br /&gt;
=== Нарушения кодекса чести и «дурная кровь» ===&lt;br /&gt;
«Дурная кровь» — это Хищник, объявленный вне закона за нарушение кодекса чести, что делает его бесчестным и позором для своего вида. Не все преступления делают Хищника «дурной кровью», но кодекс чести очень строг и неумолим, поэтому многие деяния могут привести к присвоению этого статуса. Если вы стали свидетелем нарушения кодекса чести, сделайте всё возможное, чтобы заставить нарушителя прекратить, и если он откажется и не совершит самоуничтожение, вызовите его на дуэль чести.&lt;br /&gt;
Убийство другого Яутжа вне дуэли чести считается тягчайшим преступлением. Это действие приведёт к тому, что ваш Яутжа станет «дурной кровью», и повлечёт за собой дисциплинарные меры в отношении вашего белого списка. Несчастные случаи во время спаррингов не наказываются.&lt;br /&gt;
&lt;br /&gt;
=== Уважение к элите, старейшинам, древним ===&lt;br /&gt;
От охотников ожидается проявление уважения к вышестоящим, будь то элита, старейшины и древние, даже из других кланов. Степень уважения может варьироваться от персонажа к персонажу, но не следует проявлять неуважение к вышестоящим с целью спровоцировать дуэль чести.&lt;br /&gt;
&lt;br /&gt;
===Дуэли чести ===&lt;br /&gt;
Яутжа может вызвать на дуэль чести другого полноправного Яутжа или человека, которого сочтёт достойным. Дуэли чести ведутся до смерти, но имеют некоторые правила:&lt;br /&gt;
&lt;br /&gt;
* Вызывающий Яутжа может выбирать правила дуэли, такие как оружие и снаряжение, используемые обеими сторонами, а также разрешено ли людям использовать дальнобойное оружие.&lt;br /&gt;
* Для проведения дуэли чести между двумя Яутжа должен произойти серьёзный инцидент (т. е. кража трофея, тяжкие оскорбления и так далее).&lt;br /&gt;
* Победителям-людям другие Яутжа могут вручить трофей с корабля или одну из частей снаряжения павшего Яутжа.&lt;br /&gt;
&lt;br /&gt;
===Сотрудничество ===&lt;br /&gt;
Яутжа должны охотиться в одиночку. Единственное, что разрешено делать в группе с согласия других Яутжа, — это устранение бесчестной добычи, возвращение снаряжения/тел, охота на мерзостей и защита лож. Единственный случай, когда Яутжа обязаны действовать сообща, — это убийство мерзостей.&lt;br /&gt;
&lt;br /&gt;
===Смерть собственная и других Яутжа ===&lt;br /&gt;
Смерть в бою — одна из величайших смертей, о которой может просить Яутжа, однако погибнуть от самоуничтожения наруча — ещё большая честь. Если Яутжа находится на пороге смерти, он должен попытаться совершить самоуничтожение. Если вы начали процесс самоуничтожения, вы должны довести его до конца, если у вас нет очень веской причины для его отмены.&lt;br /&gt;
Активация самоуничтожения с последующей отменой с целью отпугнуть врагов считается крайне бесчестным поступком. Во время процесса самоуничтожения Яутжа не может использовать какое-либо оружие или пытаться удержать Ксеносов или Людей в радиусе взрыва. Вас никогда не накажут за отказ от самоуничтожения, однако вы должны прилагать все усилия, чтобы совершить его в рамках кодекса чести.&lt;br /&gt;
Вам разрешено активировать самоуничтожение павших Яутжа по вашему усмотрению, при условии, что они не находятся на ППБ или в улье. При этом не бросайте тело как оружие после запуска последовательности самоуничтожения. Те же правила применяются к попыткам удержать людей или ксеносов в радиусе взрыва.&lt;br /&gt;
Яутжа должны прилагать все усилия, чтобы избегать самоуничтожения на ППБ или в улье, за исключением случаев, когда это абсолютно неизбежно — тогда это разрешено. Однако на вас могут подать жалобу, и вы должны быть готовы защищать свои действия.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и Молодая кровь ==&lt;br /&gt;
=== Наставник «молодой крови» и обязанности ===&lt;br /&gt;
Охотник, вызывающий ERT, несёт ответственность за «молодую кровь» независимо от своего ранга и будет считаться ответственным за любые их действия. «Молодую кровь» можно брать только в охотничий заповедник и на корабль Яутжа. Однако, если сторона ксеносов инициирует захват, вы можете вывести «молодую кровь» на основную карту.&lt;br /&gt;
===Кнопка убийства «молодой крови» ===&lt;br /&gt;
Кнопка убийства «молодой крови» не должна использоваться, за исключением случаев, когда засвидетельствовано серьёзное нарушение кодекса чести или игрок проявляет LRP. Эта кнопка является крайней мерой. Кнопка регистрирует причину и C-ключи обеих сторон; вы можете столкнуться с последствиями за использование этой кнопки.&lt;br /&gt;
&lt;br /&gt;
===Ожидания от «молодой крови» ===&lt;br /&gt;
«Молодая кровь» — это не та роль, где игрок должен изучить кодекс чести в мельчайших деталях. До тех пор, пока игрок, играющий за «молодую кровь», не нарушает кодекс чести и не проявляет LRP, незнание им всех тонкостей кодекса чести допустимо. Эта роль предназначена для того, чтобы игроки могли испытать иную ролевую среду за пределами основного игрового цикла.&lt;br /&gt;
&lt;br /&gt;
== Яутжа и Рабы ==&lt;br /&gt;
Игроки-Яутжа могут похищать людей в качестве рабов — добычу, которая проявила себя достойной и/или достаточно заинтересованной, чтобы быть обученной охоте подобно Яутжа.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от раба ===&lt;br /&gt;
От рабов ожидается соблюдение кодекса чести. Выпрашивание статуса раба является бесчестным поступком. Рабам должен быть выдан ящик с наручем раба для получения их снаряжения. Рабам не разрешается использовать какое-либо дальнобойное оружие людей.&lt;br /&gt;
&lt;br /&gt;
=== Раб и наставник ===&lt;br /&gt;
Рабы рассматриваются как продолжение своего наставника, и, как таковой, наставник также несёт ответственность, если раб нарушит кодекс чести, который он обязан соблюдать. Яутжа должны следить за своими рабами и выбирать противников, на которых те охотятся. Непокорный или плохо ведущий себя раб может быть в любое время наказан или казнён своим хозяином как бесчестный враг. Рабов не следует принудительно заражать, а в случае заражения их следует уничтожить.&lt;br /&gt;
&lt;br /&gt;
=== Благополучие и смерть раба ===&lt;br /&gt;
Рабы могут быть исцелены своим хозяином, но их не следует возвращать из мёртвых. Каждый Яутжа может иметь только одного раба за раунд. Раба нельзя спасти от смерти, если только он не победил своего противника. Если раб погибает, выданное ему снаряжение должно быть возвращено.&lt;br /&gt;
&lt;br /&gt;
=== Смерть наставника ===&lt;br /&gt;
В случае смерти хозяина раба, оставшиеся Яутжа должны забрать его снаряжение и телепортировать его на «Альмайер». Если не останется ни одного Яутжа, раб должен быть предоставлен своим собственным желаниям/прихотям.&lt;br /&gt;
&lt;br /&gt;
== Возвращение снаряжения ==&lt;br /&gt;
=== Флаконы с растворяющим гелем ===&lt;br /&gt;
Растворяющие флаконы могут использоваться:&lt;br /&gt;
&lt;br /&gt;
*Для возвращения снаряжения, как на планете, так и на корабле, с целью уничтожения утерянного снаряжения&lt;br /&gt;
*Для очистки жилых помещений&lt;br /&gt;
*Для очистки охотничьего заповедника&lt;br /&gt;
&lt;br /&gt;
Любое другое использование запрещено.&lt;br /&gt;
&lt;br /&gt;
=== Возвращение снаряжения на планете ===&lt;br /&gt;
Носители снаряжения на планете являются достойной добычей.&lt;br /&gt;
Возвращение снаряжения не является обязательным, но поощряется и рассматривается как приоритетная задача. Возвращение снаряжения на ППБ/в улье запрещено.&lt;br /&gt;
Возвращение тел Яутжа является обязательным и составляет исключение из вышеуказанного пункта о ППБ/улье, однако следует избегать сопутствующего ущерба.&lt;br /&gt;
&lt;br /&gt;
=== Возвращение снаряжения на корабле ===&lt;br /&gt;
Носители снаряжения на корабле и те, кто активно мешает вам его вернуть, являются бесчестной добычей.&lt;br /&gt;
При возвращении снаряжения на корабле вы должны действовать эффективно, сосредоточиться на возвращении и стараться избегать повреждения зон и нанесения вреда лицам, не вовлечённым в процесс возвращения снаряжения: здесь вы не на охоте.&lt;br /&gt;
Переговоры запрещены, однако вы можете выдвинуть ультиматум (напр., «верни или умри»), если считаете, что ситуация того требует. Если снаряжение не возвращено, вы должны забрать его силой.&lt;br /&gt;
Возвращение снаряжения на корабле является обязательным только для тел. Вы можете отказаться от возвращения частей снаряжения.&lt;br /&gt;
Возвращение снаряжения после захвата запрещено, за исключением случаев, когда оно было начато до захвата: тогда оно должно быть завершено. Возвращение тел Яутжа остаётся обязательным даже после захвата.&lt;br /&gt;
&lt;br /&gt;
== Ложи ==&lt;br /&gt;
Ложа — это замкнутая и уединённая территория, на которой Яутжа обустраиваются и действуют.&lt;br /&gt;
&lt;br /&gt;
=== Размещение и основание ложи ===&lt;br /&gt;
Чтобы объявить ложу, Яутжа должны договориться о едином месте и обезопасить замкнутую территорию, установив на всех входах/выходах песчаниковые двери ручной работы. Одновременно может существовать не более 1 ложи. Если ложа будет уничтожена или Яутжа решат покинуть/переместить текущую, они должны, по мере своих возможностей, снести песчаниковые двери, прежде чем объявлять новое место для ложи.&lt;br /&gt;
Ложи должны располагаться вдали от основных зон карты, чтобы держаться в стороне от возможных линий фронта, и не должны чрезмерно влиять на способность любой из фракций к обходу с фланга или маневрированию по карте. Яутжа несут ответственность за создание ложи в уединённой местности. Ложи должны создаваться после высадки Морпехов, чтобы избежать влияния на раунд.&lt;br /&gt;
&lt;br /&gt;
=== Хранение в ложе ===&lt;br /&gt;
Любое снаряжение, которое можно отследить, не должно храниться в ложе, за исключением случаев, когда указанное снаряжение находится в процессе возвращения.&lt;br /&gt;
&lt;br /&gt;
=== Оборона ложи ===&lt;br /&gt;
Стороны, которые незаконно проникают в ложу, с которыми вы уже вступили в бой или которые пассивно осматриваются, являются достойной добычей.&lt;br /&gt;
* Пример пассивного осмотра: вход в ложу без вступления в бой с Яутжа, попытка отыгрывать роль.&lt;br /&gt;
Стороны, которые атакуют саму ложу или входят в ложу с враждебными намерениями, а не для пассивного осмотра, являются бесчестными из-за вмешательства в вашу охоту/нападения без должной причины. Случайный оружейный огонь или плевки не считаются преднамеренным действием. Любое транспортное средство, которое преднамеренно атакует ложу, может быть устранено бесчестными методами.&lt;br /&gt;
* Пример враждебного входа: вход с оружием наготове и немедленное вступление в бой с Яутжа до того, как Яутжа вступят в бой с ними.&lt;br /&gt;
Несколько Яутжа могут атаковать одну и ту же добычу, вошедшую в ложу. Однако им следует быть очень осторожными с классификацией добычи, чтобы избежать проблем.&lt;br /&gt;
&lt;br /&gt;
== Дух роли ==&lt;br /&gt;
Яутжа являются антагонистами, однако они должны руководствоваться здравым смыслом во время охоты в течение раунда и осознавать своё окружение. Они не должны наносить ущерб раунду и Белому списку в целом. То, что написано выше в этом Кодексе чести, в действительности охватывает лишь малую часть событий и сценариев, с которыми Яутжа могут столкнуться во время раундов; вы должны использовать незыблемые правила Кодекса чести для направления ваших суждений в ситуациях, нечётко определённых Кодексом, чтобы гарантировать, что вы действуете так, как подобает и ожидается от Яутжа из Белого списка.&lt;br /&gt;
Совет Яутжа имеет решающее слово и может исключить вас, если сочтёт, что вы не действуете в духе Белого списка. Очевидно, что каждый случай будет рассматриваться в индивидуальном порядке и не будет использоваться для сведения счётов.&lt;br /&gt;
&lt;br /&gt;
=== Примеры следования Духу роли ===&lt;br /&gt;
* Пощадить/отбросить назад воскрешаемую добычу, которая хорошо сражалась.&lt;br /&gt;
* Подарить кому-либо копьё или часть снаряжения после того, как он убьёт Яутжа, даже если это было вне дуэли.&lt;br /&gt;
* Сделать чей-то день лучше, взять в рабы нового игрока, устроить бойцовскую яму, создать интересную ролевую ситуацию.&lt;br /&gt;
&lt;br /&gt;
=== Примеры нарушения Духа роли ===&lt;br /&gt;
* Размещение охотничьих ловушек на дороге, ведущей из полевой базы, и нападение на любого, кто в них попадёт.&lt;br /&gt;
* Смертельное применение HPC на каком-то безымянном лысом только потому, что он охотится на вас.&lt;br /&gt;
* Мгновенное убийство кого-либо за то, что он держит снаряжение на планете.&lt;br /&gt;
* Выведение из раунда кого-либо, кто стреляет в вас, пока вы невидимы.&lt;br /&gt;
&lt;br /&gt;
== Адские гончие ==&lt;br /&gt;
=== Правила использования адских гончих ===&lt;br /&gt;
Адские гончие могут использоваться во время охот на малых угодьях, охот на планете (в ограниченных количествах), для обороны ложи и охоты на абоминацию.&lt;br /&gt;
В обычных охотах адские гончие должны использоваться для разделения или отвлечения более крупных групп и никогда не должны отправляться для устранения одиночной цели, если только она не является бесчестной.&lt;br /&gt;
&lt;br /&gt;
=== Пример плохого использования адских гончих: ===&lt;br /&gt;
* Взять адскую гончую на планету и заставить её атаковать одиночную цель из темноты.&lt;br /&gt;
* Вызвать группу из 8 людей на малых угодьях и натравить на них множество гончих.&lt;br /&gt;
&lt;br /&gt;
=== Пример хорошего использования адских гончих: ===&lt;br /&gt;
* Вызвать группу из 8 людей на малых угодьях и отправить одну гончую, чтобы разделить и отвлечь их.&lt;br /&gt;
* Использовать адскую гончую на планете, чтобы отвлечь более крупную группу ксеноморфов, помогающих вашей основной добыче.&lt;br /&gt;
&lt;br /&gt;
=== Ожидания от адской гончей ===&lt;br /&gt;
Адская гончая должна слушаться своего хозяина. Если она сомневается, делать что-то или нет, необходимо спрашивать мастера.&lt;br /&gt;
&lt;br /&gt;
=== Смерть мастера ===&lt;br /&gt;
После смерти мастера, гончая должна быть либо взята кем-то другим, либо убита/отправлена на верную смерть.&lt;br /&gt;
&lt;br /&gt;
= =&lt;br /&gt;
{{Links page}}&lt;br /&gt;
[[Category:Лор]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
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		<title>Программирование и Руководство Синтетиков</title>
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		<updated>2026-04-10T22:27:43Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Изменил настройки защиты для «Программирование и Руководство Синтетиков» ([Редактирование=Разрешено только автоподтверждённым участникам] (бессрочно) [Переименование=Разрешено только автоподтверждённым участникам] (бессрочно))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 I prefer the term “Artificial Person” myself. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetic is a roleplaying role, that being said however rules must be in place to ensure the Synthetic role fits the standards and roleplaying atmosphere CM-SS13 is trying to achieve. These are the rules that all synthetic players are required to follow. Listed are direct rules as well as explaining correct actions for certain scenarios. While scenarios may not require you following it to the point, overarching rules should never be broken for any reason and doing so will put your whitelist at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Your self-preservation comes first. Do not perform any actions which would jeopardise your survival. Self-preservation includes using any means to escape entrapment, and refusing to take risks when critically damaged.&lt;br /&gt;
# Always ask the appropriate department staff before taking important/limited items from that department. The synthetic may take equipment if there are no members of that department present. Taking equipment without asking should be reserved for emergency situations, and after hijack.&lt;br /&gt;
# Adhere fully to the laws(ie Marine Law as UA or USCM) of your faction, do not harm faction members.&lt;br /&gt;
# Do not disobey valid orders from relevant Command personnel. An unlawful order is not valid, and negligent/inefficient orders may be refused.&lt;br /&gt;
# Do not antagonize or directly insult faction personnel. Quips, banter and objective statements are fine, outright insults are not.&lt;br /&gt;
# If engaged in combat, you must ensure the threat disengages or is disabled. You may take measures to prevent its return by limited pursuit, provided you do so with the intent to facilitate disengagement.&lt;br /&gt;
&lt;br /&gt;
==Your programming. Guidelines and Expectations==&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic, you are built with a 100% understanding and adherence to Marine Law. You are unable to break Marine Law. A synthetic must follow orders from the USCM Command personnel provided it does not break Marine Law. As a Synthetic, you would not second guess a lawful order from a commissioned command personnel. Unless the order is unlawful, negligent, nonsensical or interferes with their programming, the Synthetic unit should carry it out without question.&lt;br /&gt;
&lt;br /&gt;
Synthetics are the very capable assistants aboard USCM vessels. Your purpose is to fit in alongside the ship’s population and make the crew’s lives easier. Assisting in Requisitions, Medical, Research, OT, Engineering, CIC or on the ground are all options for you as privileged players on the whitelist can explore within the round. However you should remember you are there to assist and not dominate any of those departments. Unless given a valid command by Command personnel, where you choose to assist for the round is up to your discretion and where you think you will be of assistance.&lt;br /&gt;
&lt;br /&gt;
A synthetic unit however should still be expected to drop their current task in case of emergencies and when a crew member’s life is directly at risk. Example being life saving surgery. When the lives of crew members are at direct risk the synthetic is able to delay or even refuse less important orders given from Command personnel to save the crew as long as it does not put the synthetic in a position to violate self-preservation or Marine laws. Example being staying to do medical whilst the marine frontline is retreating, or attempting to revive the dead members of a failed mutiny. The right to delay and refuse orders should be used sparingly and usually with junior officers, such as Staff, Intelligence or Pilot officers.&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic unit you exist within the chain of command, however this does not give you permission or the right to order around those below. The status is honorific and there to provide the Synthetic with a level of respect the average grunt marine will adhere to. However the needs of the grunt marine outweigh those of the Synthetic and you will be expected to take valid requests from the crew. Example being revival or retrieval of a dead marine. Once again the synthetic unit retains the right to refuse these requests if they are unable to carry out the task, if there are more pressing matters, or if it would violate programming.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted however they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16007</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16007"/>
		<updated>2026-04-10T22:22:10Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Изменил настройки защиты для «Программирование и Руководство Синтетиков» ([Редактирование=Разрешено только администраторам] (бессрочно) [Переименование=Разрешено только администраторам] (бессрочно))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 I prefer the term “Artificial Person” myself. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetic is a roleplaying role, that being said however rules must be in place to ensure the Synthetic role fits the standards and roleplaying atmosphere CM-SS13 is trying to achieve. These are the rules that all synthetic players are required to follow. Listed are direct rules as well as explaining correct actions for certain scenarios. While scenarios may not require you following it to the point, overarching rules should never be broken for any reason and doing so will put your whitelist at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Your self-preservation comes first. Do not perform any actions which would jeopardise your survival. Self-preservation includes using any means to escape entrapment, and refusing to take risks when critically damaged.&lt;br /&gt;
# Always ask the appropriate department staff before taking important/limited items from that department. The synthetic may take equipment if there are no members of that department present. Taking equipment without asking should be reserved for emergency situations, and after hijack.&lt;br /&gt;
# Adhere fully to the laws(ie Marine Law as UA or USCM) of your faction, do not harm faction members.&lt;br /&gt;
# Do not disobey valid orders from relevant Command personnel. An unlawful order is not valid, and negligent/inefficient orders may be refused.&lt;br /&gt;
# Do not antagonize or directly insult faction personnel. Quips, banter and objective statements are fine, outright insults are not.&lt;br /&gt;
# If engaged in combat, you must ensure the threat disengages or is disabled. You may take measures to prevent its return by limited pursuit, provided you do so with the intent to facilitate disengagement.&lt;br /&gt;
&lt;br /&gt;
==Your programming. Guidelines and Expectations==&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic, you are built with a 100% understanding and adherence to Marine Law. You are unable to break Marine Law. A synthetic must follow orders from the USCM Command personnel provided it does not break Marine Law. As a Synthetic, you would not second guess a lawful order from a commissioned command personnel. Unless the order is unlawful, negligent, nonsensical or interferes with their programming, the Synthetic unit should carry it out without question.&lt;br /&gt;
&lt;br /&gt;
Synthetics are the very capable assistants aboard USCM vessels. Your purpose is to fit in alongside the ship’s population and make the crew’s lives easier. Assisting in Requisitions, Medical, Research, OT, Engineering, CIC or on the ground are all options for you as privileged players on the whitelist can explore within the round. However you should remember you are there to assist and not dominate any of those departments. Unless given a valid command by Command personnel, where you choose to assist for the round is up to your discretion and where you think you will be of assistance.&lt;br /&gt;
&lt;br /&gt;
A synthetic unit however should still be expected to drop their current task in case of emergencies and when a crew member’s life is directly at risk. Example being life saving surgery. When the lives of crew members are at direct risk the synthetic is able to delay or even refuse less important orders given from Command personnel to save the crew as long as it does not put the synthetic in a position to violate self-preservation or Marine laws. Example being staying to do medical whilst the marine frontline is retreating, or attempting to revive the dead members of a failed mutiny. The right to delay and refuse orders should be used sparingly and usually with junior officers, such as Staff, Intelligence or Pilot officers.&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic unit you exist within the chain of command, however this does not give you permission or the right to order around those below. The status is honorific and there to provide the Synthetic with a level of respect the average grunt marine will adhere to. However the needs of the grunt marine outweigh those of the Synthetic and you will be expected to take valid requests from the crew. Example being revival or retrieval of a dead marine. Once again the synthetic unit retains the right to refuse these requests if they are unable to carry out the task, if there are more pressing matters, or if it would violate programming.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted however they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=15999</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=15999"/>
		<updated>2026-04-10T19:32:39Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Защитил страницу Программирование и Руководство Синтетиков ([Редактирование=Разрешено только автоподтверждённым участникам] (бессрочно) [Переименование=Разрешено только автоподтверждённым участникам] (бессрочно))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Synthetic Programming and Guidelines=&lt;br /&gt;
&lt;br /&gt;
 I prefer the term “Artificial Person” myself. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetic is a roleplaying role, that being said however rules must be in place to ensure the Synthetic role fits the standards and roleplaying atmosphere CM-SS13 is trying to achieve. These are the rules that all synthetic players are required to follow. Listed are direct rules as well as explaining correct actions for certain scenarios. While scenarios may not require you following it to the point, overarching rules should never be broken for any reason and doing so will put your whitelist at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Your self-preservation comes first. Do not perform any actions which would jeopardise your survival. Self-preservation includes using any means to escape entrapment, and refusing to take risks when critically damaged.&lt;br /&gt;
# Always ask the appropriate department staff before taking important/limited items from that department. The synthetic may take equipment if there are no members of that department present. Taking equipment without asking should be reserved for emergency situations, and after hijack.&lt;br /&gt;
# Adhere fully to the laws(ie Marine Law as UA or USCM) of your faction, do not harm faction members.&lt;br /&gt;
# Do not disobey valid orders from relevant Command personnel. An unlawful order is not valid, and negligent/inefficient orders may be refused.&lt;br /&gt;
# Do not antagonize or directly insult faction personnel. Quips, banter and objective statements are fine, outright insults are not.&lt;br /&gt;
# If engaged in combat, you must ensure the threat disengages or is disabled. You may take measures to prevent its return by limited pursuit, provided you do so with the intent to facilitate disengagement.&lt;br /&gt;
&lt;br /&gt;
==Your programming. Guidelines and Expectations==&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic, you are built with a 100% understanding and adherence to Marine Law. You are unable to break Marine Law. A synthetic must follow orders from the USCM Command personnel provided it does not break Marine Law. As a Synthetic, you would not second guess a lawful order from a commissioned command personnel. Unless the order is unlawful, negligent, nonsensical or interferes with their programming, the Synthetic unit should carry it out without question.&lt;br /&gt;
&lt;br /&gt;
Synthetics are the very capable assistants aboard USCM vessels. Your purpose is to fit in alongside the ship’s population and make the crew’s lives easier. Assisting in Requisitions, Medical, Research, OT, Engineering, CIC or on the ground are all options for you as privileged players on the whitelist can explore within the round. However you should remember you are there to assist and not dominate any of those departments. Unless given a valid command by Command personnel, where you choose to assist for the round is up to your discretion and where you think you will be of assistance.&lt;br /&gt;
&lt;br /&gt;
A synthetic unit however should still be expected to drop their current task in case of emergencies and when a crew member’s life is directly at risk. Example being life saving surgery. When the lives of crew members are at direct risk the synthetic is able to delay or even refuse less important orders given from Command personnel to save the crew as long as it does not put the synthetic in a position to violate self-preservation or Marine laws. Example being staying to do medical whilst the marine frontline is retreating, or attempting to revive the dead members of a failed mutiny. The right to delay and refuse orders should be used sparingly and usually with junior officers, such as Staff, Intelligence or Pilot officers.&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic unit you exist within the chain of command, however this does not give you permission or the right to order around those below. The status is honorific and there to provide the Synthetic with a level of respect the average grunt marine will adhere to. However the needs of the grunt marine outweigh those of the Synthetic and you will be expected to take valid requests from the crew. Example being revival or retrieval of a dead marine. Once again the synthetic unit retains the right to refuse these requests if they are unable to carry out the task, if there are more pressing matters, or if it would violate programming.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted however they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=Temp_Marine_Law&amp;diff=15928</id>
		<title>Temp Marine Law</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=Temp_Marine_Law&amp;diff=15928"/>
		<updated>2026-03-28T21:51:49Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Minor Crimes */  Удалил ссылку&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Marine Law=&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
=Laws and Punishments=&lt;br /&gt;
===== Verbiage: =====&lt;br /&gt;
To ensure clarity within this document, certain terms are used for certain things. Here is a small list to help promote clarification.&lt;br /&gt;
* &#039;&#039;&#039;Commanding Officer:&#039;&#039;&#039; A whitelisted USCM Commanding Officer. Anything with the words &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; only applies to Whitelisted USCM Commanding Officers. These rights cannot be transferred.&lt;br /&gt;
* &#039;&#039;&#039;Commander:&#039;&#039;&#039; The current Commander of this ship. Anything that mentions the &#039;&#039;&#039;Commander&#039;&#039;&#039; also applies to acting Commanders. These rights are transferable to any new Commander, proceeding down the Chain of Command.&lt;br /&gt;
** In the event of the Commanding Officer deploying, Commander rights are applied to the next in command (aboard the ship), &#039;&#039;&#039;alongside&#039;&#039;&#039; the Commanding Officer.&lt;br /&gt;
* &#039;&#039;&#039;MP:&#039;&#039;&#039; Military police. These rights also include deputized XO’s, SO’s, or Synthetics who are dealing with Marine Law. These rights cannot be transferred.&lt;br /&gt;
* &#039;&#039;&#039;Officer:&#039;&#039;&#039; A person who is commissioned into the USCM and thus Commissioned Officers. These rights cannot be transferred.&lt;br /&gt;
* For all other roles and mentions, a specific person can be appointed if the specific role is not available, but the chain of command should be followed if possible. This also means these rights are transferable. Only the current &#039;&#039;&#039;Commander&#039;&#039;&#039; may appoint people to a new position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charges:&#039;&#039;&#039; Charges are added into an automated computer system, The Jurisdictional Automated System (JAS) decides on a timer depending on the charges selected. The JAS will decide timers fully by itself. For appeals/pardons, see the “Appeal and Pardon” section.&lt;br /&gt;
Brig timers will not exceed 30 minutes unless in the case of a Capital Crime or when crimes are performed while jailed. If a capital crime is committed while jailed the offending person has their time upgraded to the Capital Crime punishment.&lt;br /&gt;
&lt;br /&gt;
Anyone employed on a USCM ship is expected to follow all aspects of ML. This means civilians such as the Corporate Liason have to remain respectful. The CL and CMO are considered to be below the current &#039;&#039;&#039;Commander&#039;&#039;&#039; directly. Doctors and CMO are held to their department standing orders and should not be ordered unless the &#039;&#039;&#039;Commander&#039;&#039;&#039; wills it.&lt;br /&gt;
&lt;br /&gt;
The CMP can only be arrested if approved by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or High Command. Any MP&#039;s can only be arrested if approved by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or CMP. The &#039;&#039;&#039;Commander&#039;&#039;&#039; has the final say.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aiding, abetting, conspiring:&#039;&#039;&#039;Assisting others in committing a crime, directly or indirectly, encouraging them to commit one (including bribery), conspiring or attempting to commit a crime will be treated as having committed that crime with regards to punishment. False witness statements and testimonies also fall under this law.&lt;br /&gt;
&lt;br /&gt;
==Spirit of The Law ==&lt;br /&gt;
The laws written are meant as intended by their spirit and not necessarily exact wording, should MP&#039;s disagree on edge cases the Marine Law rank structure must be followed. High Command &amp;gt; &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; &amp;gt; CMP &amp;gt; Warden &amp;gt; MP &amp;gt; MP Cadet.&lt;br /&gt;
&lt;br /&gt;
==Optional==&lt;br /&gt;
These can be added on to any existing charge as needed.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest or search by a Military Police officer.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Refusing to go through with a legal Search.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Resisting a legal arrest by an MP.&lt;br /&gt;
&lt;br /&gt;
| Completion of the Search&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Aiding and Abetting&lt;br /&gt;
|  &lt;br /&gt;
Assisting others in committing a crime, directly or indirectly, or encouraging them to commit one. &lt;br /&gt;
Any person Aiding and Abetting is required to be told the crimes of the person they aided.&lt;br /&gt;
| Same punishment as the crime committed&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct in Confinement&lt;br /&gt;
|  &lt;br /&gt;
To cause disruption in a significant manner while in Brig and under arrest. This can be added on to any charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This offense stacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Breaking a Minor Law while under arrest or in Prison.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Breaking a Major Law while under arrest or in Prison.&lt;br /&gt;
| 7.5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variable Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minor Punishment&lt;br /&gt;
! Major Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
|  &lt;br /&gt;
Damaging the ship or making any unauthorized modifications to it as outlined in Standard Operating Procedure.&lt;br /&gt;
* Materials for Repairs should be taken from the Maintenance Storages.&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Breaking the law in a minor manner includes breaking a window or damaging a wall etc. &lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Breaking the law in a major manner includes breaking /dismantling walls or several windows.&lt;br /&gt;
| Return ship to its exact previous state or 7.5 Minutes if not possible.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
|  &lt;br /&gt;
Failing to follow a lawful order from a superior person of rank or position. Or disrespecting someone of a higher rank or position that is not an officer.&lt;br /&gt;
&lt;br /&gt;
* Illegal orders do not need to be followed. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* An order which is not personally directed at you. Or disrespecting someone of a higher rank or position that is not an officer.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* An order personally directed at a person in question using either their name or clearly communicating its meant for them.&lt;br /&gt;
| 7.5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interference&lt;br /&gt;
|  &lt;br /&gt;
Interfering in a legal arrest being performed. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Interfering without ill intent, such as blocking the way or helping someone up.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Interfering with ill intent or in a clear way to hinder the arrest being performed.&lt;br /&gt;
| 7.5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
|  Contraband&lt;br /&gt;
|  Possessing or distributing controlled substances or unauthorized items or weapons as defined in Standard Operating Procedure or impairing, intoxicating or addictive drugs such as Mindbreaker, this does not include custom mixes or dosages of medicinal drugs. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Possessing items or weapons from the Area of Operations not authorized by someone with the position of acting Squad Leader and upwards. &lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Possessing unauthorized items, weapons, or controlled substances from the ship that are not authorized.&lt;br /&gt;
| 7.5 Minutes; Confiscation of contraband items&lt;br /&gt;
| 15 Minutes; Confiscation of contraband items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Failure to Follow Procedure&lt;br /&gt;
| Failing to follow the regulations found in the Standard Operating Procedure.&lt;br /&gt;
| 10 Minutes; Equipment confiscation&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low-level shenanigans not deserving of more severe punishment. Things such as excessive window knocking, force-feeding other marines or failing to conduct oneself properly during the briefing, such as climbing the Briefing overview. &lt;br /&gt;
| NJP&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area which a person does not have access to at the beginning of the shift or without command/superior approval.&lt;br /&gt;
| Escort out of the unauthorized area or 7.5  minutes.&lt;br /&gt;
|- &lt;br /&gt;
| Intoxication&lt;br /&gt;
| To consume alcohol or other substances such as alcohol or hallucinogenic drugs resulting in impaired job performance.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person or entity without their express permission, or to retain possession of items that have been taken without permission. This includes the removal of vendors from department areas without permission.&lt;br /&gt;
| 10 minutes; item returned to the owner&lt;br /&gt;
|- &lt;br /&gt;
| Disrespecting a superior Officer&lt;br /&gt;
| Using offensive names or being directly disrespectful to a Commissioned Officer of higher rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
|Directly and intentionally disrupting primary operations of the ship. Fighting in the RO line, extensively or repeatedly disrupting the briefing. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Subterfuge&lt;br /&gt;
|Carrying out objectives or being tied to material that describe planned actions that go against the USCM. Strong proof is required that the individual is working against USCM. &lt;br /&gt;
| 15 Minutes and Termination of ID + Discharge to planet.&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform one’s role to an acceptable standard. For example, a &#039;&#039;&#039;Commander&#039;&#039;&#039; failing to properly organize and ensure his personnel are given orders, failing to follow proper procedure in detriment of one’s duties, or ship crew leaving the ship or their post without authorization from the &#039;&#039;&#039;Commander&#039;&#039;&#039; or their Department Head.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone with ill intent, but without intent to kill.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Prevarication&lt;br /&gt;
| To intentionally order the arrest of a person on false charges who is then found to be innocent, or to apply an improper or abusive NJP. This includes intentionally arresting a person on false charges, on ones own initiative without orders.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone without malicious intent. Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| 20 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with ill intent and with a lethal weapon such as a sidearm, blade, or rifle but not attempting to murder them.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Illegal Confinement&lt;br /&gt;
| Unlawfully detaining a person against their will. Includes, kidnapping, hostage-taking, and confining people in cells without charging them for a crime. It does not apply to Prisoners of War.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Cruelty to Animals&lt;br /&gt;
| Injuring or killing any domestic animal or wild life with malicious intent. Research monkeys used for chemical research, scientific purposes or hostile wildlife are exempt.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Sexual Harassment &lt;br /&gt;
| Unwelcome sexual advances, verbal or physical conduct of a sexual nature. Creating an intimidating, hostile, or offensive work environment from the harassment.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Misuse of Authority&lt;br /&gt;
| The exercising of power to a &#039;&#039;&#039;malicious extent&#039;&#039;&#039; by Military Police or deputized personnel acting as an MP; examples include beating a downed prisoner, excessive use of harmful or non-lethal force, or other abusive actions that led to the harm of a person in custody. Detained suspects should not have more force used on them than necessary in order to pacify them.&lt;br /&gt;
Force may be used against retaliating or escaping parties only to the point where they are sufficiently pacified.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Unauthorised Deployment&lt;br /&gt;
| To deploy into the area of operations without permission of the relevant head of department or &#039;&#039;&#039;Commander&#039;&#039;&#039; where appropriate whilst still performing assigned duties. (I.E A doctor deploying without permission, with the intentions to perform field surgery.) Deploying &#039;&#039;&#039;without&#039;&#039;&#039; intent to perform assigned duties remains desertion.&lt;br /&gt;
* The relevant Head of Department or the &#039;&#039;&#039;Commander&#039;&#039;&#039; where appropriate may retroactively authorize deployment. The &#039;&#039;&#039;Commander&#039;&#039;&#039; may overrule the Head of Department.&lt;br /&gt;
* The relevant Head of Department or the &#039;&#039;&#039;Commander&#039;&#039;&#039; may designate an alternate person to deploy in the stead of an unauthorized person, in which case MPs should coordinate with the designated person to reduce disruption in the field.&lt;br /&gt;
** The maximum delay for this period is five minutes,&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, assist in an escape, attempt escape, or be willfully and knowingly broken out from your cell.&lt;br /&gt;
&lt;br /&gt;
* This takes precedence over “Unruly Prisoner.”&lt;br /&gt;
&lt;br /&gt;
| Execution Or Permanent Confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Insanity&lt;br /&gt;
| Acting in such a manner which makes the offender not sound clear of mind. The person in the position of CMO or Synthetic can declare insanity on a Marine if the Marine is believed to not be of sound mind.&lt;br /&gt;
&lt;br /&gt;
The Marine, once cleared to be of sound mind, may be released from this particular charge. &lt;br /&gt;
&lt;br /&gt;
* Persons jailed for insanity may not be executed for that sole charge by itself and should not be counted for execution purposes. &lt;br /&gt;
| Permanent Confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Attempted Murder&lt;br /&gt;
| Attempting to murder a person but failing to do so. If the evidence shows that the arrested person was clearly trying to kill someone with ill intent but failed in the action itself.&lt;br /&gt;
| Execution Or Permanent Confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone with malicious intent. This includes Synthetic units. The charge applies even if the victim is later revived. Executions are only authorized as outlined in the Execution Procedure.&lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Sedition&lt;br /&gt;
| To engage in actions or refuse to follow orders as to overthrow or usurp the legitimate command structure. Creating a massive threat to the ship without the knowledge and approval of the &#039;&#039;&#039;Commander&#039;&#039;&#039; falls under sedition. &lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Desertion&lt;br /&gt;
| Refusing to carry out the duties essential to one’s post or abandoning post unauthorized, without intent to return. (Retreating from the planet when the FOB is breached is not Desertion, refusing to return when ordered is).&lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Crimes against Humanity&lt;br /&gt;
| To engage in actions that violate human rights or otherwise are heinous acts against humans. Examples are torture, cannibalism and forced infection with Xenomorph larva. &lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*Note: this list is not comprehensive of all things that would violate the law. Doing so would be impossible and require an inordinate amount of time. Something that would obviously be a serious crime in the United States, e.g. Cannibalism, is still a violation of Marine Law. Clarifications are subject to situations arising.&lt;br /&gt;
&lt;br /&gt;
==Non-Judicial Punishments (NJPs)==&lt;br /&gt;
For Minor Crimes, MP’s or SEA may administer a Non-Judicial Punishment instead of an arrest or brig sentence. NJPs may not be issued to someone they wouldn&#039;t otherwise be able to arrest. This would be the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;, CMP, MP, SEA, and so forth. If a person refuses an NJP they are to serve the original charge or a 10 minute brig sentence if none exists. Accepting the NJP requires waiving the right to appeal.&lt;br /&gt;
&lt;br /&gt;
NJP&#039;s can be given to people in a cell at any point in time unless the &#039;&#039;&#039;total&#039;&#039;&#039; sentence they are serving is &#039;&#039;&#039;above&#039;&#039;&#039; 10 Minutes or a major crime.  The decision to offer a NJP cannot be overruled by someone higher on the mp ranking structure. &lt;br /&gt;
* The NJP can not take longer then the remaining time on their timer.&lt;br /&gt;
* This does not include NJPs that would be applicable to &#039;&#039;new&#039;&#039; charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Further Information: ===&lt;br /&gt;
This may range from reprimands or PT to extra duties or reassignment to a new post, but may not be a risk to the marine’s health. The time on an NJP can not last more than the brig timer would be, and can at maximum last 10 Minutes if there is not a specified brig timer.&lt;br /&gt;
&lt;br /&gt;
All punishment-related orders to perform tasks outside a marine&#039;s assigned duties are considered NJPs and require the subject to have committed a named criminal offense to be issued; the exception is the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;’s NJP directive. Failure to comply with the non-judicial punishment will result in a resisting arrest charge in addition to the original sentence, failing to complete the NJP is not a failure to comply so long as a legitimate attempt is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Military Police and Lawbreaking ==&lt;br /&gt;
Breaking Marine Law as a member of the Military Police is a serious offence, and carries a serious consequence.&lt;br /&gt;
Should a member of the Military Police be arrested for breaking Marine Law;&lt;br /&gt;
* They are to be charged with Neglect of Duty as an additional charge, however this does not upgrade a minor crime.&lt;br /&gt;
* Should their appeal or pardon be denied, they are to be removed from service as law enforcement.&lt;br /&gt;
** For Minor Crimes, demotion is subject to the wishes of the Chief MP, or the &#039;&#039;&#039;Commander&#039;&#039;&#039; in their absence, and their decision cannot be altered.&lt;br /&gt;
** Enlisted are to serve in squad roles or other assignments aboard the ship, subject to relevant Heads of Departments granting permission, or direct assignment by the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;.&lt;br /&gt;
** Officers are to serve in the CIC unless dismissed by the &#039;&#039;&#039;Commander&#039;&#039;&#039; to find duties elsewhere.&lt;br /&gt;
&lt;br /&gt;
=Application=&lt;br /&gt;
The UCMJ applies to all personnel in the vicinity of a USCM Operation or onboard a USCM ship; this includes the &#039;&#039;&#039;Commander&#039;&#039;&#039;, Chief MP, UPP, Freelancers, PMC&#039;s, other factions and organizations. The only exceptions are specially dispatched officials from &#039;&#039;&#039;High Command&#039;&#039;&#039; or the &#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039; and &#039;&#039;Diplomatically Immune&#039;&#039; Company Executives (not the onboard Liaison). Riot MP ERT’s are also required to follow Marine law as a regular MP.&lt;br /&gt;
** Unless stated otherwise, it can be presumed that a USCM Flag Officer (O7 or above) is immune to Marine Law, though may still be faxed about should they commit a crime.&lt;br /&gt;
* On USCM ships and operations, the law is enforced by the MPs and Chief MP, and they operate independently from the normal command structure ONLY in matters related to the enforcement of the Law.&lt;br /&gt;
* The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; Of the Almayer has the final say on law enforcement within his operational area unless overseen by higher officials of the Provost Marshal Office or High Command.&lt;br /&gt;
* The Chief MP is the second highest authority in law enforcement, above even the Executive Officer. While he may perform arrests, it is his duty to administer the brig, ensure records are updated, timers are properly set, the procedure is observed, and to review cases and evidence.&lt;br /&gt;
* Military Police may, at their discretion, ignore Minor Crimes unless they are ordered to enforce one. However, they should never break Marine Law themselves - Minor or Major crimes.&lt;br /&gt;
** If the life and limb of a ship&#039;s crew or other personnel are at risk in a situation, personnel may act in a manner reasonable to preserve them even if such action would otherwise violate marine law. &lt;br /&gt;
*** Gaining entry to a room the person normally has no access to due to a person&#039;s life is in danger - for example. &lt;br /&gt;
*** Breaking a window, door, or wall where there is a clear belief a person is either dying or mortally wounded on the other side - for example. &lt;br /&gt;
** Abuse of this may be met with High Command interference ranging from Execution to payment docking.&lt;br /&gt;
&lt;br /&gt;
=Lawful Orders=&lt;br /&gt;
Personnell are required to follow all lawful orders from their superiors and are &#039;&#039;&#039;NOT-required&#039;&#039;&#039; to follow &#039;&#039;&#039;unlawful&#039;&#039;&#039; orders. &lt;br /&gt;
* If personnell refuses to follow the order, the personnell must state why they believe it would break Marine Law.&lt;br /&gt;
&lt;br /&gt;
Unlawful orders are those orders that, when carried out, would result in a breach of Marine Law. &lt;br /&gt;
Giving an unlawful order with ill intent or one that is carried out will see the person who gave the order be given the same punishment as the personnell who carried it out.&lt;br /&gt;
Orders meant as punishment that would cause personnell to have to Neglect their Duties (such as “go stand here for ten minutes” or “run three laps around the hangar”) are also unlawful unless applied as NJPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Officer Requested Arrests=&lt;br /&gt;
Should a Commissioned Officer &#039;&#039;&#039;order&#039;&#039;&#039; an arrest for a crime, MPs &#039;&#039;&#039;MUST&#039;&#039;&#039; arrest that person. Only the &#039;&#039;&#039;Commander&#039;&#039;&#039; and CMP can order an arrest on an MP. They may arrest and hold that person for ten minutes after they have reached the brig while they gather evidence. Should the suspect be declared innocent of all accused crimes, the requesting officer may incur a Prevarication charge. The time for any crimes the suspect committed as a result of the arrest must still be served, however.&lt;br /&gt;
The CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039; may order an arrested marine to get an NJP instead of a brig timer for Minor crimes. Should the marine already have been given the option for an NJP but refused to do it, they may not get the chance for another NJP in regard to those charges.&lt;br /&gt;
An officer must clearly communicate that he wishes the criminal arrested, for the arrest to be compulsory.&lt;br /&gt;
Any Commissioned Officer who explicitly orders the arrest of a person or persons may recind the order up until the detainment of said person or persons.&lt;br /&gt;
&lt;br /&gt;
=Vicarious Prosecution=&lt;br /&gt;
With the exclusion of capital crimes, actions resulting in Neglect of Duty or crimes resulting in grievous bodily harm, the Victim of a perceived crime retains the right to drop charges and request MPs or other prosecuting parties to release the perceived defendant. Continuing with or later arresting the defendant after the Victim drops charges constitutes prevarication, however the defendant may be detained for &#039;&#039;&#039;no longer than five minutes&#039;&#039;&#039; whilst the Provost Office is contacted by MPs for an appeal to arrest.&lt;br /&gt;
If an appeal to arrest is not sent within the five minutes, or a response not received within three minutes of sending it, the defendant must be released else confinement is Illegal.&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedure=&lt;br /&gt;
== Arresting a Suspect ==&lt;br /&gt;
# Inform the Suspect he is under arrest. &lt;br /&gt;
# Take down the Suspect if he resists and securely restrain him.&lt;br /&gt;
# Move the Suspect to the Brig.&lt;br /&gt;
# Inform the Suspect of his Charges before the brig timer starts.&lt;br /&gt;
# Inform the Suspect he may file an appeal should he wish so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lethal Force==&lt;br /&gt;
During emergencies such as mutinies and boardings, or against suspects who have used a lethal weapon against law enforcement or other personnel, the Chief MP or &#039;&#039;&#039;Commander&#039;&#039;&#039; may authorize the use of lethal force. &lt;br /&gt;
If the MP has no non-lethal weaponry, he may use lethals should the suspect be a threat to the crew or ship.The suspect should only be fired upon with lethals until they no longer can present any harm.&lt;br /&gt;
&lt;br /&gt;
* A suspect that has been detained and securely restrained must be kept safe from harm as they are considered to be in MP Custody.  &lt;br /&gt;
* If the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039; are not responding to hails over comms within a timely fashion or are incapacitated, the MP can use Lethals freely from Code Red and upwards. &lt;br /&gt;
* If non-lethals prove inefficient against the target such as rogue synthetic units, the MP may use lethals from the beginning.&lt;br /&gt;
** The synthethic unit must be given a chance to stand down.&lt;br /&gt;
** The synthethic unit should be repaired and ressurected in a secure spot to serve its sentence once taken down i. It should be released after serving its sentence.&lt;br /&gt;
&lt;br /&gt;
==Field Arrests==&lt;br /&gt;
Arrests are restricted to the FOB, dropships, and secure areas unless in &amp;quot;hot pursuit&amp;quot; - the suspect flees the MP outside the secure area. Should there be hostiles in the vicinity, the MP is required to abort the arrest and move to a secure area. MP&#039;s may travel between secure areas, but may not make arrests during these travels and must make sure the transport back with the arrested person happens safely. Should the Almayer get boarded by a hostile force no arrests should be made unless the person is a danger to the Almayer and or its personnel.&lt;br /&gt;
* This includes Delta Alert (Hijack, or if Self Destruct is Activated).&lt;br /&gt;
In the event of arresting shipside crew who are on authorized field deployments MPs must notify the Head of Department, or aCO in the absence of the relevant department head, and request that a replacement be arranged where possible.&lt;br /&gt;
* A replacement is not mandatory, however MPs must make an effort to arrange one, delaying no more than five minutes for this process.&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
Searches can be performed by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or any Military Police personnel as long as the following procedure is followed. If procedure is not followed it would incur an NoD charge.&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Searches must be approved by the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
## If waiting would cause further hazard to the ship or personnel you may gain permission after performing the search.&lt;br /&gt;
## Should an MP witness a crime, then a search can be approved after the arrest.&lt;br /&gt;
# Inform the person you are conducting a search and the reason.&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area, so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items; you may use non-lethal force to restrain them if they don&#039;t comply.&lt;br /&gt;
# If illegal items are found, secure them until the search is complete. Should this be impossible, request that another MP assist you by taking the items to Evidence Storage. If the confiscated items warrant a brig sentence, follow Detainment and Brig procedures; otherwise, release them. Searches do not incur a Prevarication charge.&lt;br /&gt;
# Return items to Requisitions that are no longer needed for evidence.&lt;br /&gt;
&lt;br /&gt;
==Area==&lt;br /&gt;
# Searches must be approved by the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
## If waiting would cause further hazard to the ship or personnel you may gain permission after performing the search.&lt;br /&gt;
# Announce your intent to search the area and vacate it of personnel unrelated to the search. If someone responsible for the area is on-site, inform them of the reason.&lt;br /&gt;
# Obtain access to the area, if nobody with access is present, request that properly trained personnel override the door.&lt;br /&gt;
# Search the area for evidence and ensure all evidence is secured.&lt;br /&gt;
# Restore the searched area to its previous state as closely as possible.&lt;br /&gt;
# Reopen the area to normal traffic and take all evidence to the brig for processing.&lt;br /&gt;
# Return items to Requisitions that are no longer needed for evidence.&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the prisoner is removed from his cell for ANY REASON, the timer is PAUSED. Time spent outside a cell does NOT count towards time being served for the crime. To properly brig a prisoner verify the following checklist in no particular order:&lt;br /&gt;
&lt;br /&gt;
* Set the charges and print the Prisoners Timer out from JAS.&lt;br /&gt;
* Insert the paper containing their charges into the cell timer panel and activate it.&lt;br /&gt;
* Put them in an orange uniform and shoes.&lt;br /&gt;
* Give them a standard headset.&lt;br /&gt;
* Take their ID off if possible.&lt;br /&gt;
* Bring them inside the cell, buckle them to the bed, flash or stun them and recover your handcuffs, then exit the cell.&lt;br /&gt;
* Search their belonging for contraband and theft.&lt;br /&gt;
* Update their records with their &amp;quot;Prisoner&amp;quot; status, charges, and the time they are serving.&lt;br /&gt;
* Once the timer is over, let them grab their belongings, escort them out of the brig, and set their record status to &amp;quot;Released&amp;quot;.&lt;br /&gt;
If a prisoner is SSD at the end of their sentence, redress them, secure their pouches, and place them in the brig Cryo. If a prisoner has been SSD for over 5 Minutes you may place them in cryo. However, should they return, they must return to serve the remaining time.&lt;br /&gt;
&lt;br /&gt;
=Executions=&lt;br /&gt;
Executions are limited to those prisoners who have committed crimes with execution as a possible punishment or those whose timer exceeds one hour, such as permanent confinement. Executions must be authorized by the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; or &#039;&#039;&#039;BOTH&#039;&#039;&#039; the &#039;&#039;&#039;Commander&#039;&#039;&#039; and the Chief MP if the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; is &#039;&#039;&#039;absent.&#039;&#039;&#039;&lt;br /&gt;
Permanently confined prisoners may be executed at a later date if the Alert Level is Red/Delta Alert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedure for Execution:&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Commander&#039;&#039;&#039; or Chief MP must make a ship-wide announcement informing the crew of the intent to execute the prisoner, why, and the execution method.&lt;br /&gt;
* Authorized methods of execution are either Firing Squad (handled by MPs and the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;) or Lethal Injection (handled by the CMO).&lt;br /&gt;
**Standard issued firearms such as rifles, sidearms, or shotguns shall only be used. No explosives or any weapons that could be considered cruel and unusual. &lt;br /&gt;
** The CMP or &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; can determine if anyone else is allowed in the firing line. This act should be reserved for the victims of the case only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During Delta Alert, threats mandating evacuation, or an hostile force is approaching, or onboard the ship, these procedures may be ignored but should otherwise be granted:&lt;br /&gt;
* The Condemned can request a tobacco product, a last food type and a last drink as a final meal. The items should be easily acquirable. &lt;br /&gt;
* The condemned may also request a blindfold for the execution.&lt;br /&gt;
* The Condemned may request a maximum of three people to view their execution from the designated viewing room.&lt;br /&gt;
* The &#039;&#039;&#039;Commander&#039;&#039;&#039; or Chief MP &#039;&#039;&#039;must&#039;&#039;&#039; be present at the execution.&lt;br /&gt;
* The Condemned MUST be given a chance to give any final words, after that the execution may proceed. The condemned may use the radio for this even if their radio was taken for abuse. &lt;br /&gt;
** If any of these take more than two minutes in total, the execution may proceed.&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have. With the exception of Access to a Radio, they can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP or &#039;&#039;&#039;Commander&#039;&#039;&#039;. Prisoners can fax High Command to have their rights be given back or inform of malpractice. &lt;br /&gt;
&lt;br /&gt;
== The Courtyard aka Common Space ==&lt;br /&gt;
All prisoners are allowed to enter the common space / courtyard by default, exception to this are permabrigged prisoners. This right can be lost in the following scenarios.&lt;br /&gt;
* Permabrigged prisoners can be given access to the courtyard/common space with an escort as a reward for good behavior. &lt;br /&gt;
* Mutiny, Riots, or Emergency Situations removes this right.&lt;br /&gt;
* Active jailbreak attempts removes this right.&lt;br /&gt;
* Should a prisoner commit a law break while in brig this right is lost. The right can be given back by the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Protection and Medical Treatment==&lt;br /&gt;
All prisoners must be kept safe and unharmed, to this end, as long as there are prisoners in the brig, an MP or the Chief MP must remain in the brig at all times except if the only prisoners have been placed in permanent confinement or there is an Emergency Situation. Treatment should take place inside the brig when possible.&lt;br /&gt;
* It is the arresting MP’s duty to make sure there is one person in the brig at all times to watch the prisoner.&lt;br /&gt;
* The Surgical Tray is to remain within the brig at all times unless on Red/Delta Alert.&lt;br /&gt;
If not, an MP must escort the prisoner to the infirmary and watch over them at all times while they are treated. Self-harm may result in being straitjacketed for the duration of the sentence.&lt;br /&gt;
&lt;br /&gt;
==Access to a Radio==&lt;br /&gt;
Unless the prisoner has abused the radio (such as spamming it for help after being asked to stop), they are authorized a standard headset. If any MP believes that it is being abused, this right can be denied after a warning has been given on what is considered abuse and giving the Prisoner a chance to stop.&lt;br /&gt;
* Prisoners may request an appeal as much as they want.&lt;br /&gt;
* Prisoners can be denied a radio if a mutiny is ongoing, but only until the mutiny is over.&lt;br /&gt;
&lt;br /&gt;
= Right to appeal =&lt;br /&gt;
An appeal is the process in which a case is reviewed by a higher authority. Appeals function as a process for error correction, but they may not be used to add on new charges or punishments after a brig timer has been set.&lt;br /&gt;
==Appeal Sentence in a timely manner==&lt;br /&gt;
# Anyone under the jurisdiction of Marine Law has the right to appeal their punishment to their choice of the CMP or the &#039;&#039;&#039;Commander&#039;&#039;&#039;, who can both designate someone else to handle it in their place. Should either be involved, they must designate an uninvolved mp or uninvolved commissioned officer. &lt;br /&gt;
# The one handling the appeal has final say. In general, witnesses/victims, anyone ordering the arrest, choosing the charges, or picking the time of a prisoner of a crime should not be doing the appeal. &lt;br /&gt;
# The person who handles the appeal can establish a charge as valid, modify a charge to a lower charge, reduce the punishment for a charge up to the minimum punishment, and remove a charge that the prisoner is found innocent for. &lt;br /&gt;
# A charge cannot be removed if the prisoner is guilty.&lt;br /&gt;
# Should an appeal not be started within 10 Minutes, or 30 Minutes for people permanently brigged after a request of it has been made. The prisoner is to be released.&lt;br /&gt;
## It must be clearly communicated to either an MP, the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;. Should the person recieving the request for an appeal fail to take appropiate action on it they are to be given a NoD charge.&lt;br /&gt;
# Appeals must be handled before Executions, Demotions and NJP&#039;s. Appealing personnel will have their brig timers (if any) set and running while the appeal is concluded.&lt;br /&gt;
# Appeals can not influence other punishments.A marine may be placed in holding awaiting their appeal if it carries no brig sentence.&lt;br /&gt;
&lt;br /&gt;
== Suspending Appeals ==&lt;br /&gt;
During Delta Alert, threats mandating evacuation, or an hostile force is approaching, or onboard the ship, riots or jailbreaks, appeal rights become suspended. Appeals may be postponed in these situations as well.&lt;br /&gt;
* The marine needs medical treatment and is not conscious.&lt;br /&gt;
* There is another appeal that was requested before this appeal.&lt;br /&gt;
* The marine has escaped and is unreachable in person.&lt;br /&gt;
&lt;br /&gt;
Examples of invalid reasons to postpone appeals.&lt;br /&gt;
* The &#039;&#039;&#039;Commander&#039;&#039;&#039; and CMP are busy doing other tasks.&lt;br /&gt;
* The prisoner is ruled to be insane.&lt;br /&gt;
&lt;br /&gt;
=== Proper Appeal procedure ===&lt;br /&gt;
To ensure appeals are done properly, the following set of procedure is to be followed.&lt;br /&gt;
* All charges should be listed one by one by with the punishment the prisoner got for each charge listed as well.This may be done by any MP, or person handling the appeal.&lt;br /&gt;
* Appeals are done in person. They cannot be done through remote communication. This only counts for the person handling the appeal and not for witnesses.&lt;br /&gt;
* The appeal handles the crimes as listed towards the accused. If charges were applied incorrectly they must be removed. Appeals can not add on new charges or punishments after a brig timer has been set. &#039;&#039;&#039;Even if the wrong charges were applied through a procedural mistake.&#039;&#039;&#039;&lt;br /&gt;
* The outcome of the appeal should be decided on individual charges. One should not give a general reply on the entire appeal. One must give the outcome per charge. When the appeal is done the punishment should be the punishment for the remaining charges.&lt;br /&gt;
* The person handling the appeal is the one who decides the outcome. They cannot be ordered or forced to handle an appeal a certain way.&lt;br /&gt;
* The person handling the appeal cannot be retaliated against in any way by anyone for either handling the appeal or the outcome of the appeal.&lt;br /&gt;
** Exception being a neglect of duty charge if the appeals procedure was not followed correctly.&lt;br /&gt;
&lt;br /&gt;
=== Appeals checklist ===&lt;br /&gt;
The following checklist is recommended for the appeal.&lt;br /&gt;
# Are you there in person with the accused?&lt;br /&gt;
# Have the charges and their punishments been stated?&lt;br /&gt;
# Did you check the story of the accuser(s)?&lt;br /&gt;
# Did you check the story of any witnesses?&lt;br /&gt;
# Did you check the story of the accused?&lt;br /&gt;
# Did you check any extra evidence?&lt;br /&gt;
# Did you check if the evidence supports the charges? And the stories?&lt;br /&gt;
# Have you handled mitigating circumstances?&lt;br /&gt;
# Have you decided on the appeal?&lt;br /&gt;
# Have you informed the accused of your decision on a per charge basis?&lt;br /&gt;
# Did you adjust the punishment of the accused?&lt;br /&gt;
# Have you informed the prisoner of their right to fax HC for an additional appeal?&lt;br /&gt;
&lt;br /&gt;
=== Appeals to Provost Office ===&lt;br /&gt;
An alternative to a normal appeal is an appeal to high command, this is an extra appeal a prisoner may do after having their appeal denied. If the prisoner is to be set up for execution, the Provost Office has 10 Minutes to send a reply back. Should no reply arrive within the given time-frame, the execution may commence. It may also be used in stay of a standard appeal, however should the prior time-frame expire, the appeal is still considered denied. When this right is invoked, this grants the prisoner the right to a pen and a paper to write a fax with to the Provost Office. If the prisoner has to be restrained due to, for example, self-harm, they have the right to dictate the fax but should not have their restraints removed. This fax, once written has to be faxed as soon as possible. &#039;&#039;&#039;During Delta Alert, threats mandating evacuation, or an hostile force is approaching, or onboard the ship this right may be denied.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
==Medical Experiments==&lt;br /&gt;
An individual may waive their rights in order to participate in a medical experiment. Researchers performing approved medical experiments may not be held liable for harm inflicted on the subject within the approved parameters of the experiment. All experiments require the signed approval of either the &#039;&#039;&#039;Commander&#039;&#039;&#039; or Chief Medical Officer.&lt;br /&gt;
* Prisoners can request to be used for medical experiments as a subject. The prisoner’s timer continues to run while they are being used as a medical experiment. &lt;br /&gt;
* Should the Prisoner’s timer be concluded while undergoing a medical experiment, they are free to go and are no longer obligated to continue the experiment.&lt;br /&gt;
&lt;br /&gt;
==Insanity==&lt;br /&gt;
Unsoundness of mind or lack of the ability to understand that prevents one from having the mental capacity required by law to perform one&#039;s required duties or tasks. Insanity can only be declared by the CMO or Synthetic. The Synthetic can not be forced to declare someone insane.&lt;br /&gt;
&lt;br /&gt;
==Mutinies and arresting the Commander==&lt;br /&gt;
Attempting to overthrow legitimate command staff is obviously illegal, and MPs must do everything in their power to prevent it. MPs must contact High Command for approval and get approval before taking any action against the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;. If there is no &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;, the &#039;&#039;&#039;Commander&#039;&#039;&#039; of the operation may be arrested, but High Command must be notified after the fact through fax.&lt;br /&gt;
&lt;br /&gt;
Should a mutiny be successful and the &#039;&#039;&#039;Commander&#039;&#039;&#039; is deposed or surrenders, MPs should hold the deposed person in confinement if their freedom would reignite the conflict.&lt;br /&gt;
&lt;br /&gt;
==Self-Defense and the Defense of Others==&lt;br /&gt;
Criminal charges are not to be applied to those who use force on others when defending themselves from illegal use of force, so long as they defend themselves with proportional force. This right extends to the defense of others, should there be a reason to believe they are in lethal danger. This provision does not apply to lawful killings such as executions.&lt;br /&gt;
* Proportional Force&lt;br /&gt;
** Punching against being punched.&lt;br /&gt;
** Melee weapons against melee weapons.&lt;br /&gt;
** Guns against guns.&lt;br /&gt;
** The person defending should only return with lethal force until the other person is unable to attack the defendant. &lt;br /&gt;
*** The defendant should notify MP’s or his command about the use of self-defense.&lt;br /&gt;
* The person being attacked should also look to get away from the other attacker if possible, and alert the MP’s.&lt;br /&gt;
&lt;br /&gt;
== Emergency Situations ==&lt;br /&gt;
In emergency situations such as a significant boarding action or a compromised brig imprisoned personnel may be released by the CMP if they have reason to believe they will not be a threat or hindrance to USCM personnel during the course of the emergency, particularly so if they consistently displayed good behavior. &lt;br /&gt;
If the imprisoned personnel are denied the release or are clearly too dangerous or detrimental to the survival of the USS Almayer’s crew if released, they are to be either escorted to an escape pod while in the custody of a commissioned officer or MP charged with maintaining their safety. A normal Red Alert is not sufficient reason for a release unless the ship is being overrun by a large hostile force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Synthetic Units and Marine Law. =&lt;br /&gt;
== The Almayer Synthetics ==&lt;br /&gt;
The Almayer Synthetics are coded to not be able to break Marine Law and can, therefore, not be arrested unless High Command has approved their arrest beforehand through a fax. The synthetic units are also granted the same rights and privileges as a regular marine. &lt;br /&gt;
* If any MP believes the Synthetic unit has broken Marine Law, this should be faxed to High Command and taken up to the Synthetic Council. &lt;br /&gt;
* If an officer orders the arrest of a Synthetic, the MP must ignore the order and inform the officer he must fax High Command for them to allow the arrest of the synthetic.&lt;br /&gt;
* Any other synthetic units not directly a part of the USCM does not have this arrest immunity.&lt;br /&gt;
&lt;br /&gt;
== Survivor Synthetics ==&lt;br /&gt;
* Weyland-Yutani and the USCM are business partners, and as such, Weyland-Yutani synths (Colony Synth) are granted similar rights and privileges as the Almayer Synth, but may have their arrest ordered by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or CMP without a need to fax High Command.&lt;br /&gt;
* The Synths are afforded the same rights and protections under the marine law as though they were an Almayer Synth. &lt;br /&gt;
* Survivor Synth’s that act subversive to the USCM (taking highly valuable supplies without request, deconstructing defenses, etc.) can be declared rogue by the CO/XO or current acting &#039;&#039;&#039;Commander&#039;&#039;&#039;. &lt;br /&gt;
** Once declared rogue, the Synth loses any protection it has and may be taken down freely.&lt;br /&gt;
&lt;br /&gt;
=Commanding Officer Provisions=&lt;br /&gt;
==Arrest Immunity==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; is not above Marine Law. However, they may not be arrested without the explicit permission of High Command. Should the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; break Marine Law, High Command may be contacted via fax for permission to arrest the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;. The right to contact High Command may not be denied.&lt;br /&gt;
If the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; has been deposed due to a mutiny, the MPs should hold the deposed &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; in confinement if their freedom would reignite the conflict; once a &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; has been deposed, they lose their arrest immunity and are no longer considered the &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Execution Privileges==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may perform Battlefield Executions. This means they may &#039;&#039;&#039;personally&#039;&#039;&#039; execute anyone under their authority on the ship or Area of Operations without warning or procedure &#039;&#039;&#039;unless in MP Custody&#039;&#039;&#039;, provided their words or actions fulfill one of the following conditions:&lt;br /&gt;
** &#039;&#039;&#039;High Command&#039;&#039;&#039; (Provost Admiralty or USCM General Staff), &#039;&#039;&#039;Fleet Command&#039;&#039;&#039; (CO Council dispatched by staff) and &#039;&#039;Event Characters&#039;&#039; (as defined by the event running admin) inherit the power to Battlefield Execute following normal guidelines.&lt;br /&gt;
* A threat to your command. Credibly attempting to or threatening to undermine your command, or attempting to remove your command through &#039;&#039;&#039;illegal&#039;&#039;&#039; means. (Minor insults, disagreements, or being faxed about to high command is not undermining your command. Countermanding or refusing to follow orders is.)&lt;br /&gt;
* A threat to persons. Credibly threatening and attempting to do harm to the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; or to someone while in the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&#039;s presence.&lt;br /&gt;
* A threat to the ship or operation. Credibly threatening or attempting to do damage to the ship, the USCM, or operation while in the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;’s presence.&lt;br /&gt;
&lt;br /&gt;
Battlefield Executions should not be done in such a way it creates collateral damage or risks involving innocent parties or persons, they should be performed in person and target each individual individually. For example, the Orbital Cannon may not be used for BE&#039;s.&lt;br /&gt;
Upon completion of a battlefield execution, an announcement must be made within a reasonable time explaining why the person was executed and noting their name and position. The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may not Battlefield Execute a person in custody of the MPs (securely restrained or brigged) unless performing a normal execution is not possible (such as during a Delta Alert).&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may request permission to execute prisoners in ways different from Firing Squad or Lethal Injection to High Command or authorize nonstandard methods of execution in emergencies where the normal procedure is impossible.&lt;br /&gt;
&lt;br /&gt;
== Escort Missions ==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; has two separate escort provisions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may request up to two MPs to guard the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; planetside, no more may participate. These two MPs are allowed to fight at the frontline with the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;.&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may request any amount of MPs to escort non-combat personnel planetside, however they should avoid the frontline at all costs. This includes escorting a &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; who is not going to fight at the frontline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should the escorted individual be incapacitated then the escorting MPs are to try and recover the escorted individual&#039;s body. Should this not be possible they are to return shipside. During the escort mission it is required the escorted individual and MPs follow the Escort mission rules written below: &lt;br /&gt;
* Deployed MP’s focus is to keep the escorted individual secure at all times. Not enforce Marine law.&lt;br /&gt;
* MP&#039;s have to remain within line of sight to the escorted individual at all times to the best of their ability.&lt;br /&gt;
** If the escorted individual orders the MP to do something that would put the MP outside line of sight, the MP may not do it.&lt;br /&gt;
* There has to be a minimum amount of MPs left aboard the ship to maintain security. The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; dictates what is needed to maintain security but the bare minimum is a single MP. If the ship&#039;s security is not maintained the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&#039;s decision may be reviewed by the Provost Office. The CMP must always remain onboard and can be counted as the needed MP for Escort missions.&lt;br /&gt;
&lt;br /&gt;
== Pardons ==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may exceptionally pardon criminals by name, and which crimes they are being pardoned for if they believe it is in the best interests of the operation. Only Minor and Major crimes may be pardoned. &lt;br /&gt;
Capital offenders may not be pardoned except in special circumstances with the permission of High Command. The Chief MP or, in their absence, an MP may appeal pardons to High Command via fax. The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may be held responsible for further criminal actions committed by those they pardon, and should High Command reverse the decision; they must ensure the condemned return to serve their time without incident.&lt;br /&gt;
Failure to do so may result in removal and arrest at the discretion of High Command. If any MP thinks the pardon was wrongfully done they should inform High Command about it as well as the CO Council.&lt;br /&gt;
* When anyone of the rank &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; or above performs a pardon, they must know the crimes committed and roughly when they were committed.&lt;br /&gt;
* The person performing the Pardon must announce it, the reason to why they are being pardoned, name of the marine and the crimes the marine was pardoned from. As long as the announcement is made, the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; does not need to be there for the release itself.&lt;br /&gt;
&lt;br /&gt;
== Demotion Clause ==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may demote or discharge USCM personnel below his position if the personnel have commited a major crime. The demotion should fit with the severity and remain within the department. One can not demote someone from an engineering position to a medical one.&lt;br /&gt;
* This is not the same as a Demotion Punishment for Capital Crimes, or Major Crimes such as Manslaughter, which can be performed by anyone with permission from the subject&#039;s Department Head or the &#039;&#039;&#039;Commander&#039;&#039;&#039; should the subject be a Department Head.&lt;br /&gt;
&lt;br /&gt;
==General Article NJPs==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may issue NJPs at any time should they find a marine’s behavior inappropriate or contrary to good order and conduct and deserving of punishment even if they have not committed a crime as specified in Marine Law, such as for comporting themselves in an unprofessional manner, failing to complete a job in satisfactory conditions or failing to uphold standards of good order.&lt;br /&gt;
&lt;br /&gt;
==Deputizing==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may deputize the Executive Officer, Staff Officers or Synthethic to make arrests and enforce Marine Law should MPs be unavailable or unable to respond in a timely manner. When Deputized, one is required to follow Marine Law like an MP.&lt;br /&gt;
&lt;br /&gt;
=USCM Provost Office=&lt;br /&gt;
==The Provost==&lt;br /&gt;
Members of the USCM Provost Office hold significant weight on how Marine Law is handled in their operational areas. In the event that Marine Law is being mishandled aboard a USCM Vessel or within the AO of a USCM Vessel, USCM High Command may see fit to dispatch a Provost Team. This team may range from an Inspector and their escort visiting the site and laying down the law, or a team of Enforcers showing why breaking the law is a bad idea.&lt;br /&gt;
==Authority==&lt;br /&gt;
* Members of the Provost Office obey only their direct superiors and are not beholden to the Marine Chain of Command.&lt;br /&gt;
* Provost Inspectors and above are the final word on Marine Law in their AO.&lt;br /&gt;
* Provost Advisors do not hold any direct authority themselves, however they are expected to ensure Marine Law is correctly handled.&lt;br /&gt;
* Provost Marshals are not required to follow Marine Law, with the exception of making announcements regarding Battlefield Executions.&lt;br /&gt;
&lt;br /&gt;
===Contact Information===&lt;br /&gt;
&#039;&#039;&#039;Marine Law is Currently handled by Provost Chief Marshal Admiral Claymore Allister&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contact: “Nanu#3012” on the USCM Galactic Discord Server.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%92%D0%BE%D0%B5%D0%BD%D0%BD%D1%8B%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=15927</id>
		<title>Военный закон</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%92%D0%BE%D0%B5%D0%BD%D0%BD%D1%8B%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=15927"/>
		<updated>2026-03-28T21:51:14Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Малозначительные преступления */ Починил ссылку на СОП&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Formatting}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Колониальные силы Морской Пехоты США&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Единый кодекс военной юстиции&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;КРИТИЧЕСКОЕ ИЗМЕНЕНИЕ: АПЕЛЛЯЦИИ ДОЛЖНЫ ПРОВОДИТЬСЯ ЧЕРЕЗ ФОРМУ АПЕЛЛЯЦИИ PR301A&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=Закон и наказание=&lt;br /&gt;
===== Терминология: =====&lt;br /&gt;
Для обеспечения ясности в этом документе определённые термины используются в строго определённых значениях. Ниже приведён небольшой список для разъяснения.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Командующий Офицер ККМП США находящийся в белом списке. Что угодно с упоминанием &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; применимо только к Командующим Офицерам ККМП США из белого списка. Эти полномочия не могут быть переданы.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Действующий командир военного судна. Что угодно с упоминанием &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; также применимо к временно исполняющему обязанности командира. Эти права передаются любому новому командиру согласно цепи командования.&lt;br /&gt;
** В ситуации когда &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; высаживается в зону операции, или &#039;&#039;&#039;временно&#039;&#039;&#039; не способен нести службу; Права &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; (за некоторым исключением) также передаются следующему в цепи командования (до тех пор пока он находится на борту) в качестве &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурного Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** Примеры &#039;&#039;&#039;временной&#039;&#039;&#039; неспособности &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; нести службу:&lt;br /&gt;
*** Связь не работает в течении длительного промежутка времени или не может быть восстановлена из-за крайне высокого уровня опасности, и &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; недоступен, и не имеет доступа к телефонной связи.&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; высадился в зону операции.&lt;br /&gt;
** Примеры постоянной неспособности &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; нести службу, при этом следующий в цепи командования становится новым &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; мёртв без возможности к реанимации.&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; отстранён от службы в связи с арестом или мятежом.&lt;br /&gt;
*** Связь с наземными силами потеряна и вряд ли будет восстановлена, в то время как &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; высадился в зону операции.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Должностное лицо в соответствии с цепью командования которое при отсутствии &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; берёт на себя руководство судном. За исключением тех случаев, когда чётко указано иное. &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; равнозначен &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиру&#039;&#039;&#039;&amp;lt;/span&amp;gt; и наследует его полномочия.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Шеф Военной Полиции. Шеф МП, как правило является вторым по значимости органом военного закона в Зоне Операции. Полномочия &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; не могут быть переданы, кроме случаев, когда они специально предоставляются &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военному смотрителю&#039;&#039;&#039;&amp;lt;/span&amp;gt;, так как &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; может назначить другого военного полицейского исполняющим обязанности &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военного смотрителя&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция (МП):&#039;&#039;&#039;&amp;lt;/span&amp;gt; Сотрудники Военной полиции. Включает в себя уполномоченных Офицеров и Синтетиков, если они задействованы в исполнении Военного Закона. Эти полномочия не могут быть переданы.&lt;br /&gt;
* &#039;&#039;&#039;Офицер:&#039;&#039;&#039; лицо, получившее офицерское звание в ККМП США и следовательно, являющееся действующим офицером. Эти полномочия не могут быть переданы.&lt;br /&gt;
* Для всех других ролей и упоминаний может быть назначен конкретный человек, если конкретная роль недоступна, но при этом следует придерживаться цепи командования, если это возможно. Это также означает, что такие полномочия могут быть переданы. Только действующий &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; может назначать людей на новую должность.&lt;br /&gt;
* &#039;&#039;&#039;Законный Арест/Обыск:&#039;&#039;&#039; Законный арест или обыск определяется как попытка ареста или обыска в соответствии с установленными процедурами, когда и где это необходимо.&lt;br /&gt;
** В тех случаях, когда разыскиваемый персонал убегает до объявления о намерении ареста или иным образом предпринимает действия, которые сделали бы устное указание на намерение невозможным или опасным, устное указание не обязательно, но должно быть произведено после задержания.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Обвинения:&#039;&#039;&#039; Обвинения заносятся в автоматизированную компьютерную систему — Юрисдикционную автоматизированную систему (JAS). Она автоматически назначает время заключения в зависимости от выбранных обвинений. JAS полностью сама определяет сроки. Для апелляций и помилований см. раздел «Апелляция и помилование». Сроки заключения в бриг не превышают 30 минут, за исключением случаев тяжких преступлений или преступлений, совершённых во время нахождения под стражей. Если тяжкое преступление совершено в заключении, срок автоматически повышается до наказания, предусмотренного за тяжкое преступление.&lt;br /&gt;
&lt;br /&gt;
Любое лицо находящееся на судне ККМП США, обязано соблюдать все положения Военного Закона. Это означает, что гражданские лица, такие как корпоративный связной или военный корреспондент, обязаны вести себя соответствующе. Считается, что гражданский персонал находится в прямом подчинении &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; судна, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурного Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; и &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиции&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; может быть арестован только с одобрения &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Любой военный полицейский может быть арестован только с одобрения &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Окончательное решение остаётся за &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; не может авторизовать арест &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Пособничество, подстрекательство, сговор:&#039;&#039;&#039; Оказание помощи другим лицам в совершении преступления, прямо или косвенно, поощрение их к совершению преступления (включая взяточничество), сговор или попытка совершения преступления будут рассматриваться как совершение этого преступления.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Иерархия военного закона==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Выделенные курсивом списки относятся к конкретным работам/должностям, а не к званиям.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Офис Военной Прокуратуры !! Флот !! Морская пехота&lt;br /&gt;
|-&lt;br /&gt;
| Главный Маршал ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || Глава Военных Операций || Комендант Корпуса Морской Пехоты&lt;br /&gt;
|-&lt;br /&gt;
| Секторальный Маршал || || &lt;br /&gt;
|-&lt;br /&gt;
| Маршал || Адмирал || Генерал&lt;br /&gt;
|-&lt;br /&gt;
| Заместитель Маршала || Вице-Адмирал || Генерал-Лейтенант&lt;br /&gt;
|-&lt;br /&gt;
|  || Контр-Адмирал (Старшей ступени) || Генерал-Майор&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Главный Инспектор&#039;&#039; || Контр-Адмирал (Младшей ступени) || Бригадный Генерал&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Инспектор&#039;&#039; ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Коммодор / Капитан || Старший Полковник / Полковник&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Командир отряда&#039;&#039; ||  || Подполковник / Майор&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Исполнитель&#039;&#039; ||  || &#039;&#039;Шеф МП&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Военный Смотритель&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || &#039;&#039;Военная Полиция&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Исполнительный Офицер&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || &#039;&#039;Дежурные Офицеры / Синтетик&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Советник Военной Прокуратуры&#039;&#039; ||  || &#039;&#039;Старший Инструктор&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Дух Закона ==&lt;br /&gt;
Законы написаны таким образом, чтобы передать их дух, а не точную формулировку. Если у Военной Полиции возникают разногласия в спорных случаях, необходимо следовать иерархии установленной Военным Законом. &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярия Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшее Командование&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военный смотритель&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Опциональные обвинения==&lt;br /&gt;
Эти обвинения могут добавляться к любым существующим по мере необходимости.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Обвинение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Описание&lt;br /&gt;
! Наказание за &amp;lt;br&amp;gt;малозначительное преступление&lt;br /&gt;
! Наказание за &amp;lt;br&amp;gt;тяжкое преступление&lt;br /&gt;
|- &lt;br /&gt;
| Сопротивление аресту&lt;br /&gt;
| Сопротивление законному аресту со стороны военной полиции.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 минут&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;Аналогичное&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Сопротивление обыску&lt;br /&gt;
| Сопротивление законному обыску со стороны военной полиции.&lt;br /&gt;
| &amp;lt;u&amp;gt;Принудительный обыск&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;5 минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Пособничество и подстрекательство&lt;br /&gt;
|Помощь другим лицам в совершении преступления — прямо или косвенно, либо подстрекательство к совершению преступления. Любому лицу, обвиняемому в соучастии и пособничестве, необходимо указать преступления того, кому он помогал.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 минут и Рассматривать как совершенное преступление&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;Аналогичное&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Нарушение порядка во время заключения&lt;br /&gt;
|&lt;br /&gt;
Существенное нарушение порядка во время нахождения в бригe и под арестом. Может добавляться к любому другому обвинению.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Это нарушение суммируется.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Малозначительное преступление при аресте или в бриге.&lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Тяжкое преступление при аресте или в бриге.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Преступления с вариативными наказаниями==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Обвинение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Описание&lt;br /&gt;
! Наказание за &amp;lt;br&amp;gt;малозначительные преступления&lt;br /&gt;
! Наказание за &amp;lt;br&amp;gt;тяжкие преступления&lt;br /&gt;
|- &lt;br /&gt;
|Причинение ущерба государственному имуществу&lt;br /&gt;
|&lt;br /&gt;
Повреждение судна или внесение в него любых несанкционированных модификаций, иначе как это предусмотрено в Стандартных Операционных Процедурах.&lt;br /&gt;
* Материалы для ремонта должны браться в хранилище для обслуживания или доступного Автолата.&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Разбивание/разбор окон, нанесение ущерба стенам и т.д. &lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Уничтожение/разбор стен, разбивание/разбор нескольких окон.&lt;br /&gt;
| &amp;lt;u&amp;gt;Возврат судна в изначальное состояние&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;7.5 Минут &#039;&#039;&#039;если это невозможно&#039;&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Нарушение субординации&lt;br /&gt;
|&lt;br /&gt;
Невыполнение законного приказа вышестоящего начальника. Или неуважение к кому-либо с более высоким званием или должностью, кто не является офицером.&lt;br /&gt;
&lt;br /&gt;
* Незаконные приказы не должны выполняться. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Нарушение приказа, который не адресован конкретному лицу.&lt;br /&gt;
* Проявление неуважения к кому-либо с более высоким званием или должностью, кто не является офицером.&lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Невыполнение приказа, лично адресованного соответствующему лицу с использованием его имени/фамилии/позывного или четкого доведения до его сведения.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Нарушение субординации гражданским лицом&lt;br /&gt;
| Невыполнение законного приказа &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурного Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; во время активной военной операции. Дополнительно применимо за неуважение к &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиру&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурному Офицеру&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Незаконные приказы не должны выполняться.&lt;br /&gt;
* Данное обвинение применимо только к лицам не относящимся к ККМП США.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Нарушение приказа, который не адресован конкретному гражданскому лицу.&lt;br /&gt;
* Проявление неуважения к &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиру&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурному Офицеру&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Невыполнение приказа, лично адресованного соответствующему гражданскому лицу с использованием его имени/фамилии или четкого доведения до его сведения.&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;u&amp;gt;5 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Вмешательство в законный арест&lt;br /&gt;
|&lt;br /&gt;
Вмешательство в законный арест, проводимый авторизованными военными полицейскими или лицами законно исполняющими их обязанности.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Вмешательство без злого умысла, например, блокирование пути или помощь кому-то.&lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Вмешательство со злым умыслом или явным способом, чтобы помешать аресту.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Контрабанда&lt;br /&gt;
|Владение или распространение регулируемых веществ, несанкционированных предметов или оружия, как это определено в стандартных процедурах, или таких наркотических средств, как Mindbreaker, которые приводят к ухудшению здоровья, интоксикации или привыканию, не включает в себя индивидуальные смеси или дозировки лекарственных препаратов.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Владение предметом или оружием из Зоны Операций, не санкционированным кем-либо в звании Штаб-Сержанта или выше.&lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Владение несанкционированными предметами, оружием или регулируемым веществами с судна&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Минут&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;Конфискация контрабанды&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;Конфискация контрабанды&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Несанкционированное использование прослушивающих устройств&lt;br /&gt;
|Использование прослушивающих устройств в нарушение стандартных процедур.&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Незаконное размещение прослушивающего устройства в общественном месте, например в спортзале.&lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Незаконное размещение прослушивающего устройства в защищённой зоне или в месте с ограниченным допуском, например в Боевом Информационном Центре (CIC).&lt;br /&gt;
* Если прослушивающее устройство также связано с иностранным правительством или террористической организацией, это дополнительно считается изменой.&lt;br /&gt;
|&amp;lt;u&amp;gt;7.5 Минут&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;Конфискация устройства&amp;lt;/u&amp;gt;&lt;br /&gt;
|&amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;Конфискация утройства&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Малозначительные преступления==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Обвинение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Описание&lt;br /&gt;
! Наказание&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Несоблюдение процедур&lt;br /&gt;
| Несоблюдение правил и регуляций установленных в [[Стандартные операционные процедуры | Стандартных Операционных Процедурах]].&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt; опционально, &amp;lt;u&amp;gt;Конфискация экипировки&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Хулиганство&lt;br /&gt;
| Поведение, которое нарушает работу судна и экипажа, классифицируется как мелкое хулиганство, не заслуживающие более сурового наказания. Такие вещи, как чрезмерное стучание в окно, принудительное кормление других пехотинцев или неспособность вести себя должным образом во время брифинга.&lt;br /&gt;
| &amp;lt;u&amp;gt;Внесудебное наказание&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Вторжение&lt;br /&gt;
| Несанкционированный доступ в зону, к которой человек не имеет доступа с начала смены или без разрешения командования/вышестоящего начальника.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Минут&amp;lt;/u&amp;gt; и/или &amp;lt;u&amp;gt;Вывод из запретной зоны&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Интоксикация&lt;br /&gt;
| Употребление алкоголя или других веществ, таких как алкоголь или галлюциногенные наркотики, приводящие к снижению производительности труда.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Кража&lt;br /&gt;
| Взятие предметов (или имущества) у другого лица или отдела без их прямого разрешения, или владение предметами, которые были взяты без разрешения. Это включает в себя вынос вендоров из отдела без разрешения начальника отдела.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt; и/или &amp;lt;u&amp;gt;возвращение предмет(ов) законному владельцу.&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Неуважение к вышестоящему Офицеру&lt;br /&gt;
| Использование оскорбительных прозвищ, оскорбление, или прямое неуважение к офицеру, имеющему более высокое звание или должность.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Лжесвидетельство&lt;br /&gt;
| Преднамеренная и осознанная ложь офицеру военной полиции или уполномоченному &#039;&#039;&#039;Офицеру&#039;&#039;&#039; задействованых в исполнении Военного Закона во время расследования с целью помешать этому расследованию.&lt;br /&gt;
| &amp;lt;u&amp;gt;5 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Тяжкие преступления==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Обвинение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Описание&lt;br /&gt;
! Наказание&lt;br /&gt;
|- &lt;br /&gt;
| Нарушение распорядка судна&lt;br /&gt;
|Прямое и умышленное нарушение основных процедур судна. Драки и стрельба в линии реквизиции, повсеместные или неоднократные нарушения во время брифинга и т.д.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Измена&lt;br /&gt;
|Выполнение целей или связь с материалами, описывающими действия, которые идут вразрез с ККМП США. Требуется убедительное доказательство того, что человек работает против ККМП США.&lt;br /&gt;
* Серьезное обвинение в несанкционированном использовании прослушивающего устройства, когда такое устройство также связано с иностранным правительством или террористической организацией, дополнительно считается изменой.&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;Уничтожение ID&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;изгнание на планету.&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Халатность&lt;br /&gt;
| Несоответствие занимаемой должности. Например, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; неспособный должным образом организовать и обеспечить получение и исполнение приказов, подчинённым ему персоналом. Несоблюдение процедур в ущерб своим обязанностям. Уход экипажа с судна или поста без разрешения от &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; или Главы Отдела. И т.д.&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Нападение&lt;br /&gt;
| Угроза или применение физической силы против кого-либо, но без намерения убить.&lt;br /&gt;
* Это включает в себя толкание кого-либо.&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Беспрецедентное наказание&lt;br /&gt;
| Преднамеренный приказ арестовать лицо по ложным обвинениям, которое затем будет признано невиновным, или применение ненадлежащего или злоупотребление Внесудебного Наказания. Это включает умышленный арест лица по ложным обвинениям, по собственной инициативе без приказа.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Непреднамеренное убийство&lt;br /&gt;
| Убийство человека без умысла. Непредумышленное убийство может быть применено, если человек погибает в результате драки, когда намерения убивать не было.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Минут&amp;lt;/u&amp;gt; и/или &amp;lt;u&amp;gt;Понижение&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Нападение с применением летального оружия&lt;br /&gt;
| Угроза или применение физической силы против кого-либо со злым намерением и с таким летальным оружием, как ружье, холодное оружие или винтовка, но без попытки убийства.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Незаконное лишение свободы&lt;br /&gt;
| Незаконное задержание лица против его воли. Включая похищение, захват заложников и помещение людей под арест без предъявления им обвинения в преступлении.&lt;br /&gt;
* Это не распространяется на военнопленных.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Жестокое обращение с животными&lt;br /&gt;
| Нанесение увечий или убийство животного или дикой фауны с злостными намерениями. Обезьяны, используемые для химических исследований, научных целей или враждебные дикие животные, не учитываются.&lt;br /&gt;
| &amp;lt;u&amp;gt;30 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Сексуальное домогательство &lt;br /&gt;
| Нежелательные сексуальные предложения, словесное или физическое поведение сексуального характера. Создание устрашающей, враждебной или оскорбительной рабочей среды из-за сексуального преследования.&lt;br /&gt;
| &amp;lt;u&amp;gt;30 Минут&amp;lt;/u&amp;gt; и/или &amp;lt;u&amp;gt;Понижение&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Превышение полномочий&lt;br /&gt;
| Корыстное использование власти Военной Полицией или Офицером выступающем от имени Военной Полиции; К примеру, избиение осужденного, чрезмерное нанесение физического вреда или применение не летальной силы, которое привело к нанесению физического вреда задержанному лицу. Задержанные подозреваемые не должны подвергаться более сильному воздействию, чем это необходимо для их подавления.&lt;br /&gt;
Сила может быть использована против лиц, пытающихся бежать, только до тех пор, пока они не будут в достаточной степени подавлены.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Несанкционированная высадка в Зону Операции&lt;br /&gt;
| Развертывание в зону операции без разрешения соответствующего руководителя отдела или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;, когда это уместно, при исполнении возложенных на него обязанностей. (Например. Врач, высадившийся без разрешения с намерением провести операцию на земле.)&lt;br /&gt;
* Высадка &#039;&#039;&#039;БЕЗ&#039;&#039;&#039; намерения выполнять свои обязанности считается &#039;&#039;&#039;ДЕЗЕРТИРСТВОМ&#039;&#039;&#039;.&lt;br /&gt;
* Руководитель соответствующего отдела или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; в случае необходимости может санкционировать ретроактивное развертывание. &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; может отклонить решение начальника отдела по этому вопросу.&lt;br /&gt;
* Руководитель соответствующего отдела или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; может назначать заместителя, который будет высаживаться вместо несанкционированного лица, в этом случае &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; должна координировать свою деятельность с назначенным лицом для уменьшения дезорганизации на местах.&lt;br /&gt;
** Максимальная задержка для этого периода составляет пять минут.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Особо тяжкие преступления==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Обвинения&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Описание&lt;br /&gt;
! Наказание&lt;br /&gt;
|- &lt;br /&gt;
| Побег/Бегство&lt;br /&gt;
| Побег, помощь в побеге, попытка сбежать или умышленные и сознательные попытки вырваться из своей камеры.&lt;br /&gt;
&lt;br /&gt;
* Это обвинение имеет приоритет над “Нарушение порядка во время заключения.”&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;Казнь &amp;amp; уничтожение ID&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Покушение на убийство&lt;br /&gt;
| Попытка убийства человека, но безуспешная. Покушением считается ситуация, когда доказательства показывают, что арестованный явно пытался убить кого-либо с плохими намерениями, но не смог сделать это.&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;Казнь &amp;amp; уничтожение ID&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Убийство или несанкционированная казнь&lt;br /&gt;
| Убийство человека с злостными намерениями. Включает в себя выведение из строя Синтетиков. Обвинение применяется даже если жертва позже будет реанимирована. Казнь разрешается только в соответствии с процедурой казни.&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;Казнь &amp;amp; уничтожение ID&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Мятеж&lt;br /&gt;
| Совершение действий или отказ выполнять приказы с целью свержения или узурпации законной командной структуры.&lt;br /&gt;
&lt;br /&gt;
* Создание серьезной угрозы судну без ведома и согласия &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; попадает под определение мятежа.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; не может одобрить действия, подпадающие под это условие.&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;Казнь &amp;amp; уничтожение ID&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Дезертирство&lt;br /&gt;
| Отказ от выполнения обязанностей, необходимых для своего поста или оставление поста без разрешения, без намерения вернуться. (Отступление с планеты, когда ФОБ прорван, не является дезертирством. Отказ возвращаться при наличии такого приказа - является).&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;Казнь &amp;amp; уничтожение ID&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Преступления против человечности&lt;br /&gt;
| Совершение действий, нарушающих права человека или иные отвратительные акты против людей. Примерами являются пытки, каннибализм и принудительная инфицирование личинкой ксеноморфа. &lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;Казнь &amp;amp; уничтожение ID&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Профилактические обвинения==&lt;br /&gt;
&lt;br /&gt;
* Профилактические обвинения используются для содержания людей в заключении на неопределенный срок, однако не могут быть использованы для их казни.&lt;br /&gt;
** За исключением военнопленных, люди, содержащиеся под стражей в порядке профилактического обвинения, все еще могут быть казнены, если им будут предъявлены обвинения в других преступлениях, которые позволят это сделать.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Обвинение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Описание&lt;br /&gt;
! Наказание&lt;br /&gt;
|- &lt;br /&gt;
| Безумие&lt;br /&gt;
| Совершение действий, заставляющих полагать, что преступник не находится в здравом уме. Если будет установлено, что подозреваемый в себе, с него может быть снято это обвинение.&lt;br /&gt;
&lt;br /&gt;
* Только лицо, занимающее должность Главного Врача или Синтетик, может объявить невменяемым человека, который, как предполагается, находится не в здравом уме.&lt;br /&gt;
** Единственным исключением из этого правила являются случаи &#039;&#039;&#039;&amp;lt;u&amp;gt;подтвержденного&amp;lt;/u&amp;gt;&#039;&#039;&#039; самоубийства или попытки самоубийства, в котором субъект может обратиться к любому медицинскому персоналу.&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Военнопленный&lt;br /&gt;
| Военнопленными признаются задержанные лица являющиеся членами законной и признанной фракции, которая в настоящее время враждебна ККМП США..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Заметка&#039;&#039;&#039;: Персонал Союз Прогрессивных Народов не является враждебно настроенным, а члены ячеек Колониального Фронта Освобождения не считаются военнопленными.&lt;br /&gt;
* Военнопленные &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;не могут&#039;&#039;&#039;&amp;lt;/span&amp;gt; быть казнены, за исключением особых обстоятельств; таких как &#039;&#039;&#039;открытая&#039;&#039;&#039; угроза персоналу или гражданским лицам.&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Дискреционное задержание&lt;br /&gt;
| Дискреционное задержание, используемое &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt; для задержания персонала по любой причине, трактуемой &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt; как решение для обеспечения безопасности в интересах операции или охраны правопорядка.&lt;br /&gt;
&lt;br /&gt;
* Срок действия этого обвинения может варьироваться по усмотрению &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; и может быть снят в любое время &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Это обвинение может быть обжаловано только &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшим Командованием&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярией Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Неправомерное использование этого обвинения &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим Офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt; ККМП США находящемся в белом списке, может привести к исключению из белого списка.&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение&amp;lt;/u&amp;gt; (По усмотрению)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Гражданский Кодекс=&lt;br /&gt;
В некоторых случаях Гражданское Кодекс может применяться &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полицией&#039;&#039;&#039;&amp;lt;/span&amp;gt;, но это должно быть только для тех случаев, когда речь идет о гражданских лицах или сотрудниках ККМП замешанных в нарушении перечисленных преступлений.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Обвинение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Описание&lt;br /&gt;
! Наказание&lt;br /&gt;
|-&lt;br /&gt;
| Торговля вооружением&lt;br /&gt;
| Незаконное приобретение или продажа огнестрельного оружия или взрывчатых веществ.&lt;br /&gt;
* Преследование по этому обвинению осуществляется гражданскими властями, а не &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полицией&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Гражданские власти, например &amp;lt;span style=&amp;quot;color:#0095B6&amp;quot;&amp;gt;&#039;&#039;&#039;Бюро Колониальных Маршалов&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;МОГУТ&#039;&#039;&#039; требовать передачи под стражу лиц, совершивших это преступление через обращение в &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Минут&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;Конфискация контрабанды&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Связи с чёрным рынком&lt;br /&gt;
| Незаконное приобретение или продажа запрещенных товаров, за исключением огнестрельного оружия и взрывчатых веществ.&lt;br /&gt;
* Преследование по этому обвинению осуществляется гражданскими властями, а не &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полицией&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Гражданские власти, например &amp;lt;span style=&amp;quot;color:#0095B6&amp;quot;&amp;gt;&#039;&#039;&#039;Бюро Колониальных Маршалов&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;МОГУТ&#039;&#039;&#039; требовать передачи под стражу лиц, совершивших это преступление через обращение в &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Минут&amp;lt;/u&amp;gt; и &amp;lt;u&amp;gt;Конфискация контрабанды&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Нарушение субординации гражданским лицом&lt;br /&gt;
| Невыполнение законного приказа &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурного Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; во время активной военной операции. Дополнительно применимо за неуважение к &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиру&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурному Офицеру&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Незаконные приказы не должны выполняться.&lt;br /&gt;
* Данное обвинение применимо только к персоналу не относящемуся к ККМП США.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Малозначительное преступление:&#039;&#039;&#039;&lt;br /&gt;
* Нарушение приказа, который не адресован конкретному гражданскому лицу.&lt;br /&gt;
* Проявление неуважения к &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиру&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурному Офицеру&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Тяжкое преступление:&#039;&#039;&#039;&lt;br /&gt;
* Невыполнение приказа, лично адресованного соответствующему гражданскому лицу с использованием его имени/фамилии или четкого доведения до его сведения.&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;u&amp;gt;5 Минут&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;10 Минут&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Пособничество терроризму&lt;br /&gt;
| Членство в террористической организации или оказание помощи членам такой организации.&lt;br /&gt;
&lt;br /&gt;
* Не применимо, если ответчик участвовал в террористических атаках.&lt;br /&gt;
* Не применимо для казни как таковой.&lt;br /&gt;
* Гражданские власти, например &amp;lt;span style=&amp;quot;color:#0095B6&amp;quot;&amp;gt;&#039;&#039;&#039;Бюро Колониальных Маршалов&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;МОГУТ&#039;&#039;&#039; требовать передачи под стражу лиц, совершивших это преступление через обращение в &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Терроризм&lt;br /&gt;
| Проведение террористических атак против Соединенных Штатов Америки или их союзников.&lt;br /&gt;
* Сюда относятся нападения на вооруженные силы США или их союзников во имя террористической организации, наиболее распространённое - КОФ.&lt;br /&gt;
* Не применимо, если ответчик не участвовал в террористических атаках.&lt;br /&gt;
* Гражданские власти, например &amp;lt;span style=&amp;quot;color:#0095B6&amp;quot;&amp;gt;&#039;&#039;&#039;Бюро Колониальных Маршалов&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;МОГУТ&#039;&#039;&#039; требовать передачи под стражу лиц, совершивших это преступление через обращение в &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;Постоянное заключение и понижение в должности&amp;lt;/u&amp;gt; или &amp;lt;u&amp;gt;Казнь &amp;amp; уничтожение ID&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Заметка: эти списки преступлений не являются исчерпывающими для всех вещей, которые могли бы быть нарушены. Указать всё было бы невозможно и потребовало бы непомерного количества времени. То, что, очевидно, было бы серьезным преступлением в Соединенных Штатах, например, каннибализм, по-прежнему является нарушением Военного закона. Разъяснения предоставляются в зависимости от возникающих ситуаций и должны быть оговорены согласно цепи Духа Закона при возникновении разногласий во время выбора подходящего обвинения.&lt;br /&gt;
*Об угрозах нарушения военного закона: Угроза совершения тяжкого преступления, такого как нападение или убийство, может быть квалифицирована как нарушение закона, при условии, что существует разумное ожидание и возможность того, что закон будет нарушен.&lt;br /&gt;
**Морпех, бегающий по кораблю с винтовкой, может вполне правдоподобно угрожать убить кого-то, что следует пресечь, в то время как заключенный без оружия с гораздо меньшей вероятностью сможет совершить это преступление, и поэтому его угрозы &#039;&#039;&#039;обычно&#039;&#039;&#039; можно считать бессмысленными&lt;br /&gt;
***Предыдущие преступления или действия могут быть приняты во внимание при рассмотрении вопроса о том, является ли угроза правдоподобной или &amp;quot;показушной&amp;quot;.&lt;br /&gt;
**В случаях угрозы убийством все обвинения следует рассматривать как покушение на убийство, а не как успешное убийство.&lt;br /&gt;
&lt;br /&gt;
==Внесудебное Наказание/Неюридическое наказание (ВСН)==&lt;br /&gt;
За мелкие преступления &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; или Старший Инструктор (SEA) могут назначать внесудебное наказание вместо ареста или заключения в тюрьму. ВСН не могут быть назначены лицам, которым нельзя назначить иное наказание. Назначать неюридическое наказание может &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военный смотритель&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt;, Старший Инструктор, и Исполняющие обязанности &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиции&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Если лицо отказывается от ВСН, то оно должно отбывать первоначальный срок или 10 минут тюремного заключения, если такового нет. &#039;&#039;&#039;При принятии ВСН, лицо лишается права на апелляцию.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Невыполнение &#039;&#039;&#039;&amp;lt;u&amp;gt;принятого&amp;lt;/u&amp;gt;&#039;&#039;&#039; неюридического наказания влечёт за собой обвинение в сопротивлении аресту, в дополнение к основной статье.&lt;br /&gt;
** Отказ от выполнения ВСН не считается невыполнением, если была предпринята законная попытка его выполнения.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Все ВСН - это одноразовое предложение, отказ принять ВСН вместо тюремного срока за обвинение будет запрещать шанс принять ВСН для того же обвинения позже.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Решение о том, предлагать или не предлагать ВСН, не может быть отменено кем-то выше в структуре ранжирования иерархии военного закона.&lt;br /&gt;
* ВСН могут быть даны людям в камере в любой момент времени, если только &#039;&#039;&#039;ОБЩИЙ&#039;&#039;&#039; приговор который они отбывают составляет &#039;&#039;&#039;НЕ БОЛЬШЕ&#039;&#039;&#039; 10 минут или это не тяжкое преступление.&lt;br /&gt;
** Если ВСН было предложено до тюремного заключения, но было отклонено, вторичное предложение после тюремного заключения не может быть сделано.&lt;br /&gt;
** Вопреки стандартной практике, решение о том, предлагать или не предлагать ВСН уже заключенным лицам, может быть запрещено на индивидуальной основе кем-либо из более высоких звеньев. Однако это должно быть сделано в упреждающем порядке, а не после предложения.&lt;br /&gt;
&lt;br /&gt;
* ВСН не может занять больше времени, чем оставшееся время на таймере.&lt;br /&gt;
* Это не включает в себя ВСН, которые будут применимы к &#039;&#039;&#039;новым&#039;&#039;&#039; статьям.&lt;br /&gt;
* В случае ареста по приказу офицера, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военный смотритель&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; может выбрать принудительное применение ВСН сверх первоначального срока в случае необходимости.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Дополнительная Информация: ===&lt;br /&gt;
Внесудебное наказание может варьироваться от выговоров или физических активностей до дополнительных обязанностей или назначения на новую должность, но не может представлять риска для здоровья военнослужащих. Время на выполнение ВСН не может длиться больше, чем предполагаемый срок за обвинение, и может длится до 10 минут если нет указанного срока у обвинения.&lt;br /&gt;
&lt;br /&gt;
Все приказы, с характером &amp;quot;наказания&amp;quot;, адресованные лицу, которые выходят за рамки его прямых обязанностей, считаются ВСН и требуют, чтобы лицо совершило определенное преступление, за которое предполагается ВСН; &lt;br /&gt;
* Исключением является ВСН назначенное непосредственно &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим Офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Военная Полиция и Правонарушения ==&lt;br /&gt;
Нарушение военного закона в качестве члена &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиции&#039;&#039;&#039;&amp;lt;/span&amp;gt; является серьезным правонарушением и влечет за собой серьезные последствия.&lt;br /&gt;
При аресте военнослужащего &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиции&#039;&#039;&#039;&amp;lt;/span&amp;gt; за нарушение военного закона:&lt;br /&gt;
* Они должны быть обвинены в Халатности, как дополнительная статья, однако оно не превышает малозначительные преступления.&lt;br /&gt;
* Если их апелляция или помилование будут отклонены, они должны быть отстранены от службы в &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** При отсутствии апелляции или просьбы о помиловании они должны рассматриваться как отказанные по умолчанию.&lt;br /&gt;
** При совершении мелких преступлений понижение в должности производится по желанию &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; в их отсутствие, и их решение не может быть изменено.&lt;br /&gt;
** Рядовой состав &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; назначается в отряды или назначается на выполнение других заданий на борту судна при условии, что соответствующие руководители отделов и отрядов предоставляют разрешение, или прямого поручения со стороны &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** Офицеры должны быть назначены в КИК, если только их намеренно не отправит &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; на службу в другое место.&lt;br /&gt;
&lt;br /&gt;
=Приложение=&lt;br /&gt;
Военный Закон применяется ко &#039;&#039;&#039;ВСЕМ&#039;&#039;&#039; лицам, находящимся в непосредственной близости к операции ККМП США или на борту судна ККМП США; это включает &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, Союз Прогрессивных Народов, Фрилансеров, ЧВК, другие фракции и организации. Исключение составляют специально отправленные лица &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; и имеющих подтверждённый &#039;&#039;&#039;&amp;lt;u&amp;gt;Дипломатический иммунитет&amp;lt;/u&amp;gt;&#039;&#039;&#039; Руководителей Компании (не включает бортового связиста). Сотрудники по борьбе с беспорядками, а именно исполнители, также обязаны следовать военному закону в качестве регулярных сотрудников &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; .&lt;br /&gt;
** Если не указано иное, можно предположить, что флаг-офицеры ККМП США (О7 или выше) обладают неприкосновенностью, хотя информация о нарушении Военного Закона может быть направлена по факсу.&lt;br /&gt;
* На судне ККМП США и в зоне операции, закон исполняется сотрудниками &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полиции&#039;&#039;&#039;&amp;lt;/span&amp;gt; и &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефом МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, и они действуют независимо от обычной командной структуры ТОЛЬКО в вопросах, связанных с исполнением закона.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; Алмаера имеет последнее слово в разбирательствах в пределах своей оперативной области, за исключением случаев, когда это контролируется высшими должностными лицами &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; является вторым по значимости органом правоохранительной системы, даже выше Исполнительного Офицера. Хотя &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; и может производить аресты, его обязанность состоит в том, чтобы управлять бригом и &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военной полицией&#039;&#039;&#039;&amp;lt;/span&amp;gt;, обеспечивать обновление записей в базе данных, правильность установки таймеров и обвинения, соблюдение Стандартных Операционных Процедур, рассмотрение дел и доказательств.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; может, по своему усмотрению, игнорировать мелкие преступления, если только ей не приказано обратного. Однако они никогда не должны нарушать военный закон сами, будь то мелкие или крупные преступления.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военную полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; нельзя заставлять игнорировать мелкие преступления.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; нарушающая закон &#039;&#039;&#039;НЕ МОЖЕТ&#039;&#039;&#039; быть проигнорирована.&lt;br /&gt;
&lt;br /&gt;
** Если в какой-либо ситуации, в которой жизни и здоровью экипажа судна или другого персонала угрожает опасность, персонал может действовать разумным образом для их сохранения, даже если такое действие нарушает военный закон.&lt;br /&gt;
** Примеры: &lt;br /&gt;
*** Пребывание в помещении, к которому человек обычно не имеет доступа если его жизнь находится в опасности.&lt;br /&gt;
*** Разбивание окна, двери или стены, в помещение где человек либо умирает, либо смертельно ранен.&lt;br /&gt;
** Злоупотребление этим положением может быть встречно наказано лицами из &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; с ранжированием наказания от отсиживания срока до казни.&lt;br /&gt;
&lt;br /&gt;
=Законные приказы=&lt;br /&gt;
Персонал обязан выполнять все законные приказы своих начальников и &#039;&#039;&#039;НЕ обязан&#039;&#039;&#039; выполнять &#039;&#039;&#039;незаконные&#039;&#039;&#039; приказы.&lt;br /&gt;
* Если персонал отказывается следовать приказу, он должен указать причины, по которым он считает, что это нарушит военный закон.&lt;br /&gt;
&lt;br /&gt;
Незаконные приказы - это такие приказы, выполнение которых приведет к нарушению военный закона. &lt;br /&gt;
Отдача незаконного приказа с недобросовестным намерением или выполнение такого приказа означает, что лицо, отдавшее приказ, будет подвергнуто такому же наказанию, как и персонал, выполнявший его.&lt;br /&gt;
Приказы, предназначенные как наказание, которое заставило бы персонал пренебречь своими обязанностями (такие как &amp;quot;стоять здесь десять минут&amp;quot; или &amp;quot;бегать три круга вокруг ангара&amp;quot;) также являются незаконными, если не применяются как ВСН.&lt;br /&gt;
&lt;br /&gt;
=Арест по приказу офицера=&lt;br /&gt;
Если уполномоченный &#039;&#039;&#039;Офицер&#039;&#039;&#039; &#039;&#039;&#039;приказывает&#039;&#039;&#039; арестовать подозреваемого, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;ОБЯЗАНА&#039;&#039;&#039; арестовать этого подозреваемого. Только &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; (но не &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt;) и &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; могут отдать приказ на арест сотрудника &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;ДОЛЖНЫ&#039;&#039;&#039; задержать и удерживать подозреваемого в течение десяти минут после того, как достигнут брига, пока лицо, отдавшее приказ на арест, собирает доказательства. Если подозреваемый будет признан невиновным в совершении всех преступлений, в которых его обвиняют, лицу, отдавшему приказ на арест &#039;&#039;&#039;ДОЛЖНО&#039;&#039;&#039; быть предъявлено обвинение в Беспрецедентном наказании из ряда Тяжких преступлений. Однако срок за любые преступления, совершенные подозреваемым в результате задержания, должен быть отсижен. В случаях арестов по распоряжению офицера &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; могут приказать арестованному лицу получить ВСН вместо тюремного заключения за Малозначительных преступлений. Если лицу уже был предоставлен вариант ВСН, но он отказался, он не получит возможность для ВСН в отношении этих обвинений. Для того чтобы арест был обязательным, офицер &#039;&#039;&#039;ДОЛЖЕН&#039;&#039;&#039; четко сообщить о своем желании арестовать человека. Любой уполномоченный офицер, который явно приказывает арестовать какое-либо лицо или лица, может отменить этот приказ до тех пор, пока данное лицо или лица не будут задержаны.&lt;br /&gt;
&lt;br /&gt;
*Уполномоченный Офицер не может отдать приказ об аресте лица, которое выше его по званию.&lt;br /&gt;
&lt;br /&gt;
=Снятие обвинений=&lt;br /&gt;
За исключении преступлений, наказуемых смертной казнью, действий, трактующихся как пренебрежение служебными обязанностями, или преступлений, повлекших за собой тяжкие телесные повреждения, жертва предполагаемого преступления сохраняет за собой право снять обвинения и просить представителей &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; освободить обвиняемого. Продолжение или последующий арест ответчика после того, как потерпевший снимает обвинения, является злоупотреблением полномочиями, обвиняемый может быть задержан на срок &#039;&#039;&#039;не более пяти минут&#039;&#039;&#039; пока ожидается ответ &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; на апелляцию ареста авторизованную &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
Если апелляция на арест не направляется в течение пяти минут, или ответ не получен в течение десяти минут после отправки, подсудимый должен быть освобожден, иначе содержание под стражей является незаконным.&lt;br /&gt;
&lt;br /&gt;
=Процедура ареста=&lt;br /&gt;
=== Арест подозреваемого ===&lt;br /&gt;
# Сообщите подозреваемому, что он арестован.&lt;br /&gt;
# Схватите подозреваемого, если он сопротивляется, и свяжите его.&lt;br /&gt;
# Доставьте подозреваемого в бриг.&lt;br /&gt;
# Сообщите подозреваемому о выдвинутых обвинениях до того, как запустите таймер.&lt;br /&gt;
# Проинформируйте подозреваемого о том, что он может подать апелляцию, если пожелает.&lt;br /&gt;
===Летальная сила===&lt;br /&gt;
Во время чрезвычайных ситуаций, таких как мятежи и абордаж, или против подозреваемых, которые используют летальное оружие против сотрудников правоохранительных органов или другого персонала, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; могут авторизовать летальную силу. &lt;br /&gt;
&lt;br /&gt;
Если у &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; нет нелетального вооружения, они могут использовать летальную силу, если подозреваемый &#039;&#039;&#039;представляет угрозу для экипажа или судна.&#039;&#039;&#039; К подозреваемому может быть применена летальная сила &#039;&#039;&#039;до тех пор, пока он не потеряет способность причинять вред&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Подозреваемый, который был задержан и надежно удержан, должен быть защищён от причинения вреда со стороны кого-либо, поскольку он считается находящимся под стражей &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Если &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; не отвечают на запросы в установленные сроки или не способны к несению службы, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; может свободно использовать летальную силу, пока на судне код красный или выше.&lt;br /&gt;
* Если нелетальные методы оказались неэффективными против цели, например - синтетики, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; может сразу использовать летальную силу.&lt;br /&gt;
** Летальная сила должна оставаться последним средством и использоваться только против угроз для экипажа или судна.&lt;br /&gt;
** Синтетикам должна быть предоставлена возможность остановиться.&lt;br /&gt;
** Синтетик должен быть отремонтирован и восстановлен в безопасном месте для отбытия приговора. После отбытия приговора он должен быть освобожден.&lt;br /&gt;
&lt;br /&gt;
==Полевой арест==&lt;br /&gt;
Аресты ограничиваются Передовой Оперативной Базой, десантными судами и охраняемыми районами, за исключением случаев &amp;quot;немедленного преследования&amp;quot; - подозреваемый убегает от &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; за пределы охраняемого района. Если в окрестностях имеются враждебные силы, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; обязана прекратить арест и вернуться в безопасный район. &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; может передвигаться между безопасными районами, но не могут производить аресты во время этих передвижений и должны убедиться, что транспортировка обратно с арестованным лицом происходит в безопасности. Если вражеские силы проникли на борт Алмайера, аресты не должны производиться, за исключением случаев, когда подозреваемый представляет опасность для Алмайера и его персонала.&lt;br /&gt;
* Это включает в себя Дельта код (Угон десантного судна, или запуск механизма самоуничтожения).&lt;br /&gt;
В случае задержания экипажа, который находится на санкционированных полевых развертываниях, сотрудники &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны уведомить начальника отдела или &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; в отсутствие соответствующего руководителя отдела и просить о том, чтобы по возможности была организована замена.&lt;br /&gt;
* Замена не является обязательной, однако сотрудники &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны приложить усилия для ее организации, задержав этот процесс не более чем на пять минут.&lt;br /&gt;
&lt;br /&gt;
=Процедура обыска=&lt;br /&gt;
Обыск может быть осуществлён &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt; лично, или любым сотрудником &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, до тех пор, пока будет соблюдаться следующая процедура. Если процедура нарушается, то должна быть инкримирована статья Превышение полномочий лицу, которое проводило обыск.&lt;br /&gt;
==Обыск персонала==&lt;br /&gt;
# Обыск должен быть авторизован &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефом МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военным смотрителем&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** Если замедление приведет к дальнейшей опасности для судна или персонала, то получить разрешение на обыск можно после его проведения.&lt;br /&gt;
** Если &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; является свидетелем преступления, то после ареста может быть утверждён обыск.&lt;br /&gt;
# Сообщите лицу, которое подвергнуто обыску, причину обыска.&lt;br /&gt;
# По возможности проводить обыск в Бриге или изолированном помещении, чтобы ничего не было украдено.&lt;br /&gt;
# Начинайте обыск и конфисковывайте все незаконные предметы; вы можете использовать нелетальную силу, чтобы удержать подозреваемого, если он не подчинится.&lt;br /&gt;
# Если обнаружены незаконные предметы, то сохраните их у себя до тех пор, пока обыск не будет завершен. Если это невозможно, попросите другого сотрудника &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; помочь вам, занеся предметы в хранилище улик. Если за конфискованные предметы предпологается наказания в виде заключения под стражу, следуйте процедурам ареста и заключения под стражу; в противном случае освободите подозреваемого.&lt;br /&gt;
# Верните предметы которые больше не нужны для получения доказательств в карго.&lt;br /&gt;
&lt;br /&gt;
==Обыск помещения==&lt;br /&gt;
# Обыск должен быть авторизован &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефом МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военным смотрителем&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** Если замедление приведет к дальнейшей опасности для судна или персонала, то получить разрешение на обыск можно после его проведения.&lt;br /&gt;
# Объявите о своем намерении провести обыск в этом помещении и освободите его от персонала, не связанного с обыском. Если кто-то, отвечающий за помещение, находится на месте, сообщите ему причину обыска.&lt;br /&gt;
# Получите доступ к месту, если никого с доступом нет на месте, попросите, чтобы надлежащим образом подготовленный персонал открыл дверь. В ином случае, получите доступ самостоятельно или у уполномоченного лица.&lt;br /&gt;
# Обыщите территорию в поисках улик и убедитесь, что все улики изъяты.&lt;br /&gt;
# Верните обысканную область в её начальное состояние, насколько это возможно.&lt;br /&gt;
# Вновь откройте зону для обычного движения и доставить все улики в бриг для обработки.&lt;br /&gt;
# Верните предметы которые больше не нужны для получения доказательств в карго.&lt;br /&gt;
&lt;br /&gt;
=Процедуры содержания под стражей и заключения в тюрьму=&lt;br /&gt;
&#039;&#039;&#039;Заметка:&#039;&#039;&#039; Если заключенного выводят из камеры ПО КАКОЙ-ТО ПРИЧИНЕ, таймер ставится на паузу. Время, проведенное вне камеры, НЕ учитывается при отбывании срока за преступление. Для надлежащего помещения заключенного в карцер проверьте следующий контрольный список:&lt;br /&gt;
** В качестве исключения время, проведенное за пределами ячейки после того, как стартовал таймер, но до завершения обработки, учитывается в качестве отработанного времени.&lt;br /&gt;
&lt;br /&gt;
* Установите обвинения и распечатайте бумажку для таймера на терминале.&lt;br /&gt;
* Вставьте бумагу, содержащую их обвинения в панель таймера и активируйте его.&lt;br /&gt;
* Наденьте заключённому оранжевую форму и туфли.&lt;br /&gt;
* Выдайте заключённому стандартную гарнитуру.&lt;br /&gt;
* Заберите их ID карту, если это возможно.&lt;br /&gt;
* Поместите их в камеру, пристегните их к кровати, оглушите и возьмите наручники, а затем выйдите из камеры.&lt;br /&gt;
* Обыщите принадлежащие ему вещи на предмет контрабанды и кражи.&lt;br /&gt;
* Обновить его записи. Внесите новый статус &amp;quot;Заключенный&amp;quot;, обвинения, и время за которое он отбывает срок.&lt;br /&gt;
* Как только таймер истечёт, заключённый может забрать свои вещи. Выведите его из брига и поставьте статус в записях на &amp;quot;Освобождён&amp;quot;.&lt;br /&gt;
Если заключенный в конце своего срока SSD, верните ему вещи и поместите его в крио камеру. Если заключенный был SSD более 5 минут, вы можете уложить его в крио и остановить таймер. Однако, если он проснётся и покинет крио камеру, то он должен отбыть оставшееся время.&lt;br /&gt;
&lt;br /&gt;
= Понижение =&lt;br /&gt;
Понижение в должности ограничивается преступлениями, в которых четко предусмотрена возможность к понижению подозреваемого. Для того, чтобы понижение было осуществлено, разрешение должно быть получено от начальника отдела, ответственного за арестованное(ые) лицо(а), или в случае арестованного лица, являющегося руководителем отдела, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Лицо, пониженное в звании, переводится на более низкую должность в своем отделе или, если такой должности не существует, на должность стрелка.&lt;br /&gt;
&lt;br /&gt;
* Стрелки, которые могут быть наказаны понижением в должности, должны быть уволены и рассматриваться как гражданские пассажиры.&lt;br /&gt;
* Отстраненная &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;Военная полиция&#039;&#039;&#039;&amp;lt;/span&amp;gt; может быть переведена в любое подразделение на борту судна при условии, что она обладает необходимыми навыками и имеет разрешение соответствующего начальника подразделения.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующие Офицеры&#039;&#039;&#039;&amp;lt;/span&amp;gt; имеют право применить [https://bm.ss220.club/index.php/%D0%92%D0%BE%D0%B5%D0%BD%D0%BD%D1%8B%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD#%D0%9F%D0%BE%D0%BF%D1%80%D0%B0%D0%B2%D0%BA%D0%B0_%D0%BE_%D0%BF%D1%80%D0%B0%D0%B2%D0%B5_%D0%BF%D0%BE%D0%BD%D0%B8%D0%B6%D0%B5%D0%BD%D0%B8%D1%8F Поправку о праве понижения], которая разрешает им санкционировать понижение в должности или освобождение от должности за пределами четко оговоренных наказаний.&lt;br /&gt;
&lt;br /&gt;
=Казнь=&lt;br /&gt;
Казнь ограничивается преступлениями, в которых четко предусмотрена возможность к казни подозреваемого или тех, чей таймер превышает один час, например, постоянное заключение. Казни должны быть санкционированы &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим Офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &#039;&#039;&#039;одновременно&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt; и &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефом МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; (или &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военным смотрителем&#039;&#039;&#039;&amp;lt;/span&amp;gt; если отсутствует &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;) если &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;отсутствует.&#039;&#039;&#039; Заключённые, отбывающие длительное заключение, могут быть казнены позднее, если действует красный/дельта код.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; не может авторизовать казнь.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Во время Дельта кода, угроз, требующих эвакуации, или враждебных сил приближающихся к/на борту судна, следующие процедуры могут быть проигнорированы, но должны быть разрешены.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Процедура оповещения о казни: ======&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должен сделать корабельное объявление, информируя экипаж о намерении казнить заключенного, причине и методе казни.&lt;br /&gt;
* Санкционированные методы казни - расстрел (сотрудниками &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим Офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt;) или Смертельная Инъекция (Исполняется Главным Врачом).&lt;br /&gt;
** Должно использоваться только стандартное огнестрельное оружие, такое как винтовки, пистолеты или дробовики. Никаких взрывчатых веществ или оружия, которое может считаться жестоким и необычным.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военный смотритель&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может определить кого-либо еще к расстрельной группе. Этот акт может быть зарезервирован только для пострадавших.&lt;br /&gt;
&lt;br /&gt;
====== Процедура приведения в исполнение: ======&lt;br /&gt;
* Осужденный может запросить табачный продукт, последний продукт и последний напиток в качестве последней трапезы. Эти предметы должны быть легко доступными.&lt;br /&gt;
* Приговорённый может также запросить повязку на глаза для казни.&lt;br /&gt;
* Осуждённый может потребовать, чтобы максимум три человека видели его казнь из числа изначальных очевидцев.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; (или &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военный смотритель&#039;&#039;&#039;&amp;lt;/span&amp;gt; в его отсутствие) &#039;&#039;&#039;должны&#039;&#039;&#039; присутствовать на казни.&lt;br /&gt;
* Осужденному &#039;&#039;&#039;ДОЛЖНА&#039;&#039;&#039; быть предоставлена возможность произнести любые последние слова, после казнь может продолжаться. Осужденный может использовать радио для этого, даже если его радио было изъято за злоупотребление. &lt;br /&gt;
** Если время выполнения любого из этих действий превышает две минуты в общей сложности, то может быть продолжено исполнение казни.&lt;br /&gt;
&lt;br /&gt;
=Права заключённого=&lt;br /&gt;
Ниже приводится перечень основных прав заключенных. За исключением доступа к радио, они не могут быть отозваны, за исключением экстремальной ситуации и только тогда с разрешения &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военного смотрителя&#039;&#039;&#039;&amp;lt;/span&amp;gt;, или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Заключённые имеют право на отправку факса в &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; с запросом вернуть их права или сообщить о злоупотреблении. &lt;br /&gt;
&lt;br /&gt;
== Общий двор ==&lt;br /&gt;
Всем заключенным разрешается находиться в общем помещение/дворе по умолчанию, за исключением постоянных заключенных. Это право может быть изменено в следующих сценариях.&lt;br /&gt;
* Заключённые, постоянно находящиеся под арестом, могут получить доступ во двор/общее помещение с сопровождением в качестве награды за хорошее поведение или же по желанию &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Мятеж, беспорядки или чрезвычайные ситуации лишают этого права.&lt;br /&gt;
* Активные попытки побега лишают этого права.&lt;br /&gt;
* Если заключенный нарушает закон, находясь под арестом, это право теряется. Право может быть возвращено &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефом МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военным смотрителем&#039;&#039;&#039;&amp;lt;/span&amp;gt;, или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Защита и право на здравоохранение==&lt;br /&gt;
Все заключенные должны находиться в целости и безопасности, до тех пор, пока они находятся под стражей, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должен оставаться в бриге все время, за исключением случаев, когда заключённые находятся под постоянным арестом или когда возникает чрезвычайная ситуация. Лечение должно проводиться внутри брига, когда это возможно.&lt;br /&gt;
* Обязанность &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, производящего арест, заключается в том, чтобы один человек постоянно находился в бриге для наблюдения за заключенным.&lt;br /&gt;
* Хирургический поддон должен оставаться внутри брига в любое время, за исключением случаев, когда Красный/Дельта код активны.&lt;br /&gt;
Если нет, то &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должно сопровождать заключенного в лазарет и наблюдать за ним во время лечения. Попытка самоубийства может повлечь за собой наказание в виде дополнительных ограничений включая в себя обвинение - Безумие, из ряда Профилактических обвинений.&lt;br /&gt;
&lt;br /&gt;
==Доступ к радиосвязи==&lt;br /&gt;
Если заключенный не злоупотребил радио (например, звал кого-либо для помощи после того, как его попросили остановиться), то ему разрешено использовать стандартные гарнитуры. Если какой-либо &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; считает, что заключённые злоупотребляет правом на связь, это право может быть отозвано после того, как было сделано предупреждение о том, что считается злоупотреблением, и предоставлена возможность прекратить это.&lt;br /&gt;
* Заключенные могут запрашивать апелляции сколько они захотят.&lt;br /&gt;
* Заключенным может быть отказано в доступе к гарнитуре, если на судне мятеж, но только до тех пор, пока не закончится мятеж.&lt;br /&gt;
&lt;br /&gt;
= Право на апелляцию =&lt;br /&gt;
Апелляция - это процесс рассмотрения дела вышестоящим органом. Апелляции функционируют как процесс для исправления ошибок, но они не могут быть использованы для добавления новых обвинений или наказаний после того, как был установлен таймер брига.&lt;br /&gt;
==Своевременное вынесение приговора по апелляции==&lt;br /&gt;
# Любое лицо, находящееся под юрисдикцией военного закона, имеет право обжаловать свое наказание по своему выбору у &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;, кто может назначить кого-то другого, чтобы справиться с этим. Если они заинтересованы, то они должны назначить незатронутого &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или незатронутого уполномоченного офицера.&lt;br /&gt;
# Последнее слово принадлежит тому, кто обрабатывает апелляцию. Как правило, свидетели/потерпевшие, любой, кто приказывает арестовать, выбирает обвинения или выбирает время, в котором заключенный совершает преступление, не должны обрабатывать апелляцию.&lt;br /&gt;
# Лицо, рассматривающее апелляцию, может установить правомерность обвинения, изменить обвинение на более низкий уровень, уменьшить наказание за обвинение до минимального наказания и снять обвинение, в котором заключенный признан невиновным.&lt;br /&gt;
# Обвинение не может быть снято, если заключенный виновен.&lt;br /&gt;
# После того, как заключенный сообщает о своем желании обжаловать решение, ему должна быть предоставлена форма апелляции PR301a в течение 5 минут. После заполнения этой формы начинается новый 5-минутный таймер, в течение которого назначенный проверяющий апелляции должен прибыть и начать рассмотрение апелляции.&lt;br /&gt;
## Факт подачи апелляции должен быть четко доведен до сведения &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефа МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Если лицо, получившее просьбу об апелляции, не принимает надлежащих мер, ему должны быть предъявлены обвинения в невыполнении обязанностей.&lt;br /&gt;
# Апелляции должны рассматриваться до казней, понижений в должности и ВСН. Таймеры сотрудников, подавших апелляцию, будут работать (если таковые имеются) до завершения рассмотрения апелляции.&lt;br /&gt;
# Апелляции не могут влиять на другие меры наказания. Морпех может быть помещен под стражу в ожидании своей апелляции, если он не несет никакого приговора.&lt;br /&gt;
&lt;br /&gt;
== Приостановление апелляций ==&lt;br /&gt;
Во время дельта кода; угрозы, требующие эвакуации; приближающиеся враждебные силы на/к борт/у судна; беспорядки; побеги, права на апелляцию приостанавливаются. Рассмотрение апелляций может быть отложено и в следующих ситуациях.&lt;br /&gt;
* Заключённый нуждается в медицинской помощи и не находится в сознании.&lt;br /&gt;
* Существует еще одна апелляция, которая была подана до этого.&lt;br /&gt;
* Морпех сбежал и не может быть найден.&lt;br /&gt;
&lt;br /&gt;
Примеры недействительных оснований для отсрочки рассмотрения апелляций.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; заняты другими задачами.&lt;br /&gt;
* Заключенный считается сумасшедшим.&lt;br /&gt;
&lt;br /&gt;
== Надлежащая процедура обжалования ==&lt;br /&gt;
Для обеспечения надлежащего рассмотрения апелляций следует соблюдать следующие процедуры.&lt;br /&gt;
* Все обвинения должны быть перечислены один за другим с наказанием, которое заключенный получил для каждого обвинения. Это может быть сделано любым представителем или лицом, рассматривающим апелляцию.&lt;br /&gt;
* Апелляции обрабатываются лично. Они не могут быть произведены через дистанционную связь. Это касается только лица, рассматривающего апелляцию, а не свидетелей.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Апелляции &#039;&#039;&#039;ДОЛЖНЫ&#039;&#039;&#039; обрабатываться с помощью формы апелляции (PR301a)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Апелляция касается преступлений, перечисленных в отношении обвиняемого. Если обвинения были некорректно предъявлены, они должны быть сняты. Апелляции не могут добавлять новые обвинения или наказания после того, как был установлен таймер брига. &#039;&#039;&#039;Даже если ошибочные обвинения были предъявлены в результате ошибки в процедурах.&#039;&#039;&#039;&lt;br /&gt;
* Решение по апелляции должно приниматься на основании отдельных обвинений. Не следует давать общий ответ на апелляцию в целом. Результат должен быть дан по обвинению.&lt;br /&gt;
* Лицо, рассматривающее апелляцию, является тем, кто принимает решение. Им не может быть предписано или заставлено рассматривать апелляцию определенным образом.&lt;br /&gt;
* Лицо, рассматривающее апелляцию, не может быть подвергнуто какому-либо наказанию ни за рассмотрение апелляции, ни за ее исход.&lt;br /&gt;
** За исключением случаев, когда не была надлежащим образом соблюдена процедура обжалования.&lt;br /&gt;
&lt;br /&gt;
=== Контрольный список апелляции ===&lt;br /&gt;
Для рассмотрения апелляции рекомендуется использовать следующий контрольный перечень.&lt;br /&gt;
# Вы находитесь лично рядом обвиняемым?&lt;br /&gt;
# Были ли предъявлены обвинения и назначенные наказания?&lt;br /&gt;
# Вы проверили версию обвинителя (обвинителей)?&lt;br /&gt;
# Вы проверили показания свидетелей?&lt;br /&gt;
# Вы проверили версию обвиняемого?&lt;br /&gt;
# Вы проверили какие-нибудь улики?&lt;br /&gt;
# Вы проверили, поддерживают ли доказательства обвинения? И версии?&lt;br /&gt;
# Вы рассматривали смягчающие обстоятельства?&lt;br /&gt;
# Вы уже приняли решение по апелляции?&lt;br /&gt;
# Вы информировали обвиняемого о своем решении по каждому обвинению?&lt;br /&gt;
# Вы откорректировали наказание обвиняемого?&lt;br /&gt;
# Вы информировали заключенного о его праве направлять факсы с дополнительными апелляциями &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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=== Апелляция в Канцелярию Военной Прокуратуры ===&lt;br /&gt;
Альтернативой обычной апелляции является обращение в &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;, это дополнительная апелляция, которую заключенный может подать после того, как его апелляция была отклонена или вместо стандартной апелляции.&lt;br /&gt;
&lt;br /&gt;
Если заключенный должен быть казнён, &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярия Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; имеет 10 минут для того, чтобы отправить ответ. Если в установленный срок не будет получено ответа, может начаться исполнение приговора.&lt;br /&gt;
* Если апелляция будет подана вместо стандартной апелляции, то в случае истечения предыдущего срока она по-прежнему считается отклоненной.&lt;br /&gt;
&lt;br /&gt;
При использовании этого права заключенный имеет право на ручку и бумагу для отправки факса в &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Если заключенный должен быть в наручниках из-за, например, причинение вреда самому себе, он имеет право диктовать факс, но не должен быть освобождён от ограничений. Этот документ, как только он будет написан, должен быть отправлен по факсу как можно скорее.&#039;&#039;&#039;Действующий дельта код, угрозы, требующие эвакуации или приближение враждебных сил, угроза борту судна может полсужить причиной отказана в этом праве.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Специальные оговорки=&lt;br /&gt;
==Медицинские эксперименты==&lt;br /&gt;
Физическое лицо может отказаться от своих прав для участия в медицинском эксперименте. Исследователи, проводящие утвержденные медицинские эксперименты, не могут быть привлечены к ответственности за вред, причиненный испытуемому в рамках утвержденных параметров эксперимента. Все эксперименты требуют одобрения либо &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командира&#039;&#039;&#039;&amp;lt;/span&amp;gt; (не включая &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурного Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;) или Главного Врача.&lt;br /&gt;
* Заключенные могут просить, чтобы их использовали для медицинских экспериментов в качестве объекта. Таймер заключенного продолжает работать, пока они используются в качестве медицинского эксперимента.&lt;br /&gt;
* Если таймер заключенного заканчивается во время проведения медицинского эксперимента, он свободен и больше не обязан продолжать эксперимент.&lt;br /&gt;
* За исключением заключенных, таймер которых в противном случае позволил бы казнить, медицинские эксперименты, которые приведут к смерти заключенного, не являются законными.&lt;br /&gt;
&lt;br /&gt;
==Безумство==&lt;br /&gt;
Недуг или отсутствие способности к пониманию, которые мешают человеку обладать умственной способностью, требуемой законом для выполнения своих обязанностей или задач. Невменяемость может быть объявлена только Главным Врачом или Синтетиком, их нельзя принуждать к объявлению кого-либо сумасшедшим.&lt;br /&gt;
&lt;br /&gt;
* В отсутствие Главного Врача или Синтетика, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; могут назначать офицера медицинского отдела для проведения оценки вместо них, однако это должно быть последним средством.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Мятеж и арест командира==&lt;br /&gt;
Попытка свержения законного командного состава является явно незаконной, и &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны сделать все возможное для ее предотвращения. &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны связаться с &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшим Командованием&#039;&#039;&#039;&amp;lt;/span&amp;gt; что-бы получить одобрение, прежде чем предпринимать какие-либо действия в отношение &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Если нет &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; операции может быть арестован, но &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшее Командование&#039;&#039;&#039;&amp;lt;/span&amp;gt; должно быть уведомлено об этом по факсу.&lt;br /&gt;
&lt;br /&gt;
Если мятеж успешнен и &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt; свергнут или сдается, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны держать свергнутого в заключении, если его свобода может разжечь конфликт.&lt;br /&gt;
&lt;br /&gt;
* Если судно находится под командованием &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурного Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; во время мятежа их можно пропустить, если они будут в очереди на принятие командования.&lt;br /&gt;
&lt;br /&gt;
==Самооборона и защита других==&lt;br /&gt;
Уголовные обвинения не предъявляются к тем, кто применяет силу против других при самообороне от незаконного применения силы, если они защищают себя пропорциональной силой. Это право распространяется на защиту других, если есть основания полагать, что они находятся в смертельной опасности. Это положение не применяется к законным убийствам, таким как казни.&lt;br /&gt;
* Пропорциональная сила&lt;br /&gt;
** Удары в ответ на удар.&lt;br /&gt;
** Рукопашное оружие против рукопашного оружия.&lt;br /&gt;
** Огнестрельное оружие против огнестрельного оружия.&lt;br /&gt;
** Лицо, защищающее обвиняемого, должно останавливаться только с применением летальной силы до тех пор, пока другое лицо не сможет напасть на подсудимого.&lt;br /&gt;
*** Ответчик должен уведомить &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или их команды об использовании самообороны.&lt;br /&gt;
* Человек, на которого напали, должен также, по возможности, попытаться отойти от другого нападавшего и предупредить &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
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== Чрезвычайные ситуации ==&lt;br /&gt;
В чрезвычайных ситуациях, таких как эвакуация, содержащиеся в бриге лица, виновные в, ненасильственных, мелких или крупных преступления могут быть освобождены &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефом МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;&#039;&#039;&#039;Военным смотрителем&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, или &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим Офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt; если у них нет оснований полагать, что они будут представлять угрозу или препятствовать персоналу ККМП США в ходе чрезвычайной ситуации. Заключённому, виновный в преступлениях, наказуемых смертной казнью, или преступлениях насильственного характера, не должен быть освобожден, если только ситуация не является настолько тяжелой, насколько это необходимо для оказания помощи; в этих случаях заключенных следует оценивать на индивидуальной основе, чтобы определить, безопасны ли они для освобождения. Рассмотрение поведения и преступлений человека, а не физическая оценка лицом к лицу.&lt;br /&gt;
&lt;br /&gt;
Если заключенному отказывают в освобождении или он явно слишком опасен или наносит ущерб выживанию экипажа Алмаера, если они будут освобождены; они должны быть либо сопровождены к спасательной капсуле, пока находятся под стражей уполномоченного офицера, или &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, которому поручено поддерживать их безопасность.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Обычный красный код не является достаточным основанием для эвакуации судна, если только оно не захватывается крупными враждебными силами.&#039;&#039;&#039;&lt;br /&gt;
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= Синтетики и Военный закон =&lt;br /&gt;
== Синтетики Алмаера ==&lt;br /&gt;
Синтетики Алмаера запрограммированы так, что они не могут нарушать военный закон и поэтому не могут быть арестованы, если только &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшее Командование&#039;&#039;&#039;&amp;lt;/span&amp;gt; предварительно не одобрило такой арест по факсу. Синтетики также имеют те же права и привилегии, что и обычный морпех.&lt;br /&gt;
* Если какой-либо сотрудник &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; считает, что синтетик нарушил военный закон, это должно быть отправлено по факсу &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшему Командованию&#039;&#039;&#039;&amp;lt;/span&amp;gt; и передано &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Синтетику Консулу&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
* Если офицер приказывает арестовать Синтетика, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должен игнорировать приказ и сообщить офицеру, что они должны направить факс &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшему Командованию&#039;&#039;&#039;&amp;lt;/span&amp;gt; для подтверждения ареста синтетика.&lt;br /&gt;
* Любые другие синтетики, не являющиеся непосредственно частью ККМП США, не имеют такого иммунитета от ареста.&lt;br /&gt;
&lt;br /&gt;
== Выжившие Синтетики ==&lt;br /&gt;
* Weyland-Yutani и ККМП США - деловые партнеры, и как таковые, синтетики Weyland-Yutani (Синтетики колонии) имеют те же права и привилегии, что и Синтетики Алмаера, но их арест может быть авторизован &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шефом МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; без необходимости направления факса &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшему Командованию&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Синтетики имеют те же права и защиту в соответствии с военным законом, что и Синтетики Алмайера.&lt;br /&gt;
* Выжившие Синтетики, действия которых подрывают планы ККМП США (присваивание очень ценных материалов без запроса, разборка обороны и т.д.) могут быть объявлены неисправными Командующим Офицером, Исполнительным Офицером или действующим &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
** Как только Синтетик будет объявлен неисправным, он потеряет защиту и может быть арестован свободно.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; не может объявить Синтетика неисправным.&lt;br /&gt;
&lt;br /&gt;
=Особые оговорки Командующего Офицера=&lt;br /&gt;
==Иммунитет к аресту==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; не выше военного закона. Однако, он не может быть арестован без явного разрешения &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Если &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; нарушает Военный Закон, свяжитесь с &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшим Командованием&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярией Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; для разрешения на арест &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Право на информирование &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt; не может быть отозвано. Если &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; был свергнут из-за мятежа, МП должны задержать &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; в заключении, если его свобода грозит возобновлением конфликта; После того как &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; был свергнут, он теряет свой иммунитет к аресту и перестаёт считаться &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командиром&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Привилегия на казнь==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может выполнять полевые казни. Это означает, что они могут &#039;&#039;&#039;лично&#039;&#039;&#039; казнить кого-либо под их руководством на судне или в районе операций &#039;&#039;&#039;без предупреждения или процедуры&#039;&#039;&#039;, &#039;&#039;&#039;за исключением случаев, когда они находятся под стражей &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;, при условии, что их слова или действия отвечают одному из следующих условий:&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшее Командование&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Маршалы Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Командование Флотом&#039;&#039;&#039;&amp;lt;/span&amp;gt; (КО Консул, направленный администрацией) и &#039;&#039;Ивентовые персонажи&#039;&#039; (как определено событием, которое запускает администратор) наследуют привилегию на полевые казни в соответствии с обычными инструкциями.&lt;br /&gt;
* Угроза вашему командованию. Попытка или угроза подрыва вашего командования, или попытка лишить вас командования с помощью &#039;&#039;&#039;незаконного&#039;&#039;&#039; метода. (Мелкие оскорбления, разногласия или отправка факса &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшему Командованию&#039;&#039;&#039;&amp;lt;/span&amp;gt; не подрывает Ваше командование.)&lt;br /&gt;
* Угроза для людей. Реальная угроза и попытка нанесения вреда &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующему Офицеру&#039;&#039;&#039;&amp;lt;/span&amp;gt; или кому-либо во время пребывания в присутствии &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Угроза судну или операции. Реальная угроза или попытка нанесения ущерба судну, ККМП США или операции во время присутствия &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Казни на поле боя не должны производиться таким образом, чтобы создавались сопутствующие повреждения или риски с участием невинных сторон или людей, они должны быть выполнены лично и нацелены на каждого индивидуума индивидуально. Например, орбитальная пушка не может быть использована для полевой казни. По завершении казни на поле боя в разумные сроки должно быть сделано объявление с разъяснением причин казни и указанием имени и должности. &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; не может провести полевую казнь человека содержащегося под стражей или удерживаемого &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;, если обычная казнь не возможна (например, во время дельта кода).&lt;br /&gt;
В дополнение, &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может запрашивать разрешение на то, чтобы казнить заключенных иначе, как Расстрел или Летальная Инъекция у &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Или санкционировать нестандартные методы казни в чрезвычайных ситуациях, когда обычная процедура невозможна.&lt;br /&gt;
&lt;br /&gt;
== Миссии сопровождения ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; имеет два отдельных положения о сопровождении. (не следует путать с [https://bm.ss220.club/index.php/%D0%A1%D1%82%D0%B0%D0%BD%D0%B4%D0%B0%D1%80%D1%82%D0%BD%D1%8B%D0%B5_%D1%80%D0%B0%D0%B1%D0%BE%D1%87%D0%B8%D0%B5_%D0%BF%D1%80%D0%BE%D1%86%D0%B5%D0%B4%D1%83%D1%80%D1%8B#%D0%A1%D0%BB%D1%83%D0%B6%D0%B1%D0%B0_%D0%B1%D0%B5%D0%B7%D0%BE%D0%BF%D0%B0%D1%81%D0%BD%D0%BE%D1%81%D1%82%D0%B8_(%D0%98%D0%B7%D0%BC%D0%B5%D0%BD%D0%B5%D0%BD%D0%B8%D1%8E_%D0%BD%D0%B5_%D0%BF%D0%BE%D0%B4%D0%BB%D0%B5%D0%B6%D0%B8%D1%82) СОП Служба безопасности] охраной ПОБа.) &lt;br /&gt;
&lt;br /&gt;
# &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может просить до двух &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; охранять &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; на планете, больше никто не может участвовать. Этим двум &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; разрешено воевать на линии фронта с &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующим Офицером&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
# &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может запросить любое количество &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; для сопровождения небоевого персонала на планету, однако они должны избегать фронта любой ценой. Это включает в себя сопровождение &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера &#039;&#039;&#039;&amp;lt;/span&amp;gt; который не будет сражаться на передовой.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Если сопровождаемое лицо недееспособно, то сопровождающие члены &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны попытаться вернуть тело сопровождаемого лица. Если это невозможно, то они должны вернуться на борт. Во время сопровождения необходимо, чтобы сопровождаемое лицо и &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; следовали правилам сопровождения, изложенным ниже:&lt;br /&gt;
* Направленный &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; фокусируется на том, чтобы держать сопровождаемого человека в безопасности всё время.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны оставаться в пределах видимости сопровождаемого индивидуума всё время.&lt;br /&gt;
** Если сопровождаемое лицо приказывает &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; сделать что-то, что оставит &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; вне поля зрения, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; может не делать этого.&lt;br /&gt;
* На борту судна должно быть оставлено минимальное количество &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; для обеспечения безопасности. &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; определяет, что необходимо для поддержания безопасности, но минимальное количество - это один &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Если безопасность судна не обеспечивается, решение &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; может быть пересмотрено &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярией Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должен всегда оставаться на борту и может считаться необходимым оставшимся &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; для миссий сопровождения.&lt;br /&gt;
&lt;br /&gt;
== Помилования ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может в исключительных случаях помиловать преступников, если считает, что это отвечает наилучшим интересам операции. Помилование допускается только за совершение малозначительных и тяжких преступлений.&lt;br /&gt;
Помилование правонарушителей совершивших особо тяжкие преступления не допускается, за исключением особых обстоятельств с разрешения &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; или, в его отсутствие, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; может обратиться с ходатайством о помиловании &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшему Командованию&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярию Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; по факсу. &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может быть привлечен к ответственности за дальнейшие преступные действия, совершенные теми, кого он помилует, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшее Командование&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярия Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; может отменить решение; &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; должны обеспечить осуждённому возвращение в бриг без инцидентов.&lt;br /&gt;
Невыполнение этого требования может привести к удалению и аресту по усмотрению &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Если кто-либо из &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; считает, что помилование было сделано неправомерно, они должны сообщить &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшему Командованию&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; об этом, а так-же передать это &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;КО Консулу&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Когда кто-либо в ранге &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt; или выше, совершает помилование, он должен знать совершенные преступления и примерно, когда они были совершены.&lt;br /&gt;
* Лицо, исполняющее Помилование должно объявить его в Анонсе, указав причину, по которой осуждённое лицо было прощено, его имя и обвинения. &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующему Офицеру&#039;&#039;&#039;&amp;lt;/span&amp;gt; не нужно присутствовать на освобождении лично.&lt;br /&gt;
&lt;br /&gt;
== Отмена арестов ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может воспользоваться своим правом на помилование для отмены ареста или ордера на арест в отношении лица, прежде чем оно будет помещено в камеру брига. Такое &amp;quot;аннулирование ареста&amp;quot; осуществляется в соответствии с обычной процедурой Помилования, как если бы помилование осуществлялось в обычном порядке с заключённым брига.&lt;br /&gt;
&lt;br /&gt;
* Это должно быть объявлено Анонсом через планшет или компьютер (это может быть произведено после того, как арест был отменён)&lt;br /&gt;
* Это является темой для обжалования &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшему Командованию&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; берет на себя полную ответственность за действия виновного.&lt;br /&gt;
* Если человек, арест которого был отменен в результате помилования, повторно совершает преступление, &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; могут просить о задержании &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующего Офицера&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
Вот условия для осуществления этой власти.&lt;br /&gt;
&lt;br /&gt;
* Отмена ареста может быть произведена только в том случае, если &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; находится рядом с арестованным.&lt;br /&gt;
** Например, если &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; находится на земле, он может выдавать такое помилование только лицам, которые находятся с ним на земле, и наоборот.&lt;br /&gt;
&lt;br /&gt;
* Аннулирование ареста не может быть применено в отношении подозреваемых, которые находятся на стадии совершения преступления, сопротивлялись или сопротивляются аресту, или уже содержатся под стражей (в последнем случае вместо этого может применяться обычное Помилование).&lt;br /&gt;
* Аннулирование ареста не может быть использовано для отмены или запрета исполнения ордера/распоряжения об аресте от &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшего Командования&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Поправка о праве понижения ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может понизить или уволить сотрудников ККМП США ниже его должности, если они совершили тяжкое преступление. Понижение в должности должно соответствовать степени тяжести и оставаться на уровне отдела. Невозможно понизить кого-либо с инженерной должности до медицинской.&lt;br /&gt;
* Это не то же самое, что стандартное [https://bm.ss220.club/index.php/Военный_закон#Понижение Понижение] для Тяжких/Особо тяжких преступлений.&lt;br /&gt;
&lt;br /&gt;
==Общее положение по ВСН==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Командующий Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; может в любой момент выдать ВСН, если он сочтет поведение военнослужащего неприемлемым или противоречащим надлежащему порядку и поведению и заслуживает наказания, даже если он не совершил преступления, предусмотренного военным законодательством, за непрофессиональное поведение, невыполнение работы в удовлетворительных условиях или несоблюдение норм общественного порядка.&lt;br /&gt;
&lt;br /&gt;
==Исполняющий обязанности==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Командир&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Дежурный Офицер&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Шеф МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; могут назначать уполномоченных &#039;&#039;&#039;Офицеров&#039;&#039;&#039;, Синтетиков Алмаера или Старших Инструкторов для проведения арестов и обеспечения соблюдения военного законодательства в случае, если &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; не смогут принять своевременные меры. Назначенные исполняющими обязанности &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt; обязаны следовать военному закону как &amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;&#039;&#039;&#039;МП&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Офис Маршалов Военной Прокуратуры ККМП США=&lt;br /&gt;
==Военная Прокуратура==&lt;br /&gt;
Члены &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; ККМП США имеют значительное влияние на то, как военный закон обрабатывается в их областях деятельности. В случае, если Военный Закон подвергается неправомерному обращению на борту судна ККМП США или в пределах Зоны Операции судна ККМП США, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Высшее Командование&#039;&#039;&#039;&amp;lt;/span&amp;gt; или &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярия Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; ККМП США может счесть целесообразным направить группу Военной Прокуратуры. Эта команда может варьироваться от инспектора и его эскорта, посещающих объект и устанавливая законность, до группы исполнителей, показывающих, почему нарушение закона - плохая идея.&lt;br /&gt;
==Авторитет==&lt;br /&gt;
* Члены &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Канцелярии Военной Прокуратуры&#039;&#039;&#039;&amp;lt;/span&amp;gt; подчиняются только своим непосредственным начальникам и не обязаны подчиняться цепочке командования морской пехоты.&lt;br /&gt;
* Инспекторы Военной Прокуратуры и выше - последнее слово по военному закону в Зоне Операции.&lt;br /&gt;
* Советники Военной Прокуратуры не имеют никаких прямых полномочий, однако от них ожидается, что они будут обеспечивать правильное применение военного закона.&lt;br /&gt;
* От Маршалов Военной Прокуратуры не требуется соблюдение военного закона, за исключением объявлений о казнях на поле боя.&lt;br /&gt;
&lt;br /&gt;
===Контактная Информация===&lt;br /&gt;
&#039;&#039;&#039;Военный Закон на данный момент курируется Главным Маршалом Офиса Военной Прокуратуры, Вильгельмом Леммелем&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Контакты: “lord_de_steel” на межгалактическом Discord сервере ККМП США.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=Commanding_Officer_Code_of_Conduct&amp;diff=15926</id>
		<title>Commanding Officer Code of Conduct</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=Commanding_Officer_Code_of_Conduct&amp;diff=15926"/>
		<updated>2026-03-28T21:49:06Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Убрал битую ссылку&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every [[Commanding Officer]] is subject to follow additional standards for the CO role if they are to retain their whitelist. These rulings may be interpreted by the Council but are otherwise mandatory to be followed by every whitelisted CO. Violations will result in punitive action.&lt;br /&gt;
&lt;br /&gt;
This version of the CoC has been updated from the ground up by authority of the CO Council. Contact User:Naut for further information or suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revision 7.2023.1. Last updated July 12, 2023.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== Informal/Verbal Warning ===&lt;br /&gt;
A player will receive an &#039;&#039;&#039;informal/verbal warning&#039;&#039;&#039; for a minor guideline breach. Used to serve as a reminder or a notice that a CO is breaking guidelines. Informal warnings are not recorded and do not contribute to future punishment unless an informal warning is escalated to a formal warning.&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
A player will receive a basic (formal) &#039;&#039;&#039;warning&#039;&#039;&#039; for a breach in guidelines as a CO. Basic warnings will have a duration of THREE months, at which point they cease to become relevant.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Warning ===&lt;br /&gt;
A player will receive a &#039;&#039;&#039;heavy warning&#039;&#039;&#039; for a breach in guidelines as a CO if they already have an active warning OR if the incident justifies a heavy warning with no previous actions. Heavy warnings will have a duration of &#039;&#039;&#039;six (6)&#039;&#039;&#039; months before expiring.&lt;br /&gt;
&lt;br /&gt;
If a CO commits another offense while on heavy warning, they may be subject to a suspension or dewhitelist depending on their actions.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Final Warning&#039;&#039;&#039; is a variation of a Heavy Warning. Any offense committed after a final warning will result in a dewhitelist.&lt;br /&gt;
&lt;br /&gt;
=== Suspension ===&lt;br /&gt;
A player will receive a &#039;&#039;&#039;suspension&#039;&#039;&#039; if they already have an active warning/heavy warning OR if the incident is so egregious as to justify a suspension with no prior incidents (extremely unlikely). Suspension times may vary depending on severity, but will always be a week, 2 weeks, or a month. After suspension time is served, it will be treated as a heavy warning for the purposes of punishment escalation.&lt;br /&gt;
&lt;br /&gt;
=== Removal ===&lt;br /&gt;
A player will have their whitelist &#039;&#039;&#039;revoked&#039;&#039;&#039; (&#039;&#039;&#039;dewhitelisted&#039;&#039;&#039;) if, while still serving time from a suspension (in the form of a heavy warning), they’re responsible for a breach in the whitelist guidelines OR if they escalate to a suspension again after already receiving one in the past. Players may appeal their Whitelist removal after 3 months via PMing one of the current Council members with the filled-out form found on the forums (Link). If a player has their whitelist removed twice, it will be permanent and unappealable.&lt;br /&gt;
&lt;br /&gt;
== Uniform Standards and Behavior ==&lt;br /&gt;
&lt;br /&gt;
=== Grooming ===&lt;br /&gt;
Hair color, as well as style, are to remain in natural colors. Flamboyant or bright hair colors like neon, as well as hair highlights or gradients, are prohibited. Dyed hair is allowed as long as they remain in natural colors; white, gray, black, blonde, dark red, and dark orange are considered natural colors. Highlights are allowed as long as they retain a natural appearance and do not have unnatural patterns or appearance.&lt;br /&gt;
&lt;br /&gt;
Hairstyles must remain above neck level for men and above waist level for women. Any facial hair must be well-kempt and may not droop down below the neck. Hair tying or braiding is permitted for both genders as long as such styles do not violate the length guidelines or look overly unprofessional.&lt;br /&gt;
&lt;br /&gt;
=== Uniforms and Clothing ===&lt;br /&gt;
Commanding Officers must remain in reasonable clothing at all times, and wear clothes of USCM or American origin. A broader selection of bespoke outfits are available for Commanding Officers in dress vendors in their quarters and across the ship; Commanding Officers may wear anything issued in these dress vendors as well as standard USCM enlisted or officer clothing, such as combat fatigues or officer uniforms. &lt;br /&gt;
&lt;br /&gt;
* Dress uniforms, while not explicitly prohibited from general use, should ideally be reserved for deserving occasions, such as memorials, events, or ceremonies. Uniforms of department crew such as requisitions, medical, or engineering should not be worn by COs unless the circumstance demands it.&lt;br /&gt;
* Attire such as swimwear, sleepwear, civilian clothing, or athletic wear is to be reserved for appropriate recreational or training activities or situations and should not be worn during ongoing operations or while on duty as a Commanding Officer. The visible display of bare chests or underwear is strictly prohibited in public appearances.&lt;br /&gt;
* The wearing of a military or government uniform not belonging to that of the USCM or the United Americas (UA), such as wearing the clothing of another nation’s armed forces or other uniformed service, or that of a corporate entity, is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039; and grounds for immediate relief of duty and arrest for seditious actions.&lt;br /&gt;
&lt;br /&gt;
=== Conduct ===&lt;br /&gt;
Commanding Officers are meant to act as role models for those under their command. All Commanding Officers must exhibit dress, behavior, and mentality becoming of a high-ranking officer. Immature behavior, rampant tomfoolery, incompetence, or an unsound mental state (i.e. insanity) are prohibited.&lt;br /&gt;
&lt;br /&gt;
COs should demonstrate the ability to exercise level-headedness, maturity, and competence while performing one’s duties. While COs are not required to be humorless, strict individuals, they shouldn’t stoop to the mental level of a fresh-out-of-training Private, for example, and should behave as if they had spent decades in the military.&lt;br /&gt;
&lt;br /&gt;
Remember: as the Commanding Officer you should ideally put your Marines before yourself. While deviations from this are permissible in character (i.e. if your CO character is a coward, egotistical, or other form of character trait or flaw), decisions should not positively affect yourself at the cost of the operation, the ship, or its people being harmed or negatively affected.&lt;br /&gt;
&lt;br /&gt;
== Marine Law and Standard Operating Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Non-Modifiable&amp;lt;/span&amp;gt; Standard Operating Procedure ===&lt;br /&gt;
While certain SOP modifications are possible the Commanding Officer is both ICly and OOCly bound to follow all parts of Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
The only exception to this would be explicit permission from High-Command to either change or disregard parts of &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Non-Modifiable&amp;lt;/span&amp;gt; Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
=== SOP Modifications ===&lt;br /&gt;
The Commanding Officer has the right to modify the majority of Standard Operating Procedure (unless otherwise noted) as long as it is to the benefit of the operation or to Marines and does not conflict with guidelines in this Code of Conduct.&lt;br /&gt;
&lt;br /&gt;
* CIC weaponry &#039;&#039;&#039;cannot&#039;&#039;&#039; be handed out to anyone other than CIC staff (CO, XO, SOs) before Delta alert or boarding action. This is non-modifiable.&lt;br /&gt;
* SOP changes should be publicly communicated over command or ship announcements, depending on who is most affected by said SOP change.&lt;br /&gt;
* Modifications may be reversed or delayed by the discretion of High Command.&lt;br /&gt;
* SOP must overall be beneficial to the Marines, the ship, or the operation.&lt;br /&gt;
* Use common sense. SOP changes should avoid being self-centered, LRP, or for the sake of a joke. &lt;br /&gt;
&lt;br /&gt;
=== Pardons ===&lt;br /&gt;
The Commanding Officer may exceptionally pardon criminals by name, and the crimes they are being pardoned for, if they believe it is in the best interests of the operation. Only Minor and Major crimes may be pardoned. Capital offenders may not be pardoned except in special circumstances with the permission of High Command.&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer does &#039;&#039;&#039;not&#039;&#039;&#039; have to be physically present to issue a pardon announcement, as long as they are aware of the crimes committed and roughly when they were committed.&lt;br /&gt;
* A pardon must be investigated by the Commanding Officer to be valid. Handing out a pardon with little to no investigation is grounds for punitive action.&lt;br /&gt;
* Ideally, a prisoner should have been through an appeals process before issuing a pardon; however, this is not mandatory.&lt;br /&gt;
* Pardons must be officialized via full announcements (not simply radio messages).&lt;br /&gt;
* Pardons should not be given en masse to multiple prisoners, even if they all received sentences due to similar or identical incidents. Each prisoner must be investigated individually and determined whether or not a pardon should be issued.&lt;br /&gt;
&lt;br /&gt;
=== Cancelling Arrests ===&lt;br /&gt;
The Commanding Officer may invoke their pardoning authority to cancel the arrest, or warrant of arrest, for a person before they are placed in the ship&#039;s brig. This &amp;quot;arrest cancellation&amp;quot; follows standard procedure in the same way as if a pardon was conducted normally from the ship&#039;s brig. &lt;br /&gt;
&lt;br /&gt;
* They must be announced via the tablet or computer (this can be after the order is given)&lt;br /&gt;
* They are subject to HC appeal.&lt;br /&gt;
* The Commanding Officer takes full responsibility for the actions of the perpetrator being pardoned.&lt;br /&gt;
** If the person whose arrest was canceled via pardon reoffends, MPs may request the arrest of the CO. &lt;br /&gt;
&lt;br /&gt;
Arrest cancellations can only be issued if the Commanding Officer is in the same general vicinity as the person who is being arrested. &lt;br /&gt;
&lt;br /&gt;
For example, if the CO is on the ground, they may only issue such a pardon to people who are on the ground with them, and vice versa.&lt;br /&gt;
&lt;br /&gt;
* Arrest cancellations may not be used on suspects who are in the process of committing a crime, have resisted or are resisting arrest, or are already interned in the brig (in the latter case, a regular pardon may be used instead).&lt;br /&gt;
* Arrest cancellations may not be used to cancel or prohibit the enforcement of a warrant/order of arrest from High Command. &lt;br /&gt;
&lt;br /&gt;
=== Discretionary Arrests ===&lt;br /&gt;
&lt;br /&gt;
A discretionary arrest bypasses Marine Law standard restrictions on who can be arrested as the need for Marine Law to have been broken, and is immune from the Prevarication charge unless overturned by High Command. Military Police, while they will be allowed to voice objections, must comply with discretionary arrests ordered by the CO under penalty of NoD. If they think the order is truly an abuse of power, they can fax High Command after the fact.&lt;br /&gt;
&lt;br /&gt;
The CO can DA anyone up to and including the XO. They cannot attempt to order the arrest of equivalently-ranked/positioned officers or superior officers.&lt;br /&gt;
&lt;br /&gt;
COs can issue DAs on top of ML-related crimes as a way of extending the brig sentence of a crime. For example, a Marine can be arrested for NoD but brigged indefinitely as part of a DA.&lt;br /&gt;
&lt;br /&gt;
Arrest durations can vary but will default to permanent due to the way the the JAS. It&#039;s recommended you tell your staff and Military Police of how long you intend to DA someone so they&#039;ll have a general idea of when to let them go. &lt;br /&gt;
&lt;br /&gt;
If the CO who issues a DA is permanently killed, incapacitated, or goes to cryo, the acting Commander or the CMP will all be able to release DA&#039;d prisoners, but not issue DAs themselves. In the event of conflicting orders, CMP takes precedence. DAs can be pardoned at any time by the CO. They may also be allowed to appeal; however, only the CO, Provost, or High Command are allowed to approve their release or resentencing. While DAs are treated as a capital crime, they cannot be subject to execution unless the person is arrested for a standard, executable capital crime (such as Murder) alongside the DA.&lt;br /&gt;
&lt;br /&gt;
Just because an arrest doesn&#039;t have to break ML doesn&#039;t mean it can be completely faked. Brigging someone for being disruptive is fine, but brigging someone because you don&#039;t like them is not; nor is adding a fake crime to justify the DA. Doing so will result in a loss of your Whitelist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arrest Immunity ===&lt;br /&gt;
As per Marine Law, the Commanding Officer may &#039;&#039;&#039;not&#039;&#039;&#039; be arrested for crimes committed without written authorization from High Command. An arrest is only considered valid if a warrant can be &#039;&#039;&#039;procured and presented directly to the Commanding Officer&#039;&#039;&#039; for deposition. USCM general officers, field officers acting under a general&#039;s authority (CO Councilors), and Provost Marshals and above are the only ones able to immediately order the arrest of a CO without a written warrant.&lt;br /&gt;
&lt;br /&gt;
Should an invalid arrest attempt be made on the CO, the attempt is to be declared as Sedition, and the CO has the right to defend themselves to an appropriate extent.&lt;br /&gt;
&lt;br /&gt;
All arrests made on Commanding Officers will be investigated by the Council for potential misconduct.&lt;br /&gt;
&lt;br /&gt;
== Medals and Appointments ==&lt;br /&gt;
&lt;br /&gt;
=== Medal Issuance ===&lt;br /&gt;
Commanding Officers are the sole officers in their unit who are able to directly bestow a medal upon a person, civilian or military, for extraordinary acts in the line of duty.&lt;br /&gt;
&lt;br /&gt;
Medals should be given for special occasions or actions that are above and beyond the typical duties and responsibilities of the awardee. Examples include self-sacrifice, exceptional ability or talent, or ingenious strategy.&lt;br /&gt;
&lt;br /&gt;
* Medals should not be awarded to personnel who are simply doing their job. The mess technician, for example, should not be awarded a medal for simply cooking food.&lt;br /&gt;
* Medals should not be awarded for unusual but unremarkable actions as well. They should be reserved for special moments that would be deserving of a medal in a real-world scenario.&lt;br /&gt;
* Giving medals with a demeaning intent (such as to mock a Marine for poor actions) is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Enlistment ===&lt;br /&gt;
The Commanding Officer has the ability to &#039;&#039;&#039;temporarily enlist&#039;&#039;&#039; a civilian as a Marine of their battalion, for the duration of the operation or as necessary. Civilians may be appointed to either infantry positions, infantry support (Corpsmen or Combat Technicians), or specialist support positions such as Maintenance Technicians, Mess Technicians, or Doctors, depending on their background and capabilities. For example, a doctor may be enlisted as a doctor in the ship’s medical staff.&lt;br /&gt;
&lt;br /&gt;
Civilians may not be enlisted into specialist positions they are not qualified for, i.e. a mechanic may not be enlisted as a doctor. They may also not be appointed to any kind of leadership position, such as Squad Leader, nor may they be appointed to any officer or head position, or given a battlefield commission (an exception being Doctors or Researchers, as previously mentioned).&lt;br /&gt;
&lt;br /&gt;
=== Demotions or Relief of Duty ===&lt;br /&gt;
The Commanding Officer is additionally able to remove or relieve someone of their position or title, enlisted and officer, up to and including the Executive Officer, without necessarily ordering their arrest. This should be done for very serious circumstances only, such as severe negligence, insubordination, or misconduct.&lt;br /&gt;
&lt;br /&gt;
In the event of a demotion, the Commanding Officer may demote the person in question to Rifleman, to which they are afforded no more privileges than a Marine enlisted as a Rifleman to begin with. Their ID should be updated to reflect this change.&lt;br /&gt;
&lt;br /&gt;
Personnel may also be relieved of duty altogether, during which they are stripped of their rank and role entirely and confined to the ship as a passenger. Personnel relieved of duty can also be stripped of their right to bear arms and may have personal weapons taken away. Their ID should also be terminated or reduced to guest-level access.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, in addition to ordering a demotion, may also order the arrest of the person in particular if their actions require immediate punishment or if they pose an active threat to the operation or personnel.&lt;br /&gt;
&lt;br /&gt;
== Battlefield Executions ==&lt;br /&gt;
Commanding Officers (and their superiors) reserve the exclusive right to issue a summary execution of anyone who poses a threat to life or limb to the ship, to the operation at large, or to personnel, and are an active threat. This form of execution is called a Battlefield Execution, abbreviated to “BE”.&lt;br /&gt;
&lt;br /&gt;
A Battlefield Execution is defined as an act of execution performed in the field that results in someone being permanently removed from the round. If an execution-capable sidearm is used as a weapon during a standard, capital punishment execution following due process, regular execution rules apply and not those of BEs.&lt;br /&gt;
&lt;br /&gt;
Prisoners and those currently in secure custody of Military Police (sufficiently restrained or incarcerated) may not be executed unless doing so would be part of capital punishment, following due process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlefield Executions may be used on already-deceased targets to make them unrevivable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battlefield executions must be personally carried out, must result in the immediate termination of the target, and cannot cause unnecessary collateral damage or pose a threat to anyone other than the intended target. Due to this, explosives or forms of fire support are strictly prohibited from being used as BE methods.&lt;br /&gt;
&lt;br /&gt;
While customarily performed with one, the Commanding Officer’s sidearm (Mateba, Deagle, or others) do not have to be the sole method of execution for a BE to be issued or considered valid; it is simply the most convenient. Alternative methods of performing a Battlefield Execution include:&lt;br /&gt;
&lt;br /&gt;
* Execution by any firearm or melee weapon other than the CO’s own handgun. If a melee weapon is used, it should be bladed.&lt;br /&gt;
* Execution by lethal injection or administration of poison.&lt;br /&gt;
&lt;br /&gt;
Unconventional battlefield execution methods that do not violate the above clauses but still remain atypical or particularly violent should be cleared with High Command before the execution.&lt;br /&gt;
&lt;br /&gt;
=== Example Reasons to Perform a Battlefield Execution ===&lt;br /&gt;
&lt;br /&gt;
* Individuals that are hindering Personnel via excessive harassment, this can range from sexual to constant verbal harassment&lt;br /&gt;
* The life of the Commanding Officer or others around them is in danger. An example of this would be an active shooter firing on Marines, or an assassination attempt.&lt;br /&gt;
* Attempting to deliberately hinder or harass the CO, personally, whether it is preventing them from leading effectively, harassing them even when told to back off, or attempting to do acts that would cripple, disable or distract them from their duties. Note that the CO should give someone warnings when doing this before performing a BE.&lt;br /&gt;
* Attempting to overthrow, overrule or otherwise undermine the CO’s command or the CIC&#039;s command. This may be through threats of or acts of mutiny, sedition, desertion, or inciting dissident speech against the CO or CIC, such as encouraging others to mutiny.&lt;br /&gt;
* Threats, sexual harassment, or threatening statements made directly to the CO.&lt;br /&gt;
* Attempting to destroy, damage, or sabotage the ship, or the operation. Examples of this would be:&lt;br /&gt;
** Someone deliberately destroys barricades or ground side defenses with the intent to sabotage or hinder Marines.&lt;br /&gt;
** Deliberately firing weapons, explosives, or fire support (OBs/railguns/mortar/CAS) on allied personnel.&lt;br /&gt;
** Deliberately firing explosives or other damaging weaponry with the intent to destroy Marine fortifications, such as launching artillery towards the FOB.&lt;br /&gt;
** Planting explosives on or destroying large amounts of the ship to cripple its operations.&lt;br /&gt;
** Destroying key machinery required for shipside operations.&lt;br /&gt;
* Someone has committed a capital crime and is fleeing from custody. Acts that warrant execution by default, such as murder, jailbreak, and sedition, are eligible for Battlefield Execution if they are not in MP custody.&lt;br /&gt;
** For all intents and purposes, the premeditated murder of any pet belonging to or claimed by the Commanding Officer counts as a capital crime.&lt;br /&gt;
* “Low roleplay (LRP)” or behavior befitting of insanity. Note that as the definition of LRP is not set in stone, it is up to individual COs to interpret whether or not an act should be declared as such.&lt;br /&gt;
* BE&#039;s may be allowed despite MP presence for egregious LRP, for the use of setting an example or for quelling personnel that are excessively disruptive to the operation.&lt;br /&gt;
&lt;br /&gt;
=== How to Perform a Standard Battlefield Execution ===&lt;br /&gt;
These steps apply to a standard BE performed using an execution-capable sidearm such as the CO’s Mateba or Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Wield&#039;&#039;&#039; your execution-capable sidearm (Mateba or Desert Eagle). Make sure high-impact or high-impact armor-piercing ammunition is loaded.&lt;br /&gt;
# &#039;&#039;&#039;Aim for the head&#039;&#039;&#039;. Make sure you are on &#039;&#039;&#039;harm&#039;&#039;&#039; intent.&lt;br /&gt;
# &#039;&#039;&#039;Fire&#039;&#039;&#039;. If successful this will begin a wind-up with a message (&amp;quot;X aims at Y&#039;s head!&amp;quot;). After a few seconds, your sidearm will fire, executing the target.&lt;br /&gt;
# A BE is successful if the message &amp;quot; &#039;&#039;&#039;[target] was EXECUTED!&#039;&#039;&#039; &amp;quot; appears in red in the chat, and (if a medical HUD is equipped) their status indicator immediately switches to the dead icon (skull) or heartbroken icon.&lt;br /&gt;
# If an initial BE does not execute someone outright, perform it again by repeating the above steps.&lt;br /&gt;
# If possible, announce the execution via command or shipside announcements.&lt;br /&gt;
# If a target is executed and they go heartbroken, they are still executed. This does not mean the execution failed.&lt;br /&gt;
# BEs ignore rejuvenation implants, all armor, and stimulants.&lt;br /&gt;
# High impact ammunition may be used to stun a target to close the gap between them and you. You may, alternatively, shoot them until they stop moving and execute them after that.&lt;br /&gt;
# You may still battlefield execute someone after they are already dead. This makes them unrevivable.&lt;br /&gt;
# Properly executed targets are unable to be revived under any normal means (without admin intervention), so use this sparingly.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* Battlefield Executions performed without aiming for the head, or that do not result in a windup and subsequent execution message, will be standard point-blank shots. These do not instantly kill the target.&lt;br /&gt;
* The Commanding Officer, and officers of rank Major and above, are the &#039;&#039;&#039;only&#039;&#039;&#039; persons capable of issuing a proper, permanent BE with a weapon. Anyone else who attempts to execute will be incapable of permanently killing a target using a BE.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition Information ===&lt;br /&gt;
High-impact ammunition on the Mateba and Desert Eagle will knock down and stun whoever you fire it at for a period of time -- this can be used to close the gap between you and someone you are chasing and will stack -- continually firing at someone will keep them stunned until you run out of ammunition (or they blackout). The stun time can be reduced with stimulants but not removed altogether. High-impact ammunition will stun regardless of the target&#039;s armor, implants, or if they are on stimulants. They may get up sooner if they are stimulated, however.&lt;br /&gt;
&lt;br /&gt;
== Guest Commanding Officers ==&lt;br /&gt;
In special circumstances, the Commanding Officer may come across an equivalently positioned officer of rank Major (O-4) or above, during an operation, who is not the ship’s CO. This person will be referred to as the &#039;&#039;&#039;Guest Commander&#039;&#039;&#039;, and they are afforded special privileges during the operation.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of Guest Commanding Officers that can be encountered in an operation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guest Commanders&#039;&#039;&#039; recovered or rendezvoused during an active patrol or combat operation. These Commanders are afforded the standard privileges outlined below.&lt;br /&gt;
* Guest Commanders typically ranked Lieutenant Colonel (O-5) or above sent by High Command are &#039;&#039;&#039;Fleet Commanders&#039;&#039;&#039; and have additional privileges and rights of their own.&lt;br /&gt;
** Guest Commanders who are the rank of &#039;&#039;&#039;Brigadier General (O-7)&#039;&#039;&#039; or above are immediately granted total diplomatic immunity and privileges of that of a general officer.&lt;br /&gt;
&lt;br /&gt;
A Guest Commander is not in the Chain of Command or Line of Succession for a ship’s operations command unless the current acting Commander (CO or XO, whoever is higher-ranking) explicitly allows. Guest Commanders are not allowed to forcibly take over an operation without the consent of the acting Commander unless the latter is deposed, arrested, incapacitated, or goes to cryo. Should a proper Commander be absent for the aforementioned reasons, the Guest Commander can retain temporary operation command until a proper Commander is assigned or wakes from cryo. &lt;br /&gt;
&lt;br /&gt;
A Guest Commander’s authority is derived from that of the acting Commander; if the acting Commander believes them to be fraudulent or otherwise unable to verify their identity or connection with the USCM, they will not be afforded authority to issue general orders and may be treated like a civilian.&lt;br /&gt;
&lt;br /&gt;
=== Guest Commander Rights ===&lt;br /&gt;
Guest Commanders, and to an extent Fleet Commanders, have the following rights afforded to them by default:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arrest immunity&#039;&#039;&#039;. Guest Commanders may not be arrested without the explicit authorization of High Command and the procurement and presentation of a written warrant issued by HC to said Commander. This is the same procedure as the ship’s Commanding Officer.&lt;br /&gt;
* &#039;&#039;&#039;Privileges afforded to all officers&#039;&#039;&#039;. Guest Commanders retain the rights of a senior-ranking officer, including the ability to order the arrests or NJPs of personnel.&lt;br /&gt;
* &#039;&#039;&#039;Rights by rank&#039;&#039;&#039;. Guest Commanders ranked Major (O-4) or above remain the highest-ranking officers onboard the ship. They are permitted to order personnel around for general orders (such as leaving an area) but may not do so in an official or operational capacity, as they are not in the Chain of Command.&lt;br /&gt;
** A Guest Commander, for example, can demand to be let into a particular area or have personnel leave them alone; they may not, however, order around troops in the area of operations, or issue orders that affect anyone but themselves.&lt;br /&gt;
* &#039;&#039;&#039;The right to self-defense&#039;&#039;&#039;. Guest Commanders retain their ability and weapons for Battlefield Executions and may perform so if they feel the life of themself, and themselves only, is in danger. &lt;br /&gt;
* &#039;&#039;&#039;Authority over their own squadrons&#039;&#039;&#039;. Guest Commanders who retain command of several personnel are allowed to exert full authority over them; examples are the Commanding Officers of recovered Marine platoons or squadrons. This extends to Guest Commanders being able to perform battlefield executions on personnel directly under their command.&lt;br /&gt;
&lt;br /&gt;
Guest Commanders &#039;&#039;&#039;cannot issue tactical orders or perform battlefield executions, pardons, or other executive action on Marines not under their command&#039;&#039;&#039;. Guest Commanders &#039;&#039;&#039;are&#039;&#039;&#039;, however, allowed to handle &#039;&#039;&#039;standard appeals&#039;&#039;&#039; for personnel; however, they should ideally not be the first pick for the job.&lt;br /&gt;
&lt;br /&gt;
==== As Acting Commander ====&lt;br /&gt;
Should a Guest Commander be appointed as the acting Commander due to the absence or authorization of the ship&#039;s Commander, they may acquire all privileges afforded to that of the ship&#039;s Commanding Officer. &lt;br /&gt;
&lt;br /&gt;
==== Deployment and Armament ====&lt;br /&gt;
Guest Commanders may be permitted to deploy back into the area of operations. Should they do this, they are afforded only the level of authority of that of a Staff Officer or Squad Leader; they may order Marines around them, but should not be influencing the operation unless explicitly allowed to by the acting Commander. &lt;br /&gt;
&lt;br /&gt;
Guest Commanders are allowed to avail of any weaponry available to them; this includes the special-issue Commanding Officer equipment available in the ship CO&#039;s own quarters, of which permission from the ship&#039;s CO is required to enter.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Visiting Officers&#039;&#039;&#039; ====&lt;br /&gt;
Visiting Officers are non-combatants and foremost observers, they at no point should be deploying, giving orders or taking control of the Operation from any Command Staff or Duty Officer.&lt;br /&gt;
&lt;br /&gt;
In the event of a Hijack or a Delta Alert scenario, Visiting Officers are not required to leave but may if they wish. During a Delta Alert scenario the Visiting Officer is allowed to take up arms and assist in the defense or evacuation of the ship.  &lt;br /&gt;
&lt;br /&gt;
Visiting Officers should not be using the onboard CO&#039;s weaponry (Smartgun, M46C). They may use the locker to purchase sidearm ammunition, clothing items or armor.&lt;br /&gt;
&lt;br /&gt;
=== Fleet Commander Rights ===&lt;br /&gt;
Fleet Commanders are field or general officers dispatched on special orders by USCM High Command. They usually outrank the ship’s Commanding Officer and are afforded special privileges by their superiors.&lt;br /&gt;
&lt;br /&gt;
Fleet Commanders are monitored directly by High Command, and abuse of power is usually actioned near-immediately; however, abuse of power by Fleet Commanders may additionally be reported by fax to High Command.&lt;br /&gt;
&lt;br /&gt;
* The ability to order the immediate arrest or deposition of the ship’s Commanding Officer, for any reason. Should it be in the USCM’s best interest, the ship’s CO may be arrested and/or stripped of their position, for conduct violations in this document or of breaches of the law. In this instance, a warrant is not required.&lt;br /&gt;
* The ability to forcibly take over an operation. While this power should be reserved for severe emergencies, Fleet Commanders retain the authority to, at any time, take over an ongoing operation from the current Command staff if they feel it is in the USCM’s best interests.&lt;br /&gt;
* The ability to issue Battlefield Executions or arrests on anyone. Fleet Commanders may execute or order the arrest of anyone in their special jurisdiction under USCM Command.&lt;br /&gt;
&lt;br /&gt;
Additionally, General Officers ranked Brigadier General (O-7) and above possess &#039;&#039;&#039;diplomatic immunity&#039;&#039;&#039;. They may not be arrested, be given an NJP, or placed in confinement under any circumstances without direct unsolicited permission from HC.&lt;br /&gt;
&lt;br /&gt;
== Closing ==&lt;br /&gt;
The Commanding Officer remains the supreme authority of the ship and its crew, and as a result the role requires a lot of responsibility and regulations to tailor both a professional and competent air of the Commanding Officer, while cutting down on abusive behavior. Note that violation of these regulations will result in punitive action.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind that it is, ordinarily, &#039;&#039;&#039;not easy&#039;&#039;&#039; to accidentally make a violation on here; if you do, explain your reasoning to the CO Council and they may understand your point of view. In the end, remember that the CO role is that of a high-ranking, seasoned, competent officer; play like one.&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=Marine_Combat&amp;diff=15925</id>
		<title>Marine Combat</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=Marine_Combat&amp;diff=15925"/>
		<updated>2026-03-28T21:47:27Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Удалены все ссылки&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- {{Outdated}} --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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==[http://cm-ss13.com/memberlist.php?mode=viewprofile&amp;amp;u=1688 \\N&#039;s] Guide to Marine Combat. Updated by EOD501==&lt;br /&gt;
----&lt;br /&gt;
====Gearing Up====&lt;br /&gt;
&lt;br /&gt;
Whether you are a Squad Leader, a Squad Specialist, an Squad Engineer, a  Squad Medic, a Squad Radio Telephone Operator, or just a Standard Marine, there are a few things to keep in mind. One, there are specific guides written about these roles so I will not bother going over them in great detail. Instead, I will hit the highlights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Know your role. If you are playing a Squad Specialist, pick a weapon and stick to it. If you are an Squad Engineer, keep in mind that another engie may want the claymore box or plasteel. If you just want to build barricades, take all the necessary supplies for that. &#039;&#039;&#039;Try not to mix and match too much&#039;&#039;&#039;; being good at one thing is often more helpful than being marginally decent at a few things. Nobody cares for a combat medic who only carries enough medicine to treat himself, for instance.&lt;br /&gt;
&lt;br /&gt;
Your backpack is an important tool. While it may be cool to carry your weapon on your back instead of the suit storage, it isn&#039;t entirely practical. Your backpack can hold a a lot of useful material, including flares, secondaries, building material, and anything else you can fit inside. Note backpacks cannot hold rifles or shotguns. Satchels are smaller then backpacks but have instant acess to storage which can be useful in close situations. Backpacks lack the instant storage but have greater carrying capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light is everything to a marine.&#039;&#039;&#039; I will go into more detail later, but for now keep in mind that you should have &#039;&#039;&#039;at least two flares&#039;&#039;&#039; on your person. If you find an abandoned flashlight on the ground, pick it up and stash it in your pack. It&#039;s a flare that never goes out, and you will probably find it helpful later. I generally bring at least four light sources on any sortie--don&#039;t rely on the shoulder lamp, it will get you killed. If you don’t want to carry flares you should try putting a rail flashlight or underbarrel flashlight on your primary it illuminates more tiles then the suit light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammunition is important, and you can run out, especially when assaulting hives. Your primary weapon will depend on your playstyle, attachments included, but I think the standard mk2 is perfectly acceptable in any and all circumstances. Go ahead and stash all the magazines for your primary you can fit in to your belt, as there is no reason not to. If you bring a secondary, it&#039;s actually more convenient to just carry it on your back and use a large shotgun or magazine pouch but your overall utility will suffer.&lt;br /&gt;
&lt;br /&gt;
If you can, &#039;&#039;&#039;attach a bayonet so you do not need to smack weeds with your rifle&#039;&#039;&#039;. Purple sacs take several hits from the butt of your rifle to clear, and a bayonet greatly speeds up the process. You can conserve ammunition by destroying alien structures with the bayonet rather than the knife. In case you are attacked by a hostile while clearing out a resin door or some such, you can quickly fire off warning shots and radio for backup, or just blast the door to pieces and escape. A bayonet is also a emergency melee weapon, and will serve you well if you are captured. It is a very versatile, tactical attachment, and I highly recommend it. &#039;&#039;&#039;You can find a bayonet in your boots or get some from the weapons vendors.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricord injectors are another thing I find very helpful for a standard marine. Other roles don&#039;t have the space for them, if fully loaded, but a standard can greatly benefit from a quick injection of tricord while moderately wounded. It may even prolong your life enough to get out of dodge and into safety, or continue fighting until proper medical attention is found. You can get tricord injectors from the white NanoMed machines scattered around the almayer. They are also present in the drop ship. If you still need more medication I can recommend the autoinjector pouch however be careful to not overdose yourself. The emergency autoinjector contains a super potent cocktail of chemicals all the way to the overdose limit so do not use it while on other medications. &lt;br /&gt;
&lt;br /&gt;
It is also highly recommended to bring some gauze and splints which can be found in the same places as tricord injectors. Bleeding out can be extremely problematic if you lack gauze. Splints are vital due to xenos having a high chance to break bones.&lt;br /&gt;
&#039;&#039;Tip: You have empty slots in your armor.&#039;&#039;&lt;br /&gt;
&#039;&#039;Tip: You can refill gauze, splints and injectors by clicking on the NanoMed machines with them in hand.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Squad Tactics====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squads operate on a simple principle: watch your buddies and they will watch you. Whether you are a leader or just a standard, you should always have an eye on friendlies. If you lose sight of them at any point, &#039;&#039;&#039;FIND THEM&#039;&#039;&#039;. And do it quickly. If someone is lagging behind, WAIT for them, or go see why they are delayed. A squad operates as a single unit, and that is what gives it strength. Lack of cohesion, disorder, and panic are death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some tips on positioning and formation:&lt;br /&gt;
*A good squad sets up the buddy system. Everyone in the squad has someone who is their &#039;&#039;BB (battle buddy)&#039;&#039;to essentially form the squad into pairs. When the combat gets thick, &#039;&#039;&#039;you stick with your BB&#039;&#039;&#039;. If your BB is dead or wounded, that&#039;s your fault. But don&#039;t feel bad, good teamwork usually means the other party isn&#039;t mad at you as you did everything you could to keep them alive.&lt;br /&gt;
*Slugs and mini scopes provide range that can save your buddies life make sure to have someone with slugs behind you to ensure warriors don’t drag you to the hive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PointmanDiagram.png|thumbnail|right|]]&lt;br /&gt;
*A good squad has a &#039;&#039;&#039;pointman&#039;&#039;&#039;. This is the person responsible for moving ahead and reporting on enemy movement. Specialists with sniper rifles excel at this role, as do marines who throw flares before moving. If the pointman begins shooting, that usually means there is an enemy ahead. That does not mean begin wildly chasing the enemy. It is up to the pointman whether or not to pursue. If they start moving, the squad moves behind them. If they start running back, the squad moves back with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:SquadLeaderPosition.png|thumbnail|right]]&lt;br /&gt;
*A good squad has a competent leader. A leader should always communicate with their squad, even when the squad does not respond back. They are still paying attention and will recognize competence. They will follow orders by necessesity. A mark of a competent leader is knowing &#039;&#039;&#039;WHEN to retreat&#039;&#039;&#039;. A competent leader will &#039;&#039;&#039;minimize losses&#039;&#039;&#039; when they know they are at a disadvantage. A leader should generally &#039;&#039;&#039;stick in the middle of the squad&#039;&#039;&#039;--if they are an actual Squad Leader, losing them means Command will no longer have eyes on the ground. The breakdown of communication is a slow and excruciating death. &#039;&#039;&#039;Protect your SL&#039;&#039;&#039;. Get them out of combat and into safety if possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RearguardPosition.png|thumbnail|right]]&lt;br /&gt;
*A good squad has a rearguard. A rearguard has only one duty: to &#039;&#039;&#039;watch for any sign of the enemy at the rear and act accordingly&#039;&#039;&#039;. They should REPORT hostile sightings to the rest of the squad so everyone is aware of what the enemy force is like. The rest of the squaddies should watch their rearguard in case they go down--that usually means the enemy has flanked and will proceed to tear the squad apart if nothing is done. The best course of action in that situation is to cover fire in the direction of the hostile until the rearguard is on their feet, then reassess the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A good squad watches their fire. Firing lanes are very important in CM as one stray bullet can mean the difference between a healthy soldier and one with broken bones and lung punctures, one who requires 20 minutes of evac and almayer-side surgery before getting back on their feet. &#039;&#039;&#039;The best way to form firing lanes is to stand shoulder to shoulder while firing at the same point&#039;&#039;&#039;. If you must break formation to deal with an enemy, such as a crusher, make doubly sure that no one is in the path of your projectiles. If they are, &#039;&#039;&#039;DON&#039;T FIRE WILDLY!&#039;&#039;&#039; They may move in to your line of fire by accident, that means &#039;&#039;&#039;STOP SHOOTING!&#039;&#039;&#039; Friendly fire is far more dangerous to a marine than the xenomorph menace. And remember, &#039;&#039;&#039;aim for center of mass.&#039;&#039;&#039;&lt;br /&gt;
[[File:BadFirePosition.png|How not to position yourselves.]]&lt;br /&gt;
[[File:StaggeredFiringPosition.png|A point or inverted point allows many marines to fire upon a single point.]]&lt;br /&gt;
[[File:WallFiringPosition.png|The Wall is the classic formation for defense.]]&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9E%D1%80%D1%83%D0%B6%D0%B5%D0%B9%D0%BD%D1%8B%D0%B9_%D0%A2%D0%B5%D1%85%D0%BD%D0%B8%D0%BA&amp;diff=15924</id>
		<title>Оружейный Техник</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9E%D1%80%D1%83%D0%B6%D0%B5%D0%B9%D0%BD%D1%8B%D0%B9_%D0%A2%D0%B5%D1%85%D0%BD%D0%B8%D0%BA&amp;diff=15924"/>
		<updated>2026-03-28T21:46:06Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Починил ссылку&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ИНЖЕНЕРИЯ&lt;br /&gt;
|img = OrdTech.png&lt;br /&gt;
|jobtitle = Оружейный Техник [[File:Ordnance Technician icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главный Инженер]]&lt;br /&gt;
|rank = Рядовой [0ч] / Рядовой Первого Класса [10ч] / Младший Капрал [60ч]&lt;br /&gt;
|duties = Создавайте боеприпасы для морпехов. Поддерживайте орбитальную пушку и дропшипы.&lt;br /&gt;
|guides = [[Guide to Engineering|Руководство по инженерному делу]], [[Guide to construction|Руководство по строительству]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = Ваша задача — поддерживать целостность оружия, боеприпасов и оборудования ККМП, включая орбитальную пушку. Вы можете использовать мастерскую в ангаре левого борта, чтобы создавать новое вооружение для морпехов. Однако вы остаетесь одной из самых гибких ролей на корабле и можете получать другие разнорабочие задания от своего руководства.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Бог на стороне того, у кого артиллерия мощнее&#039;&#039; ― Наполеон Бонапарт&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Техник по боеприпасам&#039;&#039;&#039; (OT) — это военнослужащий корпуса морской пехоты США (USCM), входящий в инженерный отдел [[USS Almayer]]. Прошёл подготовку по всем видам инженерных работ и подчиняется непосредственно [[Главный Инженер | Главному Инженеру]]. Его основная задача — следить за состоянием боевой техники морпехов, заниматься доработкой вооружения и использовать погрузчики для перезарядки десантных кораблей и орбитальной пушки. Однако, обладая широкими инженерными навыками, техник может быть задействован и в других задачах: обслуживании корабля, участии в особых строительных проектах или работе на передовом рубеже (FOB).&lt;br /&gt;
&lt;br /&gt;
== Общая информация ==&lt;br /&gt;
----&lt;br /&gt;
Ты начинаешь миссию либо в мастерской боеприпасов в ангаре, либо в инженерном отделе в тылу корабля. Свяжись по инженерному каналу связи (&#039;&#039;&#039;:n&#039;&#039;&#039;), чтобы доложить о себе отделу, в состав которого входят другие техники и Главный инженер, чьи приказы ты обязан выполнять. В мастерской есть всё необходимое, включая складское помещение. Дополнительные ресурсы можно найти в инженерном отделе. По всему кораблю разбросаны комнаты технического обслуживания и инженерные посты, в которых можно найти материалы для экстренного ремонта.&lt;br /&gt;
&lt;br /&gt;
== Мастерская боеприпасов ==&lt;br /&gt;
----&lt;br /&gt;
Мастерская боеприпасов находится в левом ангаре Almayer. Она включает в себя &#039;&#039;&#039;складское помещение&#039;&#039;&#039;, &#039;&#039;&#039;мастерскую&#039;&#039;&#039; и &#039;&#039;&#039;приёмную&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
В &#039;&#039;&#039;складе&#039;&#039;&#039; ты найдёшь все материалы, которые пригодятся тебе в течение всей миссии. Если материалы закончатся, обратись в отдел снабжения для получения оптовых поставок. Если медотсек не перегружен, можно вежливо попросить их поделиться химикатами, &#039;&#039;&#039;но они не обязаны соглашаться&#039;&#039;&#039;. Возможно, наземные войска также доставят тебе дополнительные материалы. В &#039;&#039;&#039;мастерской&#039;&#039;&#039; есть необходимое оборудование и пространство для работы. В торговых автоматах и шкафах хранятся запасные предметы. Следи за &#039;&#039;&#039;приёмной&#039;&#039;&#039; — туда приходят морпехи и члены экипажа за твоими услугами. Поскольку твоя работа — обеспечение корабля, ты должен передавать изготовленные боеприпасы наземным войскам. Рекомендуется использовать маркировщик, чтобы оставлять полезные инструкции по применению.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:OrdnanceWorkshop.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Инструменты работы ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Изображение&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Название&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Простое объяснение&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autolathe.png|64px]]&lt;br /&gt;
|Автолат&lt;br /&gt;
|Автолат можно использовать для печати множества полезных предметов, таких как &#039;&#039;&#039;компоненты сборки&#039;&#039;&#039;, &#039;&#039;&#039;колбы&#039;&#039;&#039;, &#039;&#039;&#039;ведра&#039;&#039;&#039;. Другие сотрудники, не имеющие доступа к автолату, могут подойти к ресепшн и попросить напечатать что-то для них.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armylathe.png|64px]]&lt;br /&gt;
|Армейский автолат&lt;br /&gt;
|Армейский автолат — это специализированный USCM-автолат для печати частей, используемых для производства различных боеприпасов, таких как корпуса гранат и мины. Эти части печатаются пустыми, и вы должны добавить в них сборку детонатора и химическую начинку отдельно.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DemolitionsSimulator.png|64px]]&lt;br /&gt;
|Симулятор взрывчатки&lt;br /&gt;
|Чтобы &#039;&#039;&#039;не взрывать корабль&#039;&#039;&#039;, этот компьютер был разработан для моделирования эффектов взрывчатых веществ в безопасной виртуальной среде. Так как симуляции требуют много вычислительных ресурсов, процессоры должны охлаждаться в течение 2 минут между каждой симуляцией.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Demolitions_scanner.png|64px]]&lt;br /&gt;
|Сканер взрывчатки&lt;br /&gt;
|Поскольку визуальной информации может быть недостаточно, этот портативный сканер реагентов был специально разработан для предоставления количественных данных о ваших бомбах. Он может сообщать об опасностях, связанных с взрывами и огнем из химических контейнеров и оболочек взрывчатки, включая интенсивность взрывов и огня. При использовании на оболочке взрывчатки &#039;&#039;&#039;сканер учтет все химические контейнеры в оболочке и их емкости&#039;&#039;&#039;. Однако он не может предсказать такие эффекты, как осколки или продолжительность горения огня, а также не может предсказать опасности, &#039;&#039;&#039;возникающие из-за немедленных химических реакций&#039;&#039;&#039;. Используйте сканер в руке, чтобы напечатать последний скан.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Industrygrinder.png|64px]]&lt;br /&gt;
|Промышленный шлифовальный станок&lt;br /&gt;
|Самый мощный шлифовальный станок на корабле. Его нужно использовать для измельчения форана и различных металлов из хранилища. Также можно использовать его для утилизации определенных нежелательных реагентов в ваших контейнерах, если вы допустили ошибку.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vendor Component Storage.gif|64px]]&lt;br /&gt;
|Машина для хранения компонентов&lt;br /&gt;
|Большая машина для хранения различных компонентов. &#039;&#039;&#039;Содержит компоненты для сборки и контейнеры, которые помогут вам начать работу, пока не понадобится печатать новые.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vendor Electronics.png|64px]]&lt;br /&gt;
|Торговый автомат с электроникой&lt;br /&gt;
|Торговый автомат, содержащий различные вещи для работы с электроникой. Вам это понадобится не так часто, но другие сотрудники могут прийти и запросить что-то оттуда.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vendor Tool Storage.gif|64px]]&lt;br /&gt;
|Машина для хранения инструментов&lt;br /&gt;
|Содержит множество запасных инструментов, устройств и оборудования, необходимых для инженерной работы. Если вы случайным образом потеряете нужное оборудование, вы сможете найти замену здесь. Другие сотрудники могут также прийти за чем-то.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FreezerCloset.png|64px]]&lt;br /&gt;
|Промышленный морозильник&lt;br /&gt;
|Мощный морозильник с точной настройкой температуры, используемый для полимеризации химических веществ в холоде. Он настроен на оптимальную температуру для полимеризации параформальдегида. Морозильник должен быть закрыт для полимеризации. В начале миссии внутри вы найдете большую серебряную колбу, которая может быть использована как серебряный катализатор. Если вы потеряете эту колбу, вы можете сделать новые из серебряных слитков.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fueltank.png|64px]]&lt;br /&gt;
|Химический контейнер для хранения&lt;br /&gt;
|Большой химический контейнер с вместимостью до 1000 единиц. В складском помещении есть емкости для &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#289092&amp;quot;&amp;gt;кислорода&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A3621D&amp;quot;&amp;gt;серной кислоты&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#1D3fA3&amp;quot;&amp;gt;воды&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#7F1DA3&amp;quot;&amp;gt;полиэфирной кислоты&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A1A31D&amp;quot;&amp;gt;аммиака&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#3A6B2D&amp;quot;&amp;gt;метана&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#4D4D4D&amp;quot;&amp;gt;водорода&amp;lt;/span&amp;gt;&#039;&#039;&#039;, и &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#8F1515&amp;quot;&amp;gt;топлива&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Его можно отсоединить для перемещения. Щелкните пустой рукой, чтобы быстро изменить количество передаваемого вещества. Если нужно заполнить, необходимо &#039;&#039;изменить направление передачи&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Создание взрывчатых веществ ==&lt;br /&gt;
----&lt;br /&gt;
Как специалист по боеприпасам, у вас есть необходимые навыки для создания индивидуальных взрывчатых веществ (химбомб), чтобы улучшить арсенал USCM. Типы бомб, которые вы можете создать, варьируются от малых/больших гранат, мин, пластиковых взрывчатых веществ и боеголовок для ракет/минометных снарядов. Все они следуют схожему шаблону создания: печать необходимой оболочки с помощью армлатеха, добавление сборки детонатора, добавление контейнеров с химикатами до объема оболочки и завершение сборки бомбы. С правильной комбинацией химикатов, их можно сделать значительно сильнее, чем стандартные образцы. Щелкнув по корпусу взрывчатого вещества или боеголовке, вы можете изменить уровень амортизации взрыва. Щелчок по контейнеру с реагентом или сборке с оболочкой или боеголовкой вставит ее.&lt;br /&gt;
&lt;br /&gt;
Химические взрывчатые вещества имеют минимальное падение мощности 25.&lt;br /&gt;
&lt;br /&gt;
=== Армлатех ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot; |Изображение&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Описание&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot; |Стоимость печати&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot; |Объем&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot; |Взрывная мощность&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot; |Камбустионная мощность&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomClaymore.png|64px]]|| &#039;&#039;&#039;Клеймор (M20)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Полезен для установки ловушек.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Используйте сборку с двумя запальниками для триггера с тросом (работает так же, как стандартный клеймор).&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Триггер с тросом сделает взрыв и осколки направленными. Это не применимо к огню.&amp;lt;br /&amp;gt;     &#039;&#039;&#039;-&#039;&#039;&#039; Детонатор может содержать датчик приближения для увеличения дальности срабатывания.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Триггер с тросом и датчик приближения имеют IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Должен быть установлен на землю для детонации.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Может быть обезврежен с помощью многозадачного инструмента. || 4687 металла&amp;lt;br /&amp;gt;&#039;&#039;(1.25 листа)&#039;&#039; || 120 || Мощность: 100&amp;lt;br /&amp;gt;Базовое падение: 80&amp;lt;br /&amp;gt;Осколки: 40 || Интенсивность: 3-20&amp;lt;br /&amp;gt;Радиус: 2-4&amp;lt;br /&amp;gt;Длительность: 3-18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomGrenade.png|64px]]|| &#039;&#039;&#039;Граната (M40)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Меньшая емкость и взрывной потенциал, чем у M15.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Подходит для подствольных гранатометов.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Детонатор может использовать таймеры. || 5312 металла&amp;lt;br /&amp;gt;&#039;&#039;(1.4 листа)&#039;&#039; || 120 || Мощность: 180&amp;lt;br /&amp;gt;Базовое падение: 80&amp;lt;br /&amp;gt;Осколки: 40 || Интенсивность: 3-25&amp;lt;br /&amp;gt;Радиус: 1-5&amp;lt;br /&amp;gt;Длительность: 3-24&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomLargeGrenade.png|64px]]|| &#039;&#039;&#039;Граната (M15)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Большая емкость и взрывной потенциал, чем у M40.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Подходит для гранатометов M79 и M92.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Детонатор может использовать таймеры. || 8750 металла&amp;lt;br /&amp;gt;&#039;&#039;(2.33 листа)&#039;&#039; || 180 || Мощность: 220&amp;lt;br /&amp;gt;Базовое падение: 120&amp;lt;br /&amp;gt;Осколки: 80 || Интенсивность: 3-30&amp;lt;br /&amp;gt;Радиус: 1-6&amp;lt;br /&amp;gt;Длительность: 3-32&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomPlasticExplosive.png|64px]]|| &#039;&#039;&#039;Пластиковая взрывчатка (C4)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Незаконченное взрывчатое вещество с пластиковым корпусом. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Полезно для установки ловушек. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Детонатор может содержать таймер, датчик приближения или удаленный сигнализатор.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Датчик приближения имеет IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Маленький гарантированный взрыв даже без химикатов. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Должен быть установлен на объект для детонации.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Может быть обезврежен с помощью многозадачного инструмента. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Наносит повышенный урон структурам (не стенам) и существам при установке на такие объекты, но это уменьшает мощность взрывной волны в два раза. || 9375 металла&amp;lt;br /&amp;gt;&#039;&#039;(2.5 листа)&#039;&#039;&amp;lt;br /&amp;gt;2500 пластика&amp;lt;br /&amp;gt;&#039;&#039;(1 лист)&#039;&#039; || 180 || Мощность: 280&amp;lt;br /&amp;gt;Базовое падение: 120&amp;lt;br /&amp;gt;Осколки: 100 || Интенсивность: 4-50&amp;lt;br /&amp;gt;Радиус: 2-4&amp;lt;br /&amp;gt;Длительность: 5-20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomRocket.png|64px]]|| &#039;&#039;&#039;Ракета (84мм)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Должна быть запущена с помощью M5 RPG. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Сборка с боеголовкой 84 мм и трубой для ракеты. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Боеголовка должна содержать сборку из двух запальников. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Трубка для ракеты должна содержать 60 единиц метана. || &#039;&#039;&#039;Боеголовка&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 металла&amp;lt;br /&amp;gt;&#039;&#039;(3.75 листа)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Трубка&#039;&#039;&#039;&amp;lt;br /&amp;gt;9375 металла&amp;lt;br /&amp;gt;&#039;&#039;(2.5 листа)&#039;&#039; || 180 || Мощность: 220&amp;lt;br /&amp;gt;Базовое падение: 160&amp;lt;br /&amp;gt;Осколки: 80 || Интенсивность: 4-45&amp;lt;br /&amp;gt;Радиус: 2-4&amp;lt;br /&amp;gt;Длительность: 5-36&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomMortar.png|64px]]|| &#039;&#039;&#039;Минный снаряд (80мм)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Должен быть запущен с помощью миномета M402. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Сборка с минным снарядом 80 мм и боеголовкой миномета.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Боеголовка должна содержать сборку из двух запальников.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Минный снаряд должен содержать 60 единиц водорода. || &#039;&#039;&#039;Боеголовка&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 металла&amp;lt;br /&amp;gt;&#039;&#039;(3.75 листа)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Снаряд&#039;&#039;&#039;&amp;lt;br /&amp;gt;23437 металла&amp;lt;br /&amp;gt;&#039;&#039;(6.25 листа)&#039;&#039; || 240 || Мощность: 360&amp;lt;br /&amp;gt;Базовое падение: 130&amp;lt;br /&amp;gt;Осколки: 200 || Интенсивность: 5-45&amp;lt;br /&amp;gt;Радиус: 3-8&amp;lt;br /&amp;gt;Длительность: 5-48&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomMortar.png|64px]]|| &#039;&#039;&#039;Минный снаряд с камерой (80мм)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Должен быть запущен с помощью миномета M402. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Сборка с минным снарядом 80 мм и камерой для миномета.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Боеголовка должна содержать сборку из двух запальников.&amp;lt;br /&amp;gt;     &#039;&#039;&#039;-&#039;&#039;&#039; Минный снаряд должен содержать 60 единиц водорода.  &amp;lt;br /&amp;gt;    &#039;&#039;&#039;-&#039;&#039;&#039; Предназначен для использования с [[Chemistry#flashpowder|Порохом для вспышки]]. || &#039;&#039;&#039;Боеголовка&#039;&#039;&#039;&amp;lt;br /&amp;gt;15000 металла&amp;lt;br /&amp;gt;&#039;&#039;(4 листа)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Снаряд&#039;&#039;&#039;&amp;lt;br /&amp;gt;23437 металла&amp;lt;br /&amp;gt;&#039;&#039;(6.25 листа)&#039;&#039; || 180 || Мощность: 360&amp;lt;br /&amp;gt;Базовое падение: 130&amp;lt;br /&amp;gt;Осколки: 200 || Интенсивность: 5-45&amp;lt;br /&amp;gt;Радиус: 3-8&amp;lt;br /&amp;gt;Длительность: 5-48&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FuelTank.png|64px]]&lt;br /&gt;
|| &#039;&#039;&#039;Индивидуальный топливный бак M240A1&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; Для использования в установке сжигания M240. &amp;lt;br /&amp;gt;&lt;br /&gt;
|| 4687 металла &#039;&#039;(1.25 листа)&#039;&#039; &lt;br /&gt;
|| 100&lt;br /&gt;
|| Н/Д&lt;br /&gt;
|| Н/Д&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FuelTank.png|64px]]&lt;br /&gt;
|| &#039;&#039;&#039;Индивидуальный топливный бак M240-T&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; Для использования в установке сжигания M240-T. &amp;lt;br /&amp;gt;&lt;br /&gt;
|| 4687 металла &#039;&#039;(1.25 листа)&#039;&#039; &lt;br /&gt;
|| 250&lt;br /&gt;
|| Н/Д&lt;br /&gt;
|| Н/Д&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Сборки для детонации ===&lt;br /&gt;
Сборки для детонации могут быть созданы путём смешивания компонентов ниже различными способами. Компоненты имеют два возможных состояния: заблокировано или готово к прикреплению. Используйте отвертку для переключения между состояниями. Когда компонент заблокирован, вы можете использовать сборку для изменения настроек любых датчиков внутри. Сборка должна быть заблокирована для того, чтобы прикрепить её к бомбе.&lt;br /&gt;
&lt;br /&gt;
Большинство сборок имеют функцию &#039;&#039;&#039;поглощения взрывной волны&#039;&#039;&#039;, которая, при активации, вызывает экспоненциальное увеличение радиуса ослабления взрыва в зависимости от расстояния от эпицентра. Это используется, например, когда у вас есть ракета с высокой взрывной мощностью. Вы хотите, чтобы взрыв был разрушительным, но не убивал пользователя. Включив поглощение волн, взрыв может полностью исчезнуть или стать незначительным, даже если выстрелить с относительно близкого расстояния.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Изображение&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Название&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Объяснение&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Igniter.png|64px]]|| Поджигатель || В каждой сборке детонации требуется как минимум один поджигатель. Два поджигателя можно комбинировать для мгновенной детонации, когда они активированы. Когда поджигатель активирован, он воспламеняет содержимое бомбы, вызывая взрыв или горение (или оба этих явления), в зависимости от химического состава бомбы.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProxSensor.png|64px]]|| Датчик приближения || При активации датчик приближения обнаруживает движение в пределах заданного радиуса. Когда обнаружена цель, не являющаяся объектом IFF, он срабатывает после заданной задержки, активируя поджигатель.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Signaller.png|64px]]|| Дистанционный сигнализатор || При активации все другие сигнализаторы, использующие ту же частоту, срабатывают. Бомбы с сигнализатором должны иметь отдельный сигнализатор. Сигнализаторы на пластиковых взрывчатых веществах взрываются через 3 секунды.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Timer.png|64px]]|| Таймер || При активации таймер срабатывает через заданное время.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Взрывы и огонь ===&lt;br /&gt;
Техники вооружения не являются химиками и не могут изготавливать лекарства. Однако они достаточно знакомы с химией, чтобы знать, как заставить вещи взрываться. Будьте осторожны, так как некоторые химические вещества могут быть чувствительными и спонтанно воспламеняться, если их смешать в определённом количестве (например, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!&amp;lt;/span&amp;gt; = 60u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!&amp;lt;/span&amp;gt; = 5u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt; 0u). Если исследовательская лаборатория изготавливает для вас кастомные взрывчатые химические вещества, они всегда будут иметь некоторую чувствительность. Убедитесь, что они вас об этом предупреждают. Ниже представлена таблица всех химических реакций, которые вам нужно знать. Также приводится список всех химикатов, которые могут быть использованы в взрывах и огне, и как они изменяют эти взрывы и огонь. Кроме того, железо можно использовать для создания осколков, а форан — для создания зажигательных осколков.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ChembombChart.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Код&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Название&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Редкость&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Эффект&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |ОД&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Крит. ОД&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Прикосновение&lt;br /&gt;
{{:Properties/Explosive}}&lt;br /&gt;
{{:Properties/Flowing}}&lt;br /&gt;
{{:Properties/Fueling}}&lt;br /&gt;
{{:Properties/Oxidizing}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! class=&amp;quot;headerSort headerSortUp&amp;quot; style=&amp;quot;background-color:dimgray; color:white;&amp;quot;|Название&lt;br /&gt;
! style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Мод. мощности&lt;br /&gt;
! style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Мод. ослабления&lt;br /&gt;
! style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Мод. интенсивности&lt;br /&gt;
! style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Мод. радиуса&lt;br /&gt;
! style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Мод. длительности&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Цвет горения&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#ammoniumnitrate|Нитрат аммония]] || 0.4 || 1.5 || 0.5 || 0 || -0.2 || Оранжевый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#anfo|АНФО]] || 1 || -0.6 || 0 || 0 || 0 || Нет&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#carbon|Углерод]] || 0 || 0 || 0 || 0 || 1 || Золотой&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#clf3|Хлор трифторид]] || 0 || 0 || 1.8 || -0.09 || -0.9 || Темно-оранжевый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#copper|Медь]] || 0 || 0 || 0 || 0 || 0 || Зеленый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#cyclonite|Циклонит]] || 1.5 || -0.4 || 0 || 0 || 0 || Нет&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#ethanol|Этанол]] || 0 || 0 || 0.2 || 0.1 || 0.2 || Синий&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#hexamine|Гексамин]] || 0 || 0 || 0 || 0 || 0.5 || Оранжевый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#hydrogen|Водород]] || 0.15 || 0 || -0.5 || 0.2 || -0.5 || Светло-голубой&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#lithium|Литий]] || 0 || 0 || 0.35 || -0.01 || -0.1 || Глубокий розовый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#methane|Метан]] || 0.15 || 0 || -0.35 || 0.1 || 0.25 || Темно-синий&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#napalm|Напалм]] || 0 || 0 || 0.45 || 0.06 || 0.75 || Светло-оранжевый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#nitroglycerin|Нитроглицерин]] || 1 || -0.5 || 0 || 0 || 0 || Нет&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#octogen|Октоген]] || 2 || -0.2|| 0.4 || -0.02 || -0.2 || Оранжевый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#oxygen|Кислород]] || 0 || 0 || 0.75 || -0.08 || 0 || Светло-голубой&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#phoron|Форан]] || 0 || 0 || 0.4 || 0.05 || -0.75 || Темно-красный&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#phosphorus|Фосфор]] || 0 || 0 || 1 || -0.12 || 0.1 || Персиковый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#potassiumchloride|Хлорид калия]] || 0 || 0 || 0.1 || 0 || 0 || Фиолетовый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#potassiumhydroxide|Гидроксид калия]] || 0.5 || 0 || 0 || 0 || 0 || Нет&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#salt|Хлорид натрия]] || 0 || 0 || 0.1 || 0 || 0 || Желтый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#thermite|Термит]] || 0.5 || 1 || 0.3 || -0.08 || 0.9 || Светло-оранжевый&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#water|Вода]] || 0 || 0 || -3 || 0 || 0 || Нет&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#weldingfuel|Сварочный топливный газ]] || 0.12 || -0.1 || 0.1 || -0.08 || 0.7 || Оранжевый&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Обслуживание орбитальных пушек ==&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Орбитальная пушка:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Orbital_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
Используется для стрельбы боеголовками по планетам, находящимся на орбите, или ближайшим станциям. Она ускоряет свою нагрузку с помощью твёрдого топлива для разрушительных последствий при столкновении.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Загрузка/Перезарядка:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Загрузите боеголовку в лоток орбитальной пушки [[File:Orbital_Cannon_Tray.png]] &#039;&#039;&#039;(требуется силовой погрузчик)&#039;&#039;&#039;.&lt;br /&gt;
* Загрузите необходимое количество твёрдого топлива [[File:Orbital_Cannon_Fuel_Block.png|32px]] в лоток орбитальной пушки &#039;&#039;&#039;(см. консоль орбитальной пушки)&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;Обратите внимание, что для каждого выстрела расход топлива для каждой боеголовки случайным образом изменяется.&#039;&#039;&lt;br /&gt;
* Откройте интерфейс консоли орбитальной пушки. &lt;br /&gt;
* Загрузите лоток в пушку. &lt;br /&gt;
* Вставьте содержимое лотка в ствол пушки. &#039;&#039;&#039;(не может быть отменено!)&#039;&#039;&#039;&lt;br /&gt;
* Офицеры штаба теперь могут стрелять из орбитальной пушки через свою консоль. &lt;br /&gt;
* После выстрела извлеките лоток из орбитальной пушки. &lt;br /&gt;
* Проверьте лоток, чтобы убедиться, что он пуст и исправен. &lt;br /&gt;
* Повторите процесс с самого начала для перезарядки.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Боеприпасы:&#039;&#039;&#039;&lt;br /&gt;
|[[File:HE_Orbital_Warhead.png]]&lt;br /&gt;
| Вызывает разрушительный взрыв в большом радиусе при столкновении с целью.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incendiary_Orbital_Warhead.png]]&lt;br /&gt;
| Выпускает огненный заряд на целевую территорию. Очень большой радиус.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| Снаряд, который распадается на множество осколков, устраивающих хаос в большом радиусе.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:EMP_Orbital_Warhead.png]]&lt;br /&gt;
| Вызывает ЭМИ-взрыв в радиусе поражения, нейтрализуя все электронные устройства в области воздействия.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemical_Orbital_Warhead.png]]&lt;br /&gt;
| Разрушает жизнь в большом радиусе. Является боеголовкой с химическим веществом.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Использование ПВО-Орудия ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;ПВО-Орудие:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Описание:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:AA_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
IX-50 — это современная система микрогравитационной и воздушной обороны, способная независимо отслеживать и нейтрализовать угрозы с ракетами, прикрепленными к ним.&lt;br /&gt;
&lt;br /&gt;
Для использования защитных возможностей достаточно выбрать область, которую вы хотите защитить.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ПРЕДУПРЕЖДЕНИЕ:&#039;&#039;&#039; Вы должны установить защищаемую область до того, как любой объект начнет движение в сторону корабля.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Защищаемые области:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Верхняя носовая часть (CIC зона)&lt;br /&gt;
* Верхняя центральная часть (Верхний медотсек/исследования)&lt;br /&gt;
* Верхняя кормовая часть (Верхняя инженерия/самоуничтожение)&lt;br /&gt;
&lt;br /&gt;
* Нижняя носовая часть (Автопарк, ангар)&lt;br /&gt;
* Нижняя центральная часть (Медотсек, камера, комната для брифинга)&lt;br /&gt;
* Нижняя кормовая часть (Запросы, криостазис, двигатель)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Обслуживание Дропшипов ==&lt;br /&gt;
----&lt;br /&gt;
Как техник по боеприпасам, вы обязаны быстрее использовать подъемник и, несмотря на ваш низкий ранг по сравнению с [[Pilot Officer]], вы обязаны загружать их дропшипы. Отправляйтесь в ангар, возьмите подъемник (щелкните и перетащите себя на него или правый клик -&amp;gt; сесть в подъемник) и уточните у пилота, что нужно загрузить и куда. Поднимите необходимые модули и прикрепите их к соответствующему порту дропшипа. Общайтесь с пилотом лично или через инженерный канал, чтобы в будущем печатать новое оборудование с фабрикатора дропшипа, и будьте готовы перезарядить их боеприпасы (используйте пустой зажим Ripley, чтобы вытащить использованные боеприпасы, а затем используйте другую руку, чтобы загрузить новую партию боеприпасов, например: 30мм, мини-ракеты и т.д.), когда они вернутся с миссий по поддержке с воздуха.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Если сиденья в дропшипах были уничтожены, вы можете восстановить их, используя [[File:Welder.gif|32px]] сварочник и [[File:Wrench.png|32px]] гаечный ключ.&lt;br /&gt;
&lt;br /&gt;
== Специальные обязанности ==&lt;br /&gt;
----&lt;br /&gt;
Из-за ваших инженерных навыков вас могут время от времени назначать для выполнения других обязанностей, таких как обслуживание корабля, обслуживание транспортных средств или дежурство на FOB. Полезными для вас будут [https://cm-ss13.com/wiki/Guide_to_Engineering руководство по инженерному делу] и [https://cm-ss13.com/wiki/Guide_to_construction руководство по строительству].&lt;br /&gt;
&lt;br /&gt;
=== Обслуживание Транспортных Средств ===&lt;br /&gt;
Как техник по боеприпасам, вы способны ремонтировать и заменять модули транспортных средств. [https://cm-ss13.com/wiki/Vehicle_Crewman Экипаж транспортных средств] обычно занимается этим самостоятельно, но в особых случаях вам может понадобиться помочь. Не забудьте проконсультироваться с экипажем транспортного средства о том, какие модули они хотят прикрепить.&lt;br /&gt;
&lt;br /&gt;
=== Дежурство на FOB ===&lt;br /&gt;
Командование может посчитать необходимым отправить нескольких техников на FOB, чтобы поддерживать его в рабочем состоянии, ремонтировать и готовить к действиям. Оставайтесь на связи с главным инженером как можно чаще, когда отправляетесь на FOB. Инженеры отряда будут подчиняться вам, поэтому в случае необходимости вы можете отдавать им приказы по вопросам, связанным с FOB; постарайтесь поручить им любую опасную работу на передовой.&lt;br /&gt;
&lt;br /&gt;
=== Рутинная работа ===&lt;br /&gt;
Вам могут поручить заменить лампы, сделать уборку или проверить комнату утилизации на предмет ценного, что было выброшено, из-за вашего доступа к техническому обслуживанию и часто из-за того, что вы не особенно заняты. Не жалуйтесь на это.&lt;br /&gt;
&lt;br /&gt;
=== Проекты для Альмейера ===&lt;br /&gt;
Если вы устали от работы в цеху, всегда можно запросить соответствующее законное разрешение для создания или модификации части Альмейера, чтобы заняться чем-то творческим. Если не можете придумать, что создать, попросите идеи у других людей или просто исследуйте Альмейер, пока не появится идея.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 1&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|engineering = 4&lt;br /&gt;
|construction = 3&lt;br /&gt;
|powerloader = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Дополнительные руководства ==&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?5511-Kryth-s-Guide-for-blowing-up-marines-OT-Guide Руководство Рут по подрыву морских пехотинцев] - От Kryth (08.06.2020)&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A2%D0%B5%D1%85%D0%BD%D0%B8%D0%BA_%D0%9E%D0%B1%D1%81%D0%BB%D1%83%D0%B6%D0%B8%D0%B2%D0%B0%D0%BD%D0%B8%D1%8F&amp;diff=15923</id>
		<title>Техник Обслуживания</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A2%D0%B5%D1%85%D0%BD%D0%B8%D0%BA_%D0%9E%D0%B1%D1%81%D0%BB%D1%83%D0%B6%D0%B8%D0%B2%D0%B0%D0%BD%D0%B8%D1%8F&amp;diff=15923"/>
		<updated>2026-03-28T21:44:40Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Починил ссылку&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ИНЖЕНЕРИЯ&lt;br /&gt;
|img = MaintTech.png&lt;br /&gt;
|jobtitle = Техник Обслуживания [[File:Maintenance Technician icon.png]]&lt;br /&gt;
|difficulty = Низкая&lt;br /&gt;
|superior = [[Главный Инженер]]&lt;br /&gt;
|rank = Рядовой [0ч] / Рядовой Первого Класса [10ч] / Младший Капрал [60ч]&lt;br /&gt;
|duties = Поддерживайте Термоядерные Реакторы S-52 в рабочем состоянии. Поддерживайте и модифицируйте Алмаер и его дропшипы.&lt;br /&gt;
|guides = [[Руководство по настройке реактора S-52]], [[Руководство по инженерному делу]], [[Руководство по строительству]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = Ваша задача — поддерживать целостность корабля, включая орбитальную пушку. Вы остаетесь одной из самых гибких ролей на корабле и можете получать другие разнорабочие задания от своего руководства.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Засосы забиты. Мы перегрелись и сожгли целую ячейку... Черт, тут все по-настоящему разваливается...&amp;quot;&#039;&#039; - Корпоративный инженер Бретт, &#039;&#039;Чужой&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Техник по обслуживанию&#039;&#039;&#039; (MT) — это рядовой член экипажа USCM на инженерном корабле [[USS Алмаер]]. Он обучен всем видам инженерных работ и находится под непосредственным руководством командира [[Главный Инженер]], его обязанности включают: ремонт сломанных реакторов S-52 с помощью его набора инструментов, перезарядка десантных капсул с помощью силового погрузчика, уборка коридоров с ведром и шваброй и многое другое. С надлежащим разрешением он также может участвовать в различных строительных проектах, как на корабле, так и на FOB.&lt;br /&gt;
&lt;br /&gt;
== Обзор ==&lt;br /&gt;
Вы начинаете миссию в инженерном отделе в задней части корабля. Свяжитесь по радиоканалу инженерии (&#039;&#039;&#039;:n&#039;&#039;&#039;), чтобы доложить в ваш отдел, состоящий из других техников по обслуживанию и главного инженера, чьи приказы вы должны выполнять. В шкафах, ящиках, торговых автоматах и на столах, разбросанных по вашему рабочему месту, должно быть все необходимое для выполнения миссии. Также есть много рабочих и инженерных помещений на &#039;&#039;Almayer&#039;&#039;, где находятся запасы для экстренного ремонта.&lt;br /&gt;
&lt;br /&gt;
== Хакинг ==&lt;br /&gt;
{{main|Руководство по инженерному делу#Hacking}}&lt;br /&gt;
&lt;br /&gt;
В экстренных ситуациях или при законном разрешении от командования вам может понадобиться &#039;&#039;&#039;взломать&#039;&#039;&#039; препятствия. Для большинства работ по взлому вам понадобится изолирующие перчатки для защиты от удара, отвертка для вскрытия панели, а также мультитул и кусачки для работы с проводами по мере необходимости.&lt;br /&gt;
&lt;br /&gt;
Для начала взлома устройства выполните следующие шаги:&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Используйте отвертку, чтобы открыть техническую панель.&lt;br /&gt;
# Кликните по устройству, чтобы открыть окно с проводами.&lt;br /&gt;
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] Наденьте изолирующие перчатки и используйте мультитул или кусачки, чтобы импульсировать или разрезать/прикрепить внутренние провода до получения нужного результата.&lt;br /&gt;
# Запомните провод, который привел к нужному результату, для будущего использования.&lt;br /&gt;
&lt;br /&gt;
* Если вы случайно отключили питание устройства или активировали его провод с напряжением, просто отрежьте и восстановите шок/провод питания.&lt;br /&gt;
* Взлом торговых автоматов на &#039;&#039;Almayer&#039;&#039; запрещен морским законодательством, поэтому будьте осторожны, чтобы не попасть на глаза [[Военная Полиция | МП]].&lt;br /&gt;
&lt;br /&gt;
== Обслуживание десантных капсул ==&lt;br /&gt;
Как техник по обслуживанию, ваша задача быстрее использовать силовой погрузчик и, будучи ниже по рангу, чем [[Офицер пилота]], именно вам предстоит загружать их десантные капсулы. Отправляйтесь в ангар, возьмите силовой погрузчик (кликните на него, чтобы сесть, или щелкните правой кнопкой мыши -&amp;gt; войти в силовой погрузчик) и уточните у них, что нужно загрузить и куда. Возьмите нужные модули и прикрепите их к соответствующему порту на капсуле. Общайтесь с Офицером пилота лично или через инженерный канал, чтобы в будущем печатать новое оборудование с фабрикатора десантных капсул и будьте готовы перезаряжать их боеприпасы (Используйте пустой зажим Рипли, чтобы извлечь использованные боеприпасы, затем используйте другую руку для загрузки свежей партии патронов, например: 30 мм, мини-ракеты и т. д.), когда они вернутся с миссий по поддержке с воздуха.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Если сиденья в десантных капсулах были уничтожены, вы можете восстановить их с помощью [[File:Welder.gif|32px]] сварщика и затем [[File:Wrench.png|32px]] гаечного ключа.&lt;br /&gt;
&lt;br /&gt;
== Обслуживание транспортных средств ==&lt;br /&gt;
Как техник по обслуживанию, вы сможете ремонтировать и заменять модули транспортных средств по мере необходимости. Если экипаж транспортных средств в данный момент недоступен для их ремонта, вы будете готовы помочь.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Проблема:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Ремонт и замена:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Сломанный бронетранспортер M577]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Сломанный бронетранспортер M577&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Сломанный БТР. Он бесполезен без надлежащего вооружения. Он не может двигаться вообще при таком повреждении. Однако он может едва передвигаться при сломанных или отсутствующих колесах. Для его починки потребуется много работы, а также запасные части и правильно обученные специалисты. Заменить детали дорого, убедитесь, что они не пропадут зря!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Ремонт рамы транспортного средства&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Почините раму с помощью сварщика 3 раза (в зависимости от повреждений) и используйте гаечный ключ &#039;&#039;&#039;один раз&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Удаление модулей с жестких точек крепления&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Используйте лом, чтобы демонтировать модули с их жестких точек крепления.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Удаление/замена башни танка&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Для замены башни танка вам понадобится силовой погрузчик. Садитесь в погрузчик и щелкните по танку. Удалите башню и поднимите новую башню. Щелкните по танку еще раз с башней в зажиме погрузчика. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Обслуживание орбитальных пушек ==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Орбитальная пушка:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Orbital_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
Используется для запуска боеголовок по планетам на орбите или близлежащим станциям. Она ускоряет свою боевую нагрузку с помощью твердого топлива для разрушительных результатов при ударе.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Загрузка/Перезарядка:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Загрузите боеголовку в лоток орбитальной пушки [[File:Orbital_Cannon_Tray.png]] &#039;&#039;&#039;(Требуется силовой погрузчик)&#039;&#039;&#039;.&lt;br /&gt;
* Загрузите необходимое количество твердого топлива [[File:Orbital_Cannon_Fuel_Block.png|32px]] в лоток орбитальной пушки &#039;&#039;&#039;(См. Консоль орбитальной пушки)&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;Обратите внимание, что каждый выстрел имеет случайное потребление топлива для каждой боеголовки.&#039;&#039;&lt;br /&gt;
* Откройте интерфейс консоли орбитальной пушки. &lt;br /&gt;
* Загрузите лоток в пушку. &lt;br /&gt;
* Замкните содержимое лотка в ствол пушки. &#039;&#039;&#039;(не может быть отменено!)&#039;&#039;&#039;&lt;br /&gt;
* Старшие офицеры теперь могут выстрелить из орбитальной пушки через их консоль. &lt;br /&gt;
* После выстрела извлеките лоток из орбитальной пушки. &lt;br /&gt;
* Проверьте лоток, чтобы убедиться, что он пуст и в рабочем состоянии. &lt;br /&gt;
* Повторите процесс с самого начала для перезарядки.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Боеприпасы:&#039;&#039;&#039;&lt;br /&gt;
|[[File:HE_Orbital_Warhead.png]]&lt;br /&gt;
| &#039;&#039;&#039;Тяжелая взрывчатка:&#039;&#039;&#039; Причиняет разрушительный взрыв в большом радиусе при ударе по целевой точке.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incendiary_Orbital_Warhead.png]]&lt;br /&gt;
| &#039;&#039;&#039;Огненная:&#039;&#039;&#039; Освобождает огненную боевую нагрузку на целевой области. Очень большой радиус.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| &#039;&#039;&#039;Кластерная:&#039;&#039;&#039; Выпускает кластер взрывчатки на целевой области. Для подавления противника, продвигающегося вперед.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Устранение неполадок:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Если вы загрузили лоток с неправильной боевой нагрузкой, вы все еще можете извлечь его содержимое, если оно не было замкнуто в стволе. &lt;br /&gt;
*Если неправильная нагрузка была замкнута, ее можно удалить только выстрелив. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Обязанности на ФОБе ==&lt;br /&gt;
Командование может посчитать необходимым отправить нескольких техников по обслуживанию на FOB для того, чтобы поддерживать его в работоспособном состоянии, проводить ремонт и быть готовыми к действию. Общайтесь с вашим главным инженером как можно больше во время развертывания. Инженеры отряда будут подчиняться вам, так что если будет необходимо, вы можете отдавать им приказы по вопросам, связанным с FOB; попытайтесь поручить им выполнять опасную работу на передовой.&lt;br /&gt;
&lt;br /&gt;
== Подождите, это работа пехоты ==&lt;br /&gt;
Заменять лампы, убирать пятна, собирать мусор, искать в комнате утилизации что-то ценное, выброшенное, и всякая другая ерунда — все это входит в обязанности обслуживания, а значит, &#039;&#039;&#039;ваша&#039;&#039;&#039; работа. Возьмите эту швабру и начинайте убирать.&lt;br /&gt;
&lt;br /&gt;
== Проекты на Алмаере ==&lt;br /&gt;
Если вам надоели уборка чужих мусорных, всегда можно запросить надлежащее разрешение для создания или модификации части &#039;&#039;Almayer&#039;&#039;, чтобы заняться чем-то более творческим. Если не можете придумать, что сделать, спросите идеи у других или просто исследуйте &#039;&#039;Almayer&#039;&#039;, пока не появится вдохновение.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 1&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|engineering = 4&lt;br /&gt;
|construction = 3&lt;br /&gt;
|powerloader = 2&lt;br /&gt;
|domestic = 1&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A1%D0%B5%D0%BA%D1%80%D0%B5%D1%82%D0%B0%D1%80%D1%8C_%D0%BD%D0%B0_%D0%A4%D0%B0%D0%BA%D1%81%D0%B5&amp;diff=15922</id>
		<title>Секретарь на Факсе</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A1%D0%B5%D0%BA%D1%80%D0%B5%D1%82%D0%B0%D1%80%D1%8C_%D0%BD%D0%B0_%D0%A4%D0%B0%D0%BA%D1%81%D0%B5&amp;diff=15922"/>
		<updated>2026-03-28T21:43:13Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Починил ссылку&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{Formatting}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = Специальная роль&lt;br /&gt;
|img = Responders.png&lt;br /&gt;
|jobtitle = Секретарь на Факсе&lt;br /&gt;
|difficulty = Варьируется&lt;br /&gt;
|superior = Администраторы сервера&lt;br /&gt;
|rank = Варьируется&lt;br /&gt;
|duties = Отвечайте на приходящие факсы от КСШ Алмаер и/или активов Колоний.&lt;br /&gt;
|guides = [https://cm-ss13.com/rules Правила сервера], [[Морское право]], [[Стандартные операционные процедуры | Стандартные Операционные Процедуры]], [[Звания]]&lt;br /&gt;
|unlock = Варьируются&lt;br /&gt;
|description = Ваша работа заключается в ответе на факсы, отправленные на ваш факсимильный аппарат. Вы отвечаете от имени персонала CMSS13 и, следовательно, должны придерживаться самых высоких стандартов. Несоблюдение ожиданий может привести к потере роли или запрету сервера. Лица, не являющиеся членами администрации, играющие на этой роли, не имеют возможности санкционировать ОБР с помощью своих факсимильных сообщений.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Основные правила ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Не используйте телефон для связи с основными игроками без ИСКЛЮЧИТЕЛЬНОЙ причины. Основным методом коммуникации должны быть факсы.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; ВООБЩЕ не используйте гарнитуру для связи с основными игрокам. Гарнитура нужна что-бы слушать, а не коммуницировать.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Не злоупотребляйте полномочиями. Если вы решите злоупотреблять властью которая дана вашей роли или будете искажать ожидаемый от вас игровой опыт вы можете быть принудительно удалены с этой роли. Или может произойти что-то похуже... &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Требования ==&lt;br /&gt;
От вас требуется профессионализм на протяжении всей игры на этой роли. Отыгрыш этой роли это не то, что вы должны делать легкомысленно, вероятно вы обнаружите, что количество геймплея на этой роли у вас меньше, чем в обычной ситуации, вы должны осознавать, что ваши действия и решения могут оказать значительное влияние на раунд и его дальнейшее развитие.&lt;br /&gt;
&lt;br /&gt;
Хорошее владение русским языком, особенно в отношении орфографии, пунктуации и грамматики, является ключом к хорошему опыту на этой роли. Для USCM High Command не было бы нормальным отправлять факс, который выглядит и читается так, как будто он был написан младенцем на туалетной бумаге.&lt;br /&gt;
&lt;br /&gt;
== Роли и требования по времени ==&lt;br /&gt;
На данный момент доступны следующие роли секретарей на факсах.&lt;br /&gt;
* Высшее Командование ККМП США (75ч на ролях Командования. 25ч на ролях Военной Полиции.)&lt;br /&gt;
* Офис Провостов ККМП США (75ч на ролях Командования. 75ч на ролях Военной Полиции.)&lt;br /&gt;
* Weyland-Yutani (75ч на ролях Корпорации.)&lt;br /&gt;
* Бюро Колониальных Маршалов (25ч на ролях Командования. 75ч на ролях Военной Полиции.)&lt;br /&gt;
* Высшее Командование СПН (75ч на ролях Командования.)&lt;br /&gt;
* Имперское Командование ИТМ (75ч на ролях Командования.)&lt;br /&gt;
* Командование КОФ (75ч на ролях Командования.)&lt;br /&gt;
* Свободная Пресса (25ч на гражданских ролях)&lt;br /&gt;
&lt;br /&gt;
Командные роли подразумевают КO, Исполнительного Oфицера, Штаб-Oфицеров и Офицера Поддержки.&lt;br /&gt;
&lt;br /&gt;
Гражданскими ролями на данный момент является только Военный Кореспондент.&lt;br /&gt;
&lt;br /&gt;
Роли Военной Полиции подразумевают КО, Начальника ВП, Военного Смотрителя и Военных Полицейских.&lt;br /&gt;
&lt;br /&gt;
== Duties == &lt;br /&gt;
As a Fax Responder your sole duty is to answer faxes sent to the faction you are representing. In this role, except when staff yourself, you are not answering for yourself but on behalf of the CMSS13 Staff Team.&lt;br /&gt;
&lt;br /&gt;
You are expected to play the part of an aide-de-camp to the local authority of the faction you are representing. For example, responding to faxes as &amp;quot;1st Lieutenant John Barlow, on behalf of Colonel Robert Grey.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Supervisors and your Authority == &lt;br /&gt;
You answer directly to any member of CM Staff online at the time. In circumstances where there are no staff online you are expected to behave as if there are, your actions within this role will be closely monitored.&lt;br /&gt;
&lt;br /&gt;
=== What can I do? ===&lt;br /&gt;
As a Fax Responder you have a large amount of authority by nature of the position you are in. You are expected to wield that authority responsibly, and not to hinder/mess with the round flow.&lt;br /&gt;
* Ahelp if you receive any faxes that you believe require staff attention (E.g. CO Arrest requests or faxes that indicate major Marine Law issues with MPs)&lt;br /&gt;
&lt;br /&gt;
Below is a list of some things you can do, but this list is not inclusive of all possibilities.&lt;br /&gt;
&lt;br /&gt;
==== All Factions ====&lt;br /&gt;
* Answer relevant faxes sent to your fax machine.&lt;br /&gt;
** Speak with other fax responders, where appropriate, regarding faxes sent to the wrong place.&lt;br /&gt;
** It may be in the interest of some factions to report, or not report, potentially suspicious activity to the USCM.&lt;br /&gt;
*** Unless you are informed otherwise, people faxing about betraying the USCM are to be assumed as acting without staff approval and this is generally discouraged.&lt;br /&gt;
* Ask for, and respond to, status reports regarding the operation from your faction members.&lt;br /&gt;
&lt;br /&gt;
==== Weyland-Yutani ====&lt;br /&gt;
* Give the Liaison some non-antag objectives.&lt;br /&gt;
** Collect X from the colony.&lt;br /&gt;
** Interview Survivor X or Officer Y.&lt;br /&gt;
** Get person X to sign an NDA.&lt;br /&gt;
&lt;br /&gt;
==== USCM High Command ====&lt;br /&gt;
* The High Command fax responder is not a Provost representative, and usually should not be handling appeals/marine law.&lt;br /&gt;
* You may Approve/Deny CO arrest orders.&lt;br /&gt;
** This &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;must&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; be left for staff to handle if there are any online. Please ahelp to bring these faxes to staff attention.&lt;br /&gt;
** In the absence of staff you must defer to the Provost responder if there is one.&lt;br /&gt;
* You may approve transferring marine personnel into the custody of the Colonial Marshals in regards to blackmarket investigations.&lt;br /&gt;
&lt;br /&gt;
==== USCM Provost ====&lt;br /&gt;
* Answer appeal requests so long as they are written appropriately.&lt;br /&gt;
** Members of the CLF arrested and placed into permanent confinement due to their allegiance may not be released without express staff permission, in which case the staff member should be sending the fax directly.&lt;br /&gt;
* You may Approve/Deny CO arrest orders.&lt;br /&gt;
** This &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;must&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; be left for staff to handle if there are any online. Please ahelp to bring these faxes to staff attention.&lt;br /&gt;
* You may approve transferring marine personnel into the custody of the Colonial Marshals in regards to blackmarket investigations.&lt;br /&gt;
&lt;br /&gt;
==== UPP/TWE/CLF ====&lt;br /&gt;
* Faxes to these factions are rare outside of events, and you should not expect many faxes during a standard round.&lt;br /&gt;
* Receipt of faxes by these factions, or Weyland-Yutani, that are indicative of someone wanting to betray the USCM or otherwise represent actions/behaviors that are against the interests of the USCM should typically be reported to USCM HC or the USS Almayer CIC.&lt;br /&gt;
** You may choose not to report these faxes at your discretion, but without staff approval this sort of behavior should not be encouraged.&lt;br /&gt;
&lt;br /&gt;
== Workspace ==&lt;br /&gt;
All fax responders have identical offices, with some minor differences for Weyland-Yutani.&lt;br /&gt;
&lt;br /&gt;
[[File:FaxResponseOffice.png]]&lt;br /&gt;
&lt;br /&gt;
All offices include the following;&lt;br /&gt;
# A fax machine that authenticates all messages sent from it as from a High Command source.&lt;br /&gt;
# A rotary telephone.&lt;br /&gt;
# A paper bin and five folders.&lt;br /&gt;
# Camera and Health monitor consoles.&lt;br /&gt;
# Colored pens and stamps.&lt;br /&gt;
# Two filing cabinets.&lt;br /&gt;
# A food vendor.&lt;br /&gt;
&lt;br /&gt;
== Your Tools ==&lt;br /&gt;
* The &#039;&#039;&#039;Camera Console&#039;&#039;&#039; is your way of seeing what&#039;s going on in the round. You have access to all USS Almayer cameras, and any helmet-mounted cameras.&lt;br /&gt;
* Your &#039;&#039;&#039;Radio&#039;&#039;&#039; is another way to listen in to round proceedings. You &#039;&#039;&#039;&amp;lt;u&amp;gt;must not&amp;lt;/u&amp;gt;&#039;&#039;&#039; use the radio to talk to the ship at &#039;&#039;&#039;&amp;lt;u&amp;gt;any time&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* Your &#039;&#039;&#039;Telephone&#039;&#039;&#039; can be used to speak with other people answering faxes in circumstances where this is appropriate.&lt;br /&gt;
** Whilst your phone &#039;&#039;can&#039;&#039; call the USS Almayer or any phones assigned to your faction this &amp;lt;u&amp;gt;should not&amp;lt;/u&amp;gt; be done outside extremely rare cases as your primary mode of contact should always be your authenticated fax machine.&lt;br /&gt;
* The &#039;&#039;&#039;Health Monitor&#039;&#039;&#039; can be used to see the status of all &#039;&#039;&#039;USCM Personnel&#039;&#039;&#039; and any personnel of your own faction. (When not playing a USCM responder)&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|vehicles = 1&lt;br /&gt;
|intel = 2&lt;br /&gt;
|firearms = 1&lt;br /&gt;
|endurance = 2&lt;br /&gt;
|engineering = 1&lt;br /&gt;
|leadership = 3&lt;br /&gt;
|medical = 1&lt;br /&gt;
|overwatch = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%A1%D0%B0%D0%BD%D0%B8%D1%82%D0%B0%D1%80&amp;diff=15921</id>
		<title>Полевой Санитар</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%A1%D0%B0%D0%BD%D0%B8%D1%82%D0%B0%D1%80&amp;diff=15921"/>
		<updated>2026-03-28T21:20:56Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Фикс редиректа&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МОРПЕХИ&lt;br /&gt;
|img = USCM Medic.png&lt;br /&gt;
|jobtitle = Полевой Санитар [[File:Hospital Corpsman icon.png]]&lt;br /&gt;
|difficulty = Высокая&lt;br /&gt;
|superior = [[Командир Отряда]]&lt;br /&gt;
|rank = Рядовой Первого Класса [0ч] / Младший Капрал [10ч] / Капрал [60ч]&lt;br /&gt;
|duties = Поддерживайте морпехов в боевом состоянии или настолько, насколько это возможно. Проводите медэвак тех, кого нужно отправить обратно в медбей для лечения.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = Вы залечиваете раны своих товарищей по отряду и следите за тем, чтобы они были здоровы и могли продолжать сражаться. Вы можете не быть полноценным врачом, но вы всегда стоите между жизнью и смертью каждого морпеха возле вас.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; - Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Hospital Corpsman, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Hospital Corpsmen started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
== [[File:Vendor Equipment Rack.png|64px]] Equipment Rack [[File:Vendor Equipment Rack.png|64px]] ==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Corpsman Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Pattern Marine Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:HealthMate HUD.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM corpsman satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM corpsmen. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Corpsman Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM corpsmen. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Large-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sling_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser.&lt;br /&gt;
&lt;br /&gt;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gasmask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Heat Absorbent Coif Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
== [[File:Vendor Gear Rack (Hospital Corpsman).png|64px]] Gear Rack [[File:Vendor Gear Rack (Hospital Corpsman).png|64px]] ==&lt;br /&gt;
Перед высадкой вам выдаётся 45 очков, вы можете потратить их в стойке со снаряжением для покупки дополнительных предметов.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Stasis Bag (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix brute damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
* Acts as a substitute Fix-O-Vein and cautery for internal bleeding surgeries in the field&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth-Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Synth Graft&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix burn damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Roller (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to quickly transport injured marines and other personnel across the battlefield. Provides an ideal platform for field surgery. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medevac Stretcher (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Health Analyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single corpsman - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:First-aid Kit (Advanced).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Emergency Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Blood Pack (O-).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Two Blood Bags are provided. Holds universal blood inside, can be used to give a Marine with low blood a transfusion in the field, click the Marine to begin the transfusion, click again to stop it. Once started, anyone can hold the bag. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Burn Kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Trauma Kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splints.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Roll of Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Some sterile gauze to warp around bloody stumps and lacerations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to treat burns, infected wounds, and relieve itching in unusual places.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;First Aid Kits&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid Kit (Advanced).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
&lt;br /&gt;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid Kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid Kit (Fire).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| For when the dropship ammo storage spontaneously burns down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid Kit (Toxin).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat when you have a high amount of toxins in your body&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid Kit (Oxygen Deprivation).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box full of reoxygenating goodies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid Kit (Radiation).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Contains treatment for radiation exposure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector (Bicaridine).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Autoinjector (Bicaridine).png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Autoinjector (Dexalin+).png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Autoinjector (Epinephrine).png]]&lt;br /&gt;
[[#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Autoinjector (Kelotane).png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Autoinjector (Oxycodone).png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Autoinjector (Tramadol).png]]&lt;br /&gt;
[[#Tramadol|Tramadol]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Autoinjector (Tricord).png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 10%&amp;quot;| [[File:Pill Bottle3.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 90%&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Utilities&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Health Analyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The basic tool of every single corpsman - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:HealthMate HUD.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Roller (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A collapsed roller bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation. Roller beds are also used to perform internal bleeding surgery, as the procedure is much quicker (and therefore safer) when the patient is strapped to one rather than left lying on the ground.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Stasis Bag (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch (EMPTY)&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to refill custom injectors and can also store one. May be refilled with a reagent tank or a chemical dispenser. Starts empty. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RefillTank.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smart Refill Tank&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to refill empty autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Smoke Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Firearms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = VP78 Pistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Smartpistol Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = SU-6 Smartpistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{HPR Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M41AE2 Heavy Pulse Rifle&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extra Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. Comes with a machete.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. Comes with a machete&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Engineering_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:tactics_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JTAC_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JTAC Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Supply_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the supply channel with :u.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Hospital Corpsman == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Доктор]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are forced to be evacuated to the shipside Medbay should be stabilized beforehand by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, your loadout is one of the most decisive factors in wherever or not you will be able to keep the situation under control or succumb more or less literally as the rest of your squad falls apart. While your workload will potentially be split with another three Corpsman, and all three other squads will be getting four Hospital Corpsmen, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main area for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are only a few caveats to a Medic&#039;s loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you should still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. A Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* You get one free webbing choice as a Corpsman. It is recommended that you select a brown/black webbing vest, these provide you with five small inventory slots, perfect for holding small medical items (analyzer, blood bags, suture/synth) as well as shotgun ammo shells. Alternatively you could select a standard webbing, which holds three medium items, to hold gun magazines.&lt;br /&gt;
&lt;br /&gt;
* You have a wide array of pouches to select from, and you can pick two of them. The First Responder Tactical Pouch lets you carry a wide array of standard medical items and can be strong in a pinch, the Sling Pouch lets you hold one large item (such as a Defibrillator) and acts as a magnetic harness, meaning the item will be automatically returned to the pouch when dropped. A magazine/shell pouch is good for ammo storage. The Pressurized Reagent Cannisters deserve special mention as they come filled with a large amount of a basic healing chemical that automatically refills the pre-attached injector it comes with; each generally has enough slots to provide up to forty uses before needing a reload. Any of these pouches are worth considering. &lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry seven large items, whereas a Satchel can only carry five large items. However, to access the contents of a backpack you must either take it off your back or select the backpack while it&#039;s on your back and wait several seconds to access it. A satchel on the other hand allows you to access it immediately with no delay or extra juggling of items. The satchel is a more advanced item to use due to the more limited storage space, thus the Backpack may be recommended to a new player due to its greater storage space. &lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
&lt;br /&gt;
* Now, you must decide what to put in your belt and bag. A recommended, simple loadout for both belts is one of every pill bottle in addition to an extra Bicaridine, Kelotane and Tramadol pill bottle, as the two belts already comes loaded with one each, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags. Alternatively, you can place your surgical line/synth graft/bed in your armor or webbing slots.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. Almost every Marine weapon is viable to consider. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo. A shotgun user may consider taking a shotgun shell pouch, conversely a rifle user may use a magazine pouch. &lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
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* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A dead corpsman is a useless corpsman&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
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In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
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Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Corpsman. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harassers trying to get in and kill you, and ask a combat technician or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
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However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
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If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Hospital Corpsmen, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
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&lt;br /&gt;
As a Hospital Corpsman, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
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== Common Field Triage Procedure ==&lt;br /&gt;
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&lt;br /&gt;
Triage is the last and most important topic for a Hospital Corpsman to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
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The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out on the spot are deceased, unrevivable teammates. They are permanently gone.&lt;br /&gt;
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&lt;br /&gt;
Patients can be divided into three types. The walking wounded, those in critical damage and those who are deceased. People who are still walking should usually be the lowest priority for healing, as they may be able to attend to their own wounds. Your current circumstances will dictate whether you should prioritise someone who is in critical and those who are dead. People who are dead are on a limited five-minute timer until they become unrevivable, but it will take time for them to be brought back on their feed, conversely people in critical can be more quickly brought back to their feet and start fighting. Generally, you should focus on stabilising those in critical (innaprovaline and a basic healing chem will keep them alive) while reviving the dead, however if you are in an urgent frontline combat scenario it may prove smarter to heal the critically wounded so they can immediately get back into the fight. &lt;br /&gt;
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The exception to this is if someone is on the verge of being unrevivable, denoted by their revive ICON on their hud flashing red. These patients, above all else, should be revived as soon as possible to ensure they can continue to contribute to the operation. &lt;br /&gt;
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In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
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&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
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* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location. &lt;br /&gt;
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* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
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* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is flashing &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying. If the heart rate icon is a constant &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; then some time has passed since the patient has died but at least a minute remains until permanent death.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
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** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
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** If a patient is over 200 damage, rapidly pull out advanced kits, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. If possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
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* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol and Tricordazine. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. &lt;br /&gt;
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* If the patient is in critical health and especially near death, immediately administer a inaprovaline and peridaxon pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
 &lt;br /&gt;
* If the patient has internal bleeding, immediately pull them to a safe area and perform internal bleeding surgery. The normal way to do this as a hospital corpsman is to use substitute tools in place of a full surgical kit:&lt;br /&gt;
** Once yourself and the patient are in a safe location, have them lie down (either on the ground or, if possible, on a roller bed [[File:Roller (Unfolded).png|32px]]).&lt;br /&gt;
** (Optional) Hook up a blood bag to your patient and hold it in a free hand throughout the procedure.&lt;br /&gt;
** Administer tramadol or oxycodone to keep the pain of the operation at manageable levels. This prevents your surgery steps from failing due to the patient flinching. Remember that pills take a few seconds to metabolise, so you may need to delay starting the procedure slightly.&lt;br /&gt;
** Open an incision and widen it using your boot knife twice in a row ([[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]] &amp;gt; [[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]]).&lt;br /&gt;
** Repair the internal bleeding using your surgical line ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Suture the incision closed using your surgical line again ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Bandage any residual brute trauma from the operation and, if not already done, hook up a blood bag if blood levels are still low.&lt;br /&gt;
&amp;lt;!--* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to 15% of his blood without damaging himself. Before transfer be sure to check its correct blood type. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Low blood levels can be alleviated through high nutriment or Iron pills. Patients with low but not critical levels of blood (80-90%) should be advised to eat an MRE to help offset the effects.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tips and Tricks ==&lt;br /&gt;
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&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Hospital Corpsman should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. You may also refill them by simply left clicking the vendor with an injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, Shift+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
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* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
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* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
&lt;br /&gt;
* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
&lt;br /&gt;
* If you find a marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
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* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
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* If a marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
&lt;br /&gt;
* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
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* You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Medevac Stretcher (Unfolded).png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 1&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 2&lt;br /&gt;
|surgery = 1&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Дополнительные руководства ==&lt;br /&gt;
* [https://forum.cm-ss13.com/t/comprehensive-corpsman-guide/2044 Comprehensive Corpsman Guide] - От Steelpoint (13.05.2023) (Актуален)&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] - От Destrok (22.06.2020) (Устарел)&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic How to Be a Medic 101] - От Allakai (03.03.2020) (Устарел)&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic A Simple Guide] - От shadowhound100 (18.02.2020) (Устарел)&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9C%D0%B5%D0%B4%D1%80%D0%B0%D0%B1%D0%BE%D1%82%D0%BD%D0%B8%D0%BA&amp;diff=15920</id>
		<title>Медработник</title>
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		<updated>2026-03-28T21:14:24Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Убрал двойную ссылку на Доктор&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Медработник [[File:Nurse icon.png]]&lt;br /&gt;
|difficulty = Низкая&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Капрал [0ч] / Сержант [10ч]&lt;br /&gt;
|duties = Поддерживать порядок в медбее, помогать врачам, заниматься химией и следить за тем, чтобы пациенты были подготовлены к операциям.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = Ваша задача — поддерживать здоровье и силу морпехов. Вы также являетесь экспертом в вопросах лекарств и лечения и можете проводить небольшие хирургические операции. Сосредоточьтесь на оказании помощи врачам и сортировке раненых морпехов.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;«Будьте добры к медсёстрам, они не дают врачам случайно вас убить».&#039;&#039; — Случайный пациент&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к небоевому составу. Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов. Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
== Введение ==&lt;br /&gt;
Медработник отвечает за то, чтобы каждый пациент был подготовлен и вылечен к приёму у [[Доктор|врача]], а также помогает поддерживать порядок в медбее. Если вы ещё не разбираетесь в медицине и химии — это отличная возможность начать. Ваша цель — помогать везде, где нужно, быть опорой для всей команды. Как настоящая медсестра — только с более широким функционалом.&lt;br /&gt;
&lt;br /&gt;
=== Обязанности ===&lt;br /&gt;
Вы на ступень выше [[Hospital Corpsman|фельдшера]]: у вас чуть больше доступа, но меньше обязанностей, чем у врача. Ваша работа — перепроверять пациентов, приоритизировать лечение, подготавливать морпехов к более сложной помощи. Вы можете:&lt;br /&gt;
&lt;br /&gt;
* Заниматься химией.&lt;br /&gt;
* Пользоваться криокапсулами.&lt;br /&gt;
* Оказывать первую помощь.&lt;br /&gt;
* Давать медикаменты (таблетки).&lt;br /&gt;
* Переливать кровь.&lt;br /&gt;
* Назначать голограммные метки.&lt;br /&gt;
* Помогать в сортировке пациентов.&lt;br /&gt;
* Лечить простые раны и инфекции.&lt;br /&gt;
* Перевозить пациентов с капсул десанта в медбей.&lt;br /&gt;
* Доставлять тела в морг.&lt;br /&gt;
* Помогать врачам во всех задачах.&lt;br /&gt;
&lt;br /&gt;
=== Оборудование ===&lt;br /&gt;
Вы имеете доступ к такому же оборудованию, как и врачи или медики. Да, это значит, что вы можете использовать продвинутые инструменты.&lt;br /&gt;
&lt;br /&gt;
Как медсестра, вы можете использовать:&lt;br /&gt;
&lt;br /&gt;
* Криокапсулы.&lt;br /&gt;
* Химические дозаторы.&lt;br /&gt;
* Капельницы (IV).&lt;br /&gt;
* Дефибрилляторы.&lt;br /&gt;
* Любые автоинъекторы и банки с таблетками.&lt;br /&gt;
* Наборы продвинутой травматологической и ожоговой помощи.&lt;br /&gt;
* Медицинские сканеры.&lt;br /&gt;
* [[Surgery#The_Autodoc_System|Автодоки]].&lt;br /&gt;
* И сканеры тела.&lt;br /&gt;
&lt;br /&gt;
Вы можете использовать почти всё то же, что и медик, и почти столько же, сколько врач. Так в чём же разница? Роль медсестры — это тренировочная ступень для новых игроков, которые ещё не готовы к стрессу [[Hospital Corpsman|фельдшера]] или сложным процедурам [[Доктор|врача]].&lt;br /&gt;
&lt;br /&gt;
Вам нельзя:&lt;br /&gt;
&lt;br /&gt;
* Выполнять операции второго уровня.&lt;br /&gt;
* Проводить исследования.&lt;br /&gt;
&lt;br /&gt;
== Структура подчинения ==&lt;br /&gt;
В медбее нет воинской иерархии, как у морпехов, но есть приказы. Вы будете чаще всего слушать врачей — они работают ближе всего. Главврач (CMO) даёт приказы по стратегическим задачам и имеет финальное слово во всём, что происходит в отделе.&lt;br /&gt;
&lt;br /&gt;
== Начало работы ==&lt;br /&gt;
Как только вы выйдете из крио, отправляйтесь в медбей — он находится к востоку от ангара и к западу от зала брифинга. Постарайтесь быстро собрать снаряжение — скоро сюда хлынет поток раненых и медиков в поиске припасов.&lt;br /&gt;
&lt;br /&gt;
Сначала загляните в медицинское хранилище в нижнем левом углу медбея. Там вы найдёте всё необходимое на день: занимайтесь химией, готовьте смеси для крио, подготавливайте операционные для врачей, санируйте помещения. Через 20 минут после начала раунда медбей, скорее всего, превратится в хаос.&lt;br /&gt;
&lt;br /&gt;
* Медицинские Худы.&lt;br /&gt;
* Шины.&lt;br /&gt;
* Пояса спасателя.&lt;br /&gt;
* Экстренные дефибрилляторы.&lt;br /&gt;
* Аптечки продвинутой первой помощи.&lt;br /&gt;
* Латексные перчатки и стерильные маски.&lt;br /&gt;
* Медицинские сканеры.&lt;br /&gt;
* Диспенсеры крови.&lt;br /&gt;
* Личные шкафчики.&lt;br /&gt;
* Медицинские автоматы.&lt;br /&gt;
&lt;br /&gt;
Всё это вы найдёте в хранилище.&lt;br /&gt;
&lt;br /&gt;
(Смотрите подробнее: [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== Что стоит взять? ===&lt;br /&gt;
Каждый выбирает под себя, но у вас будет полный доступ к припасам, так что в отличие от медика, ничего впрок тащить не нужно.&lt;br /&gt;
&lt;br /&gt;
Оптимальный выбор для каждого слота:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Голова&#039;&#039;&#039; — хирургическая шапочка. Волосы не должны попадать в раны, верно?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Маска&#039;&#039;&#039; — стерильная маска: и от инфекций защищает, и выглядит профессионально.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Глаза&#039;&#039;&#039; — только МедХуд! Показывает, умирает ли пациент, есть ли у него метка.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Уши&#039;&#039;&#039; — радио департамента. Общайтесь с медиками и врачами. ((:m для передачи))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Нижняя одежда / форма&#039;&#039;&#039; — базовые скрабы, сейчас доступны в разных цветах!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Верхняя одежда&#039;&#039;&#039; — чаще всего лабораторный халат. Даёт два дополнительных слота.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Перчатки&#039;&#039;&#039; — латексные. Стерильность — приоритет.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Обувь&#039;&#039;&#039; — кроссовки или спортивная обувь. Быстро бегать между пациентами. Белую обувь — только если вам не жалко крови.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; — бейдж. Доступ к медбею.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Пояс&#039;&#039;&#039; — самый важный слот. Пояс спасателя — лучший выбор: вмещает много предметов.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Рюкзак&#039;&#039;&#039; — на ваш выбор. Сумка — быстрее доставать, рюкзак — больше объёма. Выбор между &amp;quot;портативной аптекой&amp;quot; и &amp;quot;быстрой обработкой&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Подсумки&#039;&#039;&#039; — один займёт медицинский сканер, второй — аптечный подсумок с автоинъекторами.&lt;br /&gt;
&lt;br /&gt;
=== Тактика ===&lt;br /&gt;
Будучи медсестрой, ты всё время на ногах — от пациента к пациенту, от капельницы к криокамере. Всегда будь начеку: порой за считанные секунды в медбей могут ввалиться семеро морпехов — кто без конечностей, кто в передозировке, а кто и вовсе на грани смерти.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Советы новичку &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ты только начинаешь — не жди, что сразу станешь звездой хирургии. Позволь себе учиться и получать удовольствие от процесса.  &lt;br /&gt;
 И если кто-то погибнет у тебя на глазах — не кори себя. Проанализируй ошибки и продолжай расти.  &lt;br /&gt;
  (И, да, обязательно читай все [https://forum.cm-ss13.com/c/general/guides/22| Гайды с форума], чтобы понимать, как всё работает.)&lt;br /&gt;
&lt;br /&gt;
* Если доктора по уши в ручных операциях, а исследователи уже прокачали Автодоки — используй их для нужных операций.  &lt;br /&gt;
   Помни: улучшения автодока действуют только на тот аппарат, в который их установили — другие останутся базовыми.&lt;br /&gt;
&lt;br /&gt;
* Расставляй пациентов по приоритету — от самых тяжёлых к самым стабильным. Так, когда у врача освободятся руки, он не пропустит умирающего где-то в углу.&lt;br /&gt;
&lt;br /&gt;
* Пациентов с ксенозаразой сразу упаковывай в стазис-пакеты — это замедлит процесс прорыва грудолома.&lt;br /&gt;
&lt;br /&gt;
* Всегда закрывай кровоточащие и открытые раны. Потеря крови — тихий убийца.&lt;br /&gt;
&lt;br /&gt;
* При дефибрилляции обязательно вкалывай эпинефрин — это повышает шансы на успешное возвращение к жизни.&lt;br /&gt;
&lt;br /&gt;
* Если труп вот-вот достигнет точки невозврата, или у тебя завал из мёртвых тел, зови окружающих делать СЛР — это даст тебе драгоценное время.&lt;br /&gt;
&lt;br /&gt;
* Даже если ты дефибриллировал пациента, а он снова умер через 30 секунд — таймер перманентной смерти сбрасывается. Иногда лучше быстро &amp;quot;запнуть&amp;quot; почти живого, чем терять тяжёлого.&lt;br /&gt;
&lt;br /&gt;
* Закончились химикаты в автоинжекторах? Пополни их на медвендоре.  &lt;br /&gt;
  (Исключение — кастомные инжекторы от исследователей или те, что работают с [[Marine Equipment#Pressurized%20Pouch|Портативными мешками-реагентами]]).&lt;br /&gt;
&lt;br /&gt;
* Криокамеры, заправленные криоксадоном или клонексдоном, отлично лечат внутренние кровотечения.&lt;br /&gt;
&lt;br /&gt;
* Готовь продвинутые пилюли: ИммиАлки, КелоДерм, МераБика — эти комбинации спасают в хаосе.&lt;br /&gt;
&lt;br /&gt;
* После любого лечения — проверь пациента на сканере. Иногда даже врачи что-то упускают.&lt;br /&gt;
&lt;br /&gt;
* У пациента мало крови? Вперед — железные таблетки или просто еда — помогут восстановиться.&lt;br /&gt;
&lt;br /&gt;
=== Руководство к действию ===&lt;br /&gt;
Не оставляй пациентов ждать в холле Медбея. Подтаскивай их в триаж, оказывaй первую помощь и строй очередь по уровню тяжести. Это и есть твоя основная роль — организовать поток раненых и облегчить работу доктору.&lt;br /&gt;
&lt;br /&gt;
Убираешь трупы в морг — уже герой. Начальство, врачи, уборщики — все тебя за это уважают. Заодно можешь таскать тела ксеноморфов поближе к Исследовательскому отсеку — чтобы учёным не приходилось бегать самим.&lt;br /&gt;
&lt;br /&gt;
Услышал грохот &amp;quot;Дропшип прибыл!&amp;quot; — знай, сейчас на тебя выльется волна раненых. Встречай их с каталкой наготове — скорость решает.&lt;br /&gt;
&lt;br /&gt;
=== Коммуникация ===&lt;br /&gt;
Общайся с медиками и докторами по медкоммам. Узнавай, как обстановка на земле, сколько раненых, готовься заранее. Следи за вызовами МЕДЕВАК — значит, скоро прибудут тяжелораненые.&lt;br /&gt;
&lt;br /&gt;
Обсуждай с врачами, кто из пациентов важнее, кто при смерти, какие процедуры нужны. Коммуникация — это полдела лечения.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 1&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15919</id>
		<title>Полевой Врач</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15919"/>
		<updated>2026-03-28T07:44:53Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Микро фикс&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Полевой Врач [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Руководство по хирургии]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = 	Вы полевой врач, которому поручено поддерживать морских пехотинцев в полевых условиях, обычно в виде хирургических операций. Вы должны оставаться в медицинском отсеке на борту «Алмаера», если там нет других врачей, и пока не будет обеспечена безопасность ФОБ. Ваше начальство также может задержать ваше отправление в поле.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к &#039;&#039;&#039;небоевому составу&#039;&#039;&#039;.  &lt;br /&gt;
Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов.  &lt;br /&gt;
Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Алмаера&#039;&#039;&#039; —  &lt;br /&gt;
&#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Тренируйтесь диагностировать пациентов без использования большого медицинского сканера — в полевых условиях у вас может не быть к нему доступа, если вы не возьмёте его с собой.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Не оставляйте пациентов после операции с повреждениями органов, внутренним кровотечением или переломами костей.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Высадка ===&lt;br /&gt;
&lt;br /&gt;
Основное требование высадки — наличие {{Popup|безопасного места для развертывания|Безопасной считается зона с кадами и наличием охраны}} и оказания медицинской помощи.  &lt;br /&gt;
При отсутствии безопасной зоны &#039;&#039;&#039;высадка медицинского персонала воспрещается&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
При отсутствии медицинского персонала на Алмаере высадка &#039;&#039;&#039;полевого врача воспрещается&#039;&#039;&#039;; он обязан остаться на корабле и выполнять обязанности [[Доктор|доктора]].&lt;br /&gt;
&lt;br /&gt;
Как правило, только полевой врач отправляется с Алмайера на передовую базу для проведения полевых операций уже со второй высадки. В роли полевого хирурга от вас ожидается выполнение хирургических обязанностей в безопасной зоне, а не участие в боевых действиях или проведение операций на линии фронта. Главный врач или назначенный/действующий командующий офицер могут запретить, отложить или отменить ваше развертывание — в противном случае вы рискуете быть арестованным военной полицией.&lt;br /&gt;
&lt;br /&gt;
Иногда Главрач запрещает спуск до тех пор, пока медотсек не будет полностью подготовлен, поэтому обязательно помогите с изготовлением таблеток, печатью конечностей, заполнением капельниц и криокамер химикатами перед отправкой вниз. В конечном итоге приоритет остаётся за медотсеком на Алмайере, поэтому если он по какой-то причине остаётся без персонала, полевой хирург должен вернуться на корабль, если его об этом уведомят. Кроме того, если полевой врач поздно вышел из криосна, ему разрешается отправиться вниз, чтобы заменить уже работающего доктора с Алмаера.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
На многих картах также есть медицинские отделения на колонии, которые после ремонта могут обеспечивать функциональность, сопоставимую с медотсеком на корабле.&lt;br /&gt;
&lt;br /&gt;
Однако независимо от места проведения операций убедитесь, что вы находитесь в безопасности.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;У вас нет той выносливости и подготовки к обращению с огнестрельным оружием, как у морпехов, чтобы защищать себя и других.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Большинство морпехов не против охранять врача, проводящего операцию в «относительно» безопасной зоне — просто вежливо попросите их об этом.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Все перемещения полевого врача между безопасными зонами должны происходить строго с эскортом охраной.  &lt;br /&gt;
Если такой возможности нет — полевой врач не должен покидать безопасную зону.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Высадка в транспорте ===&lt;br /&gt;
&lt;br /&gt;
Полевому врачу допускается использование транспортных средств для высадки и перемещения в зоне операции, однако такая деятельность требует строгого соблюдения мер безопасности. Основной принцип — полевой врач не должен действовать самостоятельно: его передвижение на транспорте должно осуществляться исключительно в сопровождении назначенного водителя и, при необходимости, охранника.&lt;br /&gt;
&lt;br /&gt;
Самостоятельное управление транспортом полевым врачом допускается только в исключительных ситуациях, когда создана прямая опасность жизней экипажа и пассажиров техники.&lt;br /&gt;
&lt;br /&gt;
Врач не обязан и не должен участвовать в боевых действиях, включая ведение огня из транспорта. При возникновении угрозы основная задача — сохранить жизнь пациента и собственную безопасность до прибытия в защищённую зону.&lt;br /&gt;
&lt;br /&gt;
При наличии полевого врача в транспорте предполагается, что транспортное средство будет выступать только в роли поддержки и логистического элемента, а не являться авангардом наступления на линии боевого соприкосновения.&lt;br /&gt;
&lt;br /&gt;
* Исключением является санитарный БТР M577, оснащенный тяжелым вооружением и повышенной бронированностью. &lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15918</id>
		<title>Полевой Врач</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15918"/>
		<updated>2026-03-27T22:46:49Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Правка оформления&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Полевой Врач [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Руководство по хирургии]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = 	Вы полевой врач, которому поручено поддерживать морских пехотинцев в полевых условиях, обычно в виде хирургических операций. Вы должны оставаться в медицинском отсеке на борту «Алмаера», если там нет других врачей, и пока не будет обеспечена безопасность ФОБ. Ваше начальство также может задержать ваше отправление в поле.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к &#039;&#039;&#039;небоевому составу&#039;&#039;&#039;.  &lt;br /&gt;
Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов.  &lt;br /&gt;
Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; —  &lt;br /&gt;
&#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Тренируйтесь диагностировать пациентов без использования большого медицинского сканера — в полевых условиях у вас может не быть к нему доступа, если вы не возьмёте его с собой.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Не оставляйте пациентов после операции с повреждениями органов, внутренним кровотечением или переломами костей.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Высадка ===&lt;br /&gt;
&lt;br /&gt;
Основное требование высадки — наличие {{Popup|безопасного места для развертывания|Безопасной считается зона с кадами и наличием охраны}} и оказания медицинской помощи.  &lt;br /&gt;
При отсутствии безопасной зоны &#039;&#039;&#039;высадка медицинского персонала воспрещается&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
При отсутствии медицинского персонала на Алмаере высадка &#039;&#039;&#039;полевого врача воспрещается&#039;&#039;&#039;; он обязан остаться на корабле и выполнять обязанности [[Доктор|доктора]].&lt;br /&gt;
&lt;br /&gt;
Как правило, только полевой врач отправляется с Алмайера на передовую базу для проведения полевых операций уже со второй высадки. В роли полевого хирурга от вас ожидается выполнение хирургических обязанностей в безопасной зоне, а не участие в боевых действиях или проведение операций на линии фронта. Главный врач или назначенный/действующий командующий офицер могут запретить, отложить или отменить ваше развертывание — в противном случае вы рискуете быть арестованным военной полицией.&lt;br /&gt;
&lt;br /&gt;
Иногда Главрач запрещает спуск до тех пор, пока медотсек не будет полностью подготовлен, поэтому обязательно помогите с изготовлением таблеток, печатью конечностей, заполнением капельниц и криокамер химикатами перед отправкой вниз. В конечном итоге приоритет остаётся за медотсеком на Алмайере, поэтому если он по какой-то причине остаётся без персонала, полевой хирург должен вернуться на корабль, если его об этом уведомят. Кроме того, если полевой врач поздно вышел из криосна, ему разрешается отправиться вниз, чтобы заменить уже работающего доктора с Алмаера.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
На многих картах также есть медицинские отделения на колонии, которые после ремонта могут обеспечивать функциональность, сопоставимую с медотсеком на корабле.&lt;br /&gt;
&lt;br /&gt;
Однако независимо от места проведения операций убедитесь, что вы находитесь в безопасности.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;У вас нет той выносливости и подготовки к обращению с огнестрельным оружием, как у морпехов, чтобы защищать себя и других.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Большинство морпехов не против охранять врача, проводящего операцию в «относительно» безопасной зоне — просто вежливо попросите их об этом.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Все перемещения полевого врача между безопасными зонами должны происходить строго с эскортом охраной.  &lt;br /&gt;
Если такой возможности нет — полевой врач не должен покидать безопасную зону.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Высадка в транспорте ===&lt;br /&gt;
&lt;br /&gt;
Полевому врачу допускается использование транспортных средств для высадки и перемещения в зоне операции, однако такая деятельность требует строгого соблюдения мер безопасности. Основной принцип — полевой врач не должен действовать самостоятельно: его передвижение на транспорте должно осуществляться исключительно в сопровождении назначенного водителя и, при необходимости, охранника.&lt;br /&gt;
&lt;br /&gt;
Самостоятельное управление транспортом полевым врачом допускается только в исключительных ситуациях, когда создана прямая опасность жизней экипажа и пассажиров техники.&lt;br /&gt;
&lt;br /&gt;
Врач не обязан и не должен участвовать в боевых действиях, включая ведение огня из транспорта. При возникновении угрозы основная задача — сохранить жизнь пациента и собственную безопасность до прибытия в защищённую зону.&lt;br /&gt;
&lt;br /&gt;
При наличии полевого врача в транспорте предполагается, что транспортное средство будет выступать только в роли поддержки и логистического элемента, а не являться авангардом наступления на линии боевого соприкосновения.&lt;br /&gt;
&lt;br /&gt;
* Исключением является санитарный БТР M577, оснащенный тяжелым вооружением и повышенной бронированностью. &lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15917</id>
		<title>Доктор</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15917"/>
		<updated>2026-03-27T20:19:12Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Альмаер -&amp;gt; Алмаер&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Доктор [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Руководство по медицине]], [[Руководство по хирургии]], [[Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = &#039;&#039;&#039;(Доктор)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — доктор и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты универсален в медицинской практике: умеешь лечить, оперировать и производить лекарства. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Хирург)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — хирург и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты — доктор, специализирующийся на хирургии, но также прекрасно разбираешься в фармацевтике и триаже. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Доктор, я не чувствую ног!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Знаю. Мы их ампутировали!&amp;quot;&#039;&#039; — Пациент и Доктор&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Полевой Санитар]] может перевязать раненого морпеха, но иногда ситуация настолько тяжёлая, что бойца нужно эвакуировать с поля боя на Алмаер. Тут и вступаешь в дело ты — &#039;&#039;&#039;врач Алмаера&#039;&#039;&#039;. В безопасности медотсека на борту ты будешь делать то, что полевые медики не могут.&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к небоевому составу. Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов. Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Алмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Ты подчиняешься &#039;&#039;&#039;[[Главрач|Главному врачу]]&#039;&#039;&#039; и должен следовать его указаниям, однако если приказ поступает от [[Командующий Офицер|Командующего Офицера]], он имеет приоритет. Если ты собираешься отправиться на планету для полевой хирургии, помни, что требуется согласие главного врача. Ты также работаешь в одном отделе с [[Исследователь|учёными]], которые в основном сидят наверху, но иногда делятся полезными медицинскими открытиями.&lt;br /&gt;
&lt;br /&gt;
=== Инструменты врача ===&lt;br /&gt;
У врача Алмаера есть множество надёжных инструментов, помогающих в работе:&lt;br /&gt;
* Две криогенные капсулы&lt;br /&gt;
* Химическая лаборатория&lt;br /&gt;
* Медицинская система автодок&lt;br /&gt;
* Четыре операционные&lt;br /&gt;
* Один слипер&lt;br /&gt;
* Шесть криогенных морозильников (для игроков, покинувших игру)&lt;br /&gt;
* Четыре сканера тела&lt;br /&gt;
* Множество аптечек, дефибрилляторов и других запасов в автоматах&lt;br /&gt;
* Несколько капельниц и запас пакетов с кровью&lt;br /&gt;
&lt;br /&gt;
=== Я доктор! Что теперь? ===&lt;br /&gt;
В начале раунда у тебя есть 20–30 минут, чтобы подготовить медотсек до прибытия первых раненых. В это время лучше всего заняться подготовкой, выполнив несколько &#039;&#039;&#039;стандартных задач&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medbay Cryo Updated.png|thumb|]] &amp;lt;br/&amp;gt; Включи криокапсулы, кликнув по каждой ёмкости (жёлтый круг), чтобы открыть интерфейс. Система охлаждения (зелёный круг) снижает температуру, а баллон с давлением (красный круг) поддерживает нужный уровень давления. Настройки температуры можно изменить, но стандартные — самые эффективные. Также ты можешь заменить колбы с химикатами на собственные.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IV Drip.png|thumb]]Установи капельницы. || [[File:Bloodtypes table.jpg|thumb]]&lt;br /&gt;
|Капельницы подают кровь пациенту. Используй пакет крови (или колбу с химикатами) на капельнице, затем перетащи её к телу пациента и кликни по нему. Появится сообщение о подключении. &#039;&#039;&#039;ПРОВЕРЬ СОВМЕСТИМОСТЬ КРОВИ (см. таблицу)&#039;&#039;&#039;. В спешке используй кровь O-. ||&lt;br /&gt;
|Обязательно отключай капельницу перед перемещением пациента, иначе он получит повреждения. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor-Chem.png|400px]] Химикаты производятся на рабочем месте в красном круге, таблетки — в жёлтом. || Полевые медики могут запросить у тебя лекарства — выдавай их в виде таблеток в подписанных флаконах. Автоматы делят заряд энергии с учёными. Ты можешь выдавать &#039;&#039;&#039;полезные&#039;&#039;&#039; медикаменты в форме таблеток [[Полевой Санитар|полевым санитарам]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Подробности смотри в [[Руководство по химии|руководстве по химии]], [https://cm-ss13.com/rules Правила сервера] и [[Морское право|военное право]] укажут, что запрещено. Также ознакомься с [[Стандартные операционные процедуры|стандартными операционными процедурами]] для врача.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medibot.png|64px]] Медиботы || Врач может собирать медиботов — автоматических помощников для триажа и быстрой подачи лекарств. По умолчанию они вводят 15 единиц Трикордразина. Подробнее о создании — см. [[Guide_to_construction#Other|здесь]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Хирургия ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Prepared-OR.png|400px]] Верхняя левая операционная, подготовленная к операции. Красный круг — инструменты, жёлтый — операционный стол. || По ходу раунда тебе предстоит оказывать помощь пострадавшим. Поскольку полевые медики справляются с лёгкими травмами, к тебе будут поступать пациенты с серьёзными внутренними повреждениями. Очень важно знать, как проводить [[Руководство по хирургии|операции]], потому что это длительный и сложный процесс.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Работа в полевых условиях ===&lt;br /&gt;
----&lt;br /&gt;
Обычно на планету отправляется только полевой врач после того, как зона будет защищена. Там он проводит операции, но не сражается и не работает на передовой. Решение о высадке принимает главный врач или командование. Иногда они запрещают высадку до полной подготовки медотсека. Перед отправкой убедись, что капсулы наполнены, лекарства изготовлены, а запасы IV готовы.&lt;br /&gt;
&lt;br /&gt;
Если ты оказался на карте с медотсеком колонии — его можно восстановить и использовать почти как Алмаер. Но проводи операции только в безопасных местах. У тебя нет ни подготовки к бою, ни защиты — морпехи обычно соглашаются охранять хирурга, если вежливо попросить.&lt;br /&gt;
&lt;br /&gt;
В полевых условиях может не быть сканера. Умей диагностировать без него. Не оставляй пациентов с внутренними кровотечениями, органными повреждениями или переломами после операции.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в медотсеке без сознания. Организуй свою работу так, чтобы быстро обрабатывать пациентов и сокращать время ожидания. Особенно важно это, если ты единственный врач. Также будь терпелив — игроки могут быть раздражены, что вообще пострадали.&lt;br /&gt;
&lt;br /&gt;
Ты можешь пополнять пустые инъекторы и бутылочки, кликнув по автомату или предмету в руке. Таблетницы так не пополняются.&lt;br /&gt;
&lt;br /&gt;
Твои действия влияют на исход битвы. От твоих операций зависит, сколько бойцов вернётся на фронт. Работай качественно, но помни: это не рутина. Делай всё в своём темпе — и не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Полевое развёртывание ===&lt;br /&gt;
----&lt;br /&gt;
Обычно только полевой врач отправляется с «Алмайера» на передовую (в FOB) для выполнения хирургических обязанностей — как только район будет признан безопасным (иногда это возможно уже при втором спуске). Как полевой хирург, ты должен проводить операции в &#039;&#039;&#039;защищённой зоне&#039;&#039;&#039;, а не в гуще боя или на линии фронта. Главврач (CMO) или текущий командующий (CO) &#039;&#039;&#039;может запретить, отложить или отозвать&#039;&#039;&#039; твоё развёртывание. В случае неповиновения тебя может арестовать военная полиция. Иногда CMO запрещает спуск до полной настройки Медбея, так что &#039;&#039;помоги заранее&#039;&#039;: напечатай синтетические органы, наполни криокапсулы реагентами, приготовь капельницы и таблетки. В приоритете всегда остаётся медотсек на «Альмайере» — если он останется без персонала, ты должен вернуться назад по вызову.&lt;br /&gt;
&lt;br /&gt;
Если ты проснулся позже других — тебе &#039;&#039;разрешено&#039;&#039; спуститься, чтобы сменить уже развёрнутого врача.&lt;br /&gt;
&lt;br /&gt;
Многие карты содержат &#039;&#039;медицинские отсеки колонии&#039;&#039;, которые после ремонта могут заменить Медбей корабля. Но где бы ты ни оперировал, у тебя &#039;&#039;&#039;должна быть безопасность&#039;&#039;&#039;. В отличие от солдат, ты не выдержишь бой: у тебя нет боевой подготовки. К счастью, большинство солдат &#039;&#039;охранят&#039;&#039; хирурга в «относительно безопасных» зонах. Просто попроси их вежливо.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в Медбее, когда он ранен и без сознания. Как врач, ты должен организовывать свою деятельность и управлять рабочим процессом эффективно, чтобы быстрее обрабатывать пациентов и сокращать время их ожидания. Это особенно важно, если ты единственный хирург, проводящий операции. Также важно не принимать это как рутину и иметь «толстую шкуру», потому что большинство игроков будут раздражены тем, что они вообще оказались в медотсеке.&lt;br /&gt;
&lt;br /&gt;
Помни, что ты можешь пополнять пустые инъекторы, бутылки и медицинские припасы в медицинских автоматах, перетаскивая их обратно, или щелкнув по инъектору/бутылке в руках для их заправки. Это снова делает их пригодными для использования. Бутылки с таблетками не подлежат пополнению таким образом.&lt;br /&gt;
&lt;br /&gt;
Твои действия окажут огромное влияние на победу или поражение, поскольку твоя способность проводить операции влияет на количество действующих солдат, участвующих в борьбе с инопланетной угрозой. Делай свою работу хорошо, но помни — это не повинность. Работай в своем ритме, и главное — не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Советы по эффективности ===&lt;br /&gt;
----&lt;br /&gt;
* Прежде чем приступить к операции, всегда проверяй скан пациента и держи его в памяти. Если ты не помнишь скан, не переживай — можешь просто заново осмотреть пациента и ознакомиться с сохранёнными данными.&lt;br /&gt;
* Если у пациента низкий уровень крови и ему нужна операция, давай ему капельницу &#039;&#039;во время того&#039;&#039;, как он лежит на операционном столе.&lt;br /&gt;
* Печатай механические конечности заранее, или до того, как они понадобятся пациенту, чтобы они были готовы в нужный момент.&lt;br /&gt;
* Помни, что благодаря улучшенным технологиям, тебе нужно просто положить пациента на операционный стол, затем перетащить его спрайт на стол для подключения анестезии, и операция начнётся. Но убедись, что в резервуаре с анестезией есть препарат!&lt;br /&gt;
* [[Руководство по хирургии#Incision_Management_System|&#039;&#039;&#039;Инструмент управления разрезами&#039;&#039;&#039;]] — это настоящее чудо современной хирургии. Используй его вместо обычного скальпеля и ретрактора. Этот инструмент выполняет все три этапа (разрез, оттягивание и зажимание кровотечений) одним кликом!&lt;br /&gt;
* Для одного пациента выполняй все необходимые операции сразу. Это снизит количество раз, когда тебе нужно будет брать хирургические инструменты. &#039;&#039;&#039;Пример:&#039;&#039;&#039; если у пациента внутреннее кровотечение, повреждения сердца/лёгких, сломанная грудная клетка и осколки, разрежь его грудную клетку, используй [[Руководство по хирургии#Fix-O-Vein|Fix-O-Vein]] для остановки кровотечения, используй [[Руководство по хирургии#Hemostat|гемостат]] для удаления осколков, затем используй [[Руководство по хирургии#Advanced_Trauma_Kit|травматический набор]] для органных повреждений, исправь кости с помощью костного геля и костной настройки, а затем зашей. Всё готово! Также смотри [[Руководство по хирургии#Combining_Surgeries|это руководство]].&lt;br /&gt;
* Не спорь с другими врачами за операционные. Просто подожди, пока она не освободится, вместо того чтобы спорить с окружающими.&lt;br /&gt;
* Если пациент не засыпает при подключении к операционному столу, проверь на наличие спавшегося лёгкого! Пациенты с такими травмами часто страдают от повреждений кислородом, что мешает им заснуть. В таком случае введи дозу Dexalin+, чтобы выдержать время до того, как ты починишь лёгкие.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Дополнительные руководства ==&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?1463-Doctor-101 Доктор 101] - От grinkgo (17.07.2019)&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9C%D0%B5%D0%B4%D1%80%D0%B0%D0%B1%D0%BE%D1%82%D0%BD%D0%B8%D0%BA&amp;diff=15916</id>
		<title>Медработник</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9C%D0%B5%D0%B4%D1%80%D0%B0%D0%B1%D0%BE%D1%82%D0%BD%D0%B8%D0%BA&amp;diff=15916"/>
		<updated>2026-03-27T20:09:43Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Отступ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Медработник [[File:Nurse icon.png]]&lt;br /&gt;
|difficulty = Низкая&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Капрал [0ч] / Сержант [10ч]&lt;br /&gt;
|duties = Поддерживать порядок в медбее, помогать врачам, заниматься химией и следить за тем, чтобы пациенты были подготовлены к операциям.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = Ваша задача — поддерживать здоровье и силу морпехов. Вы также являетесь экспертом в вопросах лекарств и лечения и можете проводить небольшие хирургические операции. Сосредоточьтесь на оказании помощи врачам и сортировке раненых морпехов.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;«Будьте добры к медсёстрам, они не дают врачам случайно вас убить».&#039;&#039; — Случайный пациент&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к небоевому составу. Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов. Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
== Введение ==&lt;br /&gt;
Медработник отвечает за то, чтобы каждый пациент был подготовлен и вылечен к приёму у [[Doctor|врача]], а также помогает поддерживать порядок в медбее. Если вы ещё не разбираетесь в медицине и химии — это отличная возможность начать. Ваша цель — помогать везде, где нужно, быть опорой для всей команды. Как настоящая медсестра — только с более широким функционалом.&lt;br /&gt;
&lt;br /&gt;
=== Обязанности ===&lt;br /&gt;
Вы на ступень выше [[Hospital Corpsman|фельдшера]]: у вас чуть больше доступа, но меньше обязанностей, чем у врача. Ваша работа — перепроверять пациентов, приоритизировать лечение, подготавливать морпехов к более сложной помощи. Вы можете:&lt;br /&gt;
&lt;br /&gt;
* Заниматься химией.&lt;br /&gt;
* Пользоваться криокапсулами.&lt;br /&gt;
* Оказывать первую помощь.&lt;br /&gt;
* Давать медикаменты (таблетки).&lt;br /&gt;
* Переливать кровь.&lt;br /&gt;
* Назначать голограммные метки.&lt;br /&gt;
* Помогать в сортировке пациентов.&lt;br /&gt;
* Лечить простые раны и инфекции.&lt;br /&gt;
* Перевозить пациентов с капсул десанта в медбей.&lt;br /&gt;
* Доставлять тела в морг.&lt;br /&gt;
* Помогать врачам во всех задачах.&lt;br /&gt;
&lt;br /&gt;
=== Оборудование ===&lt;br /&gt;
Вы имеете доступ к такому же оборудованию, как и врачи или медики. Да, это значит, что вы можете использовать продвинутые инструменты.&lt;br /&gt;
&lt;br /&gt;
Как медсестра, вы можете использовать:&lt;br /&gt;
&lt;br /&gt;
* Криокапсулы.&lt;br /&gt;
* Химические дозаторы.&lt;br /&gt;
* Капельницы (IV).&lt;br /&gt;
* Дефибрилляторы.&lt;br /&gt;
* Любые автоинъекторы и банки с таблетками.&lt;br /&gt;
* Наборы продвинутой травматологической и ожоговой помощи.&lt;br /&gt;
* Медицинские сканеры.&lt;br /&gt;
* [[Surgery#The_Autodoc_System|Автодоки]].&lt;br /&gt;
* И сканеры тела.&lt;br /&gt;
&lt;br /&gt;
Вы можете использовать почти всё то же, что и медик, и почти столько же, сколько врач. Так в чём же разница? Роль медсестры — это тренировочная ступень для новых игроков, которые ещё не готовы к стрессу [[Hospital Corpsman|фельдшера]] или сложным процедурам [[Doctor|врача]].&lt;br /&gt;
&lt;br /&gt;
Вам нельзя:&lt;br /&gt;
&lt;br /&gt;
* Выполнять операции второго уровня.&lt;br /&gt;
* Проводить исследования.&lt;br /&gt;
&lt;br /&gt;
== Структура подчинения ==&lt;br /&gt;
В медбее нет воинской иерархии, как у морпехов, но есть приказы. Вы будете чаще всего слушать врачей — они работают ближе всего. Главврач (CMO) даёт приказы по стратегическим задачам и имеет финальное слово во всём, что происходит в отделе.&lt;br /&gt;
&lt;br /&gt;
== Начало работы ==&lt;br /&gt;
Как только вы выйдете из крио, отправляйтесь в медбей — он находится к востоку от ангара и к западу от зала брифинга. Постарайтесь быстро собрать снаряжение — скоро сюда хлынет поток раненых и медиков в поиске припасов.&lt;br /&gt;
&lt;br /&gt;
Сначала загляните в медицинское хранилище в нижнем левом углу медбея. Там вы найдёте всё необходимое на день: занимайтесь химией, готовьте смеси для крио, подготавливайте операционные для врачей, санируйте помещения. Через 20 минут после начала раунда медбей, скорее всего, превратится в хаос.&lt;br /&gt;
&lt;br /&gt;
* Медицинские Худы.&lt;br /&gt;
* Шины.&lt;br /&gt;
* Пояса спасателя.&lt;br /&gt;
* Экстренные дефибрилляторы.&lt;br /&gt;
* Аптечки продвинутой первой помощи.&lt;br /&gt;
* Латексные перчатки и стерильные маски.&lt;br /&gt;
* Медицинские сканеры.&lt;br /&gt;
* Диспенсеры крови.&lt;br /&gt;
* Личные шкафчики.&lt;br /&gt;
* Медицинские автоматы.&lt;br /&gt;
&lt;br /&gt;
Всё это вы найдёте в хранилище.&lt;br /&gt;
&lt;br /&gt;
(Смотрите подробнее: [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== Что стоит взять? ===&lt;br /&gt;
Каждый выбирает под себя, но у вас будет полный доступ к припасам, так что в отличие от медика, ничего впрок тащить не нужно.&lt;br /&gt;
&lt;br /&gt;
Оптимальный выбор для каждого слота:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Голова&#039;&#039;&#039; — хирургическая шапочка. Волосы не должны попадать в раны, верно?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Маска&#039;&#039;&#039; — стерильная маска: и от инфекций защищает, и выглядит профессионально.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Глаза&#039;&#039;&#039; — только МедХуд! Показывает, умирает ли пациент, есть ли у него метка.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Уши&#039;&#039;&#039; — радио департамента. Общайтесь с медиками и врачами. ((:m для передачи))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Нижняя одежда / форма&#039;&#039;&#039; — базовые скрабы, сейчас доступны в разных цветах!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Верхняя одежда&#039;&#039;&#039; — чаще всего лабораторный халат. Даёт два дополнительных слота.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Перчатки&#039;&#039;&#039; — латексные. Стерильность — приоритет.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Обувь&#039;&#039;&#039; — кроссовки или спортивная обувь. Быстро бегать между пациентами. Белую обувь — только если вам не жалко крови.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; — бейдж. Доступ к медбею.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Пояс&#039;&#039;&#039; — самый важный слот. Пояс спасателя — лучший выбор: вмещает много предметов.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Рюкзак&#039;&#039;&#039; — на ваш выбор. Сумка — быстрее доставать, рюкзак — больше объёма. Выбор между &amp;quot;портативной аптекой&amp;quot; и &amp;quot;быстрой обработкой&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Подсумки&#039;&#039;&#039; — один займёт медицинский сканер, второй — аптечный подсумок с автоинъекторами.&lt;br /&gt;
&lt;br /&gt;
=== Тактика ===&lt;br /&gt;
Будучи медсестрой, ты всё время на ногах — от пациента к пациенту, от капельницы к криокамере. Всегда будь начеку: порой за считанные секунды в медбей могут ввалиться семеро морпехов — кто без конечностей, кто в передозировке, а кто и вовсе на грани смерти.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Советы новичку &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ты только начинаешь — не жди, что сразу станешь звездой хирургии. Позволь себе учиться и получать удовольствие от процесса.  &lt;br /&gt;
 И если кто-то погибнет у тебя на глазах — не кори себя. Проанализируй ошибки и продолжай расти.  &lt;br /&gt;
  (И, да, обязательно читай все [https://forum.cm-ss13.com/c/general/guides/22| Гайды с форума], чтобы понимать, как всё работает.)&lt;br /&gt;
&lt;br /&gt;
* Если доктора по уши в ручных операциях, а исследователи уже прокачали Автодоки — используй их для нужных операций.  &lt;br /&gt;
   Помни: улучшения автодока действуют только на тот аппарат, в который их установили — другие останутся базовыми.&lt;br /&gt;
&lt;br /&gt;
* Расставляй пациентов по приоритету — от самых тяжёлых к самым стабильным. Так, когда у врача освободятся руки, он не пропустит умирающего где-то в углу.&lt;br /&gt;
&lt;br /&gt;
* Пациентов с ксенозаразой сразу упаковывай в стазис-пакеты — это замедлит процесс прорыва грудолома.&lt;br /&gt;
&lt;br /&gt;
* Всегда закрывай кровоточащие и открытые раны. Потеря крови — тихий убийца.&lt;br /&gt;
&lt;br /&gt;
* При дефибрилляции обязательно вкалывай эпинефрин — это повышает шансы на успешное возвращение к жизни.&lt;br /&gt;
&lt;br /&gt;
* Если труп вот-вот достигнет точки невозврата, или у тебя завал из мёртвых тел, зови окружающих делать СЛР — это даст тебе драгоценное время.&lt;br /&gt;
&lt;br /&gt;
* Даже если ты дефибриллировал пациента, а он снова умер через 30 секунд — таймер перманентной смерти сбрасывается. Иногда лучше быстро &amp;quot;запнуть&amp;quot; почти живого, чем терять тяжёлого.&lt;br /&gt;
&lt;br /&gt;
* Закончились химикаты в автоинжекторах? Пополни их на медвендоре.  &lt;br /&gt;
  (Исключение — кастомные инжекторы от исследователей или те, что работают с [[Marine Equipment#Pressurized%20Pouch|Портативными мешками-реагентами]]).&lt;br /&gt;
&lt;br /&gt;
* Криокамеры, заправленные криоксадоном или клонексдоном, отлично лечат внутренние кровотечения.&lt;br /&gt;
&lt;br /&gt;
* Готовь продвинутые пилюли: ИммиАлки, КелоДерм, МераБика — эти комбинации спасают в хаосе.&lt;br /&gt;
&lt;br /&gt;
* После любого лечения — проверь пациента на сканере. Иногда даже врачи что-то упускают.&lt;br /&gt;
&lt;br /&gt;
* У пациента мало крови? Вперед — железные таблетки или просто еда — помогут восстановиться.&lt;br /&gt;
&lt;br /&gt;
=== Руководство к действию ===&lt;br /&gt;
Не оставляй пациентов ждать в холле Медбея. Подтаскивай их в триаж, оказывaй первую помощь и строй очередь по уровню тяжести. Это и есть твоя основная роль — организовать поток раненых и облегчить работу доктору.&lt;br /&gt;
&lt;br /&gt;
Убираешь трупы в морг — уже герой. Начальство, врачи, уборщики — все тебя за это уважают. Заодно можешь таскать тела ксеноморфов поближе к Исследовательскому отсеку — чтобы учёным не приходилось бегать самим.&lt;br /&gt;
&lt;br /&gt;
Услышал грохот &amp;quot;Дропшип прибыл!&amp;quot; — знай, сейчас на тебя выльется волна раненых. Встречай их с каталкой наготове — скорость решает.&lt;br /&gt;
&lt;br /&gt;
=== Коммуникация ===&lt;br /&gt;
Общайся с медиками и докторами по медкоммам. Узнавай, как обстановка на земле, сколько раненых, готовься заранее. Следи за вызовами МЕДЕВАК — значит, скоро прибудут тяжелораненые.&lt;br /&gt;
&lt;br /&gt;
Обсуждай с врачами, кто из пациентов важнее, кто при смерти, какие процедуры нужны. Коммуникация — это полдела лечения.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 1&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15915</id>
		<title>Полевой Врач</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15915"/>
		<updated>2026-03-27T20:05:26Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Малая правка&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Полевой Врач [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Руководство по хирургии]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = 	Вы полевой врач, которому поручено поддерживать морских пехотинцев в полевых условиях, обычно в виде хирургических операций. Вы должны оставаться в медицинском отсеке на борту «Алмаера», если там нет других врачей, и пока не будет обеспечена безопасность ФОБ. Ваше начальство также может задержать ваше отправление в поле.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к небоевому составу. Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов. Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Тренируйтесь диагностировать пациентов без использования большого медицинского сканера — в полевых условиях у вас может не быть к нему доступа, если вы не возьмёте его с собой. Не оставляйте пациентов после операции с повреждениями органов, внутренним кровотечением или переломами костей.&lt;br /&gt;
&lt;br /&gt;
=== Высадка ===&lt;br /&gt;
&lt;br /&gt;
Основное требование высадки - наличие {{Popup|безопасного места для развертывания|Безопасной считается зона с кадами и наличием охраны}} и оказания медицинской помощи. При отсутствии безопасной зоны высадка медицинского персонала воспрещается.&lt;br /&gt;
&lt;br /&gt;
Как правило, только полевой врач отправляется с Альмайера на передовую базу для проведения полевых операций уже со второй высадки. В роли полевого хирурга от вас ожидается выполнение хирургических обязанностей в безопасной зоне, а не участие в боевых действиях или проведение операций на линии фронта. Главный врач или назначенный/действующий командующий офицер могут запретить, отложить или отменить ваше развертывание — в противном случае вы рискуете быть арестованным военной полицией.&lt;br /&gt;
&lt;br /&gt;
Иногда Главрач запрещает спуск до тех пор, пока медотсек не будет полностью подготовлен, поэтому обязательно помогите с изготовлением таблеток, печатью конечностей, заполнением капельниц и криокамер химикатами перед отправкой вниз. В конечном итоге приоритет остаётся за медотсеком на Альмайере, поэтому если он по какой-то причине остаётся без персонала, полевой хирург должен вернуться на корабль, если его об этом уведомят. Кроме того, если полевой врач поздно вышел из криосна, ему разрешается отправиться вниз, чтобы заменить уже работающего доктора с Алмаера.&lt;br /&gt;
&lt;br /&gt;
На многих картах также есть медицинские отделения на колонии, которые после ремонта могут обеспечивать функциональность, сопоставимую с медотсеком на корабле. Однако независимо от места проведения операций убедитесь, что вы находитесь в безопасности. У вас нет той выносливости и подготовки к обращению с огнестрельным оружием, как у морпехов, чтобы защищать себя и других. Большинство морпехов не против охранять врача, проводящего операцию в «относительно» безопасной зоне — просто вежливо попросите их об этом.&lt;br /&gt;
&lt;br /&gt;
Все перемещения полевого врача между безопасными зонами должны происходить строго с эскортом охраной. Если такой возможности нет, полевой врач не должен покидать безопасную зону.&lt;br /&gt;
&lt;br /&gt;
=== Высадка в транспорте ===&lt;br /&gt;
&lt;br /&gt;
Полевому врачу допускается использование транспортных средств для высадки и перемещения в зоне операции, однако такая деятельность требует строгого соблюдения мер безопасности. Основной принцип — полевой врач не должен действовать самостоятельно: его передвижение на транспорте должно осуществляться исключительно в сопровождении назначенного водителя и, при необходимости, охранника.&lt;br /&gt;
&lt;br /&gt;
Самостоятельное управление транспортом полевым врачом допускается только в исключительных ситуациях, когда создана прямая опасность жизней экипажа и пассажиров техники.&lt;br /&gt;
&lt;br /&gt;
Врач не обязан и не должен участвовать в боевых действиях, включая ведение огня из транспорта. При возникновении угрозы основная задача — сохранить жизнь пациента и собственную безопасность до прибытия в защищённую зону.&lt;br /&gt;
&lt;br /&gt;
При наличии полевого врача в транспорте предполагается, что транспортное средство будет выступать только в роли поддержки и логистического элемента, а не являться авангардом наступления на линии боевого соприкосновения.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15914</id>
		<title>Доктор</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15914"/>
		<updated>2026-03-27T20:05:03Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Малая правка&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Доктор [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Руководство по медицине]], [[Руководство по хирургии]], [[Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = &#039;&#039;&#039;(Доктор)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — доктор и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты универсален в медицинской практике: умеешь лечить, оперировать и производить лекарства. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Хирург)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — хирург и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты — доктор, специализирующийся на хирургии, но также прекрасно разбираешься в фармацевтике и триаже. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Доктор, я не чувствую ног!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Знаю. Мы их ампутировали!&amp;quot;&#039;&#039; — Пациент и Доктор&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Полевой Санитар]] может перевязать раненого морпеха, но иногда ситуация настолько тяжёлая, что бойца нужно эвакуировать с поля боя на Альмаер. Тут и вступаешь в дело ты — &#039;&#039;&#039;врач Альмаера&#039;&#039;&#039;. В безопасности медотсека на борту ты будешь делать то, что полевые медики не могут.&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к небоевому составу. Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов. Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Ты подчиняешься &#039;&#039;&#039;[[Главрач|Главному врачу]]&#039;&#039;&#039; и должен следовать его указаниям, однако если приказ поступает от [[Командующий Офицер|Командующего Офицера]], он имеет приоритет. Если ты собираешься отправиться на планету для полевой хирургии, помни, что требуется согласие главного врача. Ты также работаешь в одном отделе с [[Исследователь|учёными]], которые в основном сидят наверху, но иногда делятся полезными медицинскими открытиями.&lt;br /&gt;
&lt;br /&gt;
=== Инструменты врача ===&lt;br /&gt;
У врача Альмаера есть множество надёжных инструментов, помогающих в работе:&lt;br /&gt;
* Две криогенные капсулы&lt;br /&gt;
* Химическая лаборатория&lt;br /&gt;
* Медицинская система автодок&lt;br /&gt;
* Четыре операционные&lt;br /&gt;
* Один слипер&lt;br /&gt;
* Шесть криогенных морозильников (для игроков, покинувших игру)&lt;br /&gt;
* Четыре сканера тела&lt;br /&gt;
* Множество аптечек, дефибрилляторов и других запасов в автоматах&lt;br /&gt;
* Несколько капельниц и запас пакетов с кровью&lt;br /&gt;
&lt;br /&gt;
=== Я доктор! Что теперь? ===&lt;br /&gt;
В начале раунда у тебя есть 20–30 минут, чтобы подготовить медотсек до прибытия первых раненых. В это время лучше всего заняться подготовкой, выполнив несколько &#039;&#039;&#039;стандартных задач&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medbay Cryo Updated.png|thumb|]] &amp;lt;br/&amp;gt; Включи криокапсулы, кликнув по каждой ёмкости (жёлтый круг), чтобы открыть интерфейс. Система охлаждения (зелёный круг) снижает температуру, а баллон с давлением (красный круг) поддерживает нужный уровень давления. Настройки температуры можно изменить, но стандартные — самые эффективные. Также ты можешь заменить колбы с химикатами на собственные.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IV Drip.png|thumb]]Установи капельницы. || [[File:Bloodtypes table.jpg|thumb]]&lt;br /&gt;
|Капельницы подают кровь пациенту. Используй пакет крови (или колбу с химикатами) на капельнице, затем перетащи её к телу пациента и кликни по нему. Появится сообщение о подключении. &#039;&#039;&#039;ПРОВЕРЬ СОВМЕСТИМОСТЬ КРОВИ (см. таблицу)&#039;&#039;&#039;. В спешке используй кровь O-. ||&lt;br /&gt;
|Обязательно отключай капельницу перед перемещением пациента, иначе он получит повреждения. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor-Chem.png|400px]] Химикаты производятся на рабочем месте в красном круге, таблетки — в жёлтом. || Полевые медики могут запросить у тебя лекарства — выдавай их в виде таблеток в подписанных флаконах. Автоматы делят заряд энергии с учёными. Ты можешь выдавать &#039;&#039;&#039;полезные&#039;&#039;&#039; медикаменты в форме таблеток [[Полевой Санитар|полевым санитарам]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Подробности смотри в [[Руководство по химии|руководстве по химии]], [https://cm-ss13.com/rules Правила сервера] и [[Морское право|военное право]] укажут, что запрещено. Также ознакомься с [[Стандартные операционные процедуры|стандартными операционными процедурами]] для врача.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medibot.png|64px]] Медиботы || Врач может собирать медиботов — автоматических помощников для триажа и быстрой подачи лекарств. По умолчанию они вводят 15 единиц Трикордразина. Подробнее о создании — см. [[Guide_to_construction#Other|здесь]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Хирургия ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Prepared-OR.png|400px]] Верхняя левая операционная, подготовленная к операции. Красный круг — инструменты, жёлтый — операционный стол. || По ходу раунда тебе предстоит оказывать помощь пострадавшим. Поскольку полевые медики справляются с лёгкими травмами, к тебе будут поступать пациенты с серьёзными внутренними повреждениями. Очень важно знать, как проводить [[Руководство по хирургии|операции]], потому что это длительный и сложный процесс.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Работа в полевых условиях ===&lt;br /&gt;
----&lt;br /&gt;
Обычно на планету отправляется только полевой врач после того, как зона будет защищена. Там он проводит операции, но не сражается и не работает на передовой. Решение о высадке принимает главный врач или командование. Иногда они запрещают высадку до полной подготовки медотсека. Перед отправкой убедись, что капсулы наполнены, лекарства изготовлены, а запасы IV готовы.&lt;br /&gt;
&lt;br /&gt;
Если ты оказался на карте с медотсеком колонии — его можно восстановить и использовать почти как Альмаер. Но проводи операции только в безопасных местах. У тебя нет ни подготовки к бою, ни защиты — морпехи обычно соглашаются охранять хирурга, если вежливо попросить.&lt;br /&gt;
&lt;br /&gt;
В полевых условиях может не быть сканера. Умей диагностировать без него. Не оставляй пациентов с внутренними кровотечениями, органными повреждениями или переломами после операции.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в медотсеке без сознания. Организуй свою работу так, чтобы быстро обрабатывать пациентов и сокращать время ожидания. Особенно важно это, если ты единственный врач. Также будь терпелив — игроки могут быть раздражены, что вообще пострадали.&lt;br /&gt;
&lt;br /&gt;
Ты можешь пополнять пустые инъекторы и бутылочки, кликнув по автомату или предмету в руке. Таблетницы так не пополняются.&lt;br /&gt;
&lt;br /&gt;
Твои действия влияют на исход битвы. От твоих операций зависит, сколько бойцов вернётся на фронт. Работай качественно, но помни: это не рутина. Делай всё в своём темпе — и не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Полевое развёртывание ===&lt;br /&gt;
----&lt;br /&gt;
Обычно только полевой врач отправляется с «Альмайера» на передовую (в FOB) для выполнения хирургических обязанностей — как только район будет признан безопасным (иногда это возможно уже при втором спуске). Как полевой хирург, ты должен проводить операции в &#039;&#039;&#039;защищённой зоне&#039;&#039;&#039;, а не в гуще боя или на линии фронта. Главврач (CMO) или текущий командующий (CO) &#039;&#039;&#039;может запретить, отложить или отозвать&#039;&#039;&#039; твоё развёртывание. В случае неповиновения тебя может арестовать военная полиция. Иногда CMO запрещает спуск до полной настройки Медбея, так что &#039;&#039;помоги заранее&#039;&#039;: напечатай синтетические органы, наполни криокапсулы реагентами, приготовь капельницы и таблетки. В приоритете всегда остаётся медотсек на «Альмайере» — если он останется без персонала, ты должен вернуться назад по вызову.&lt;br /&gt;
&lt;br /&gt;
Если ты проснулся позже других — тебе &#039;&#039;разрешено&#039;&#039; спуститься, чтобы сменить уже развёрнутого врача.&lt;br /&gt;
&lt;br /&gt;
Многие карты содержат &#039;&#039;медицинские отсеки колонии&#039;&#039;, которые после ремонта могут заменить Медбей корабля. Но где бы ты ни оперировал, у тебя &#039;&#039;&#039;должна быть безопасность&#039;&#039;&#039;. В отличие от солдат, ты не выдержишь бой: у тебя нет боевой подготовки. К счастью, большинство солдат &#039;&#039;охранят&#039;&#039; хирурга в «относительно безопасных» зонах. Просто попроси их вежливо.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в Медбее, когда он ранен и без сознания. Как врач, ты должен организовывать свою деятельность и управлять рабочим процессом эффективно, чтобы быстрее обрабатывать пациентов и сокращать время их ожидания. Это особенно важно, если ты единственный хирург, проводящий операции. Также важно не принимать это как рутину и иметь «толстую шкуру», потому что большинство игроков будут раздражены тем, что они вообще оказались в медотсеке.&lt;br /&gt;
&lt;br /&gt;
Помни, что ты можешь пополнять пустые инъекторы, бутылки и медицинские припасы в медицинских автоматах, перетаскивая их обратно, или щелкнув по инъектору/бутылке в руках для их заправки. Это снова делает их пригодными для использования. Бутылки с таблетками не подлежат пополнению таким образом.&lt;br /&gt;
&lt;br /&gt;
Твои действия окажут огромное влияние на победу или поражение, поскольку твоя способность проводить операции влияет на количество действующих солдат, участвующих в борьбе с инопланетной угрозой. Делай свою работу хорошо, но помни — это не повинность. Работай в своем ритме, и главное — не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Советы по эффективности ===&lt;br /&gt;
----&lt;br /&gt;
* Прежде чем приступить к операции, всегда проверяй скан пациента и держи его в памяти. Если ты не помнишь скан, не переживай — можешь просто заново осмотреть пациента и ознакомиться с сохранёнными данными.&lt;br /&gt;
* Если у пациента низкий уровень крови и ему нужна операция, давай ему капельницу &#039;&#039;во время того&#039;&#039;, как он лежит на операционном столе.&lt;br /&gt;
* Печатай механические конечности заранее, или до того, как они понадобятся пациенту, чтобы они были готовы в нужный момент.&lt;br /&gt;
* Помни, что благодаря улучшенным технологиям, тебе нужно просто положить пациента на операционный стол, затем перетащить его спрайт на стол для подключения анестезии, и операция начнётся. Но убедись, что в резервуаре с анестезией есть препарат!&lt;br /&gt;
* [[Руководство по хирургии#Incision_Management_System|&#039;&#039;&#039;Инструмент управления разрезами&#039;&#039;&#039;]] — это настоящее чудо современной хирургии. Используй его вместо обычного скальпеля и ретрактора. Этот инструмент выполняет все три этапа (разрез, оттягивание и зажимание кровотечений) одним кликом!&lt;br /&gt;
* Для одного пациента выполняй все необходимые операции сразу. Это снизит количество раз, когда тебе нужно будет брать хирургические инструменты. &#039;&#039;&#039;Пример:&#039;&#039;&#039; если у пациента внутреннее кровотечение, повреждения сердца/лёгких, сломанная грудная клетка и осколки, разрежь его грудную клетку, используй [[Руководство по хирургии#Fix-O-Vein|Fix-O-Vein]] для остановки кровотечения, используй [[Руководство по хирургии#Hemostat|гемостат]] для удаления осколков, затем используй [[Руководство по хирургии#Advanced_Trauma_Kit|травматический набор]] для органных повреждений, исправь кости с помощью костного геля и костной настройки, а затем зашей. Всё готово! Также смотри [[Руководство по хирургии#Combining_Surgeries|это руководство]].&lt;br /&gt;
* Не спорь с другими врачами за операционные. Просто подожди, пока она не освободится, вместо того чтобы спорить с окружающими.&lt;br /&gt;
* Если пациент не засыпает при подключении к операционному столу, проверь на наличие спавшегося лёгкого! Пациенты с такими травмами часто страдают от повреждений кислородом, что мешает им заснуть. В таком случае введи дозу Dexalin+, чтобы выдержать время до того, как ты починишь лёгкие.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Дополнительные руководства ==&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?1463-Doctor-101 Доктор 101] - От grinkgo (17.07.2019)&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9C%D0%B5%D0%B4%D1%80%D0%B0%D0%B1%D0%BE%D1%82%D0%BD%D0%B8%D0%BA&amp;diff=15913</id>
		<title>Медработник</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9C%D0%B5%D0%B4%D1%80%D0%B0%D0%B1%D0%BE%D1%82%D0%BD%D0%B8%D0%BA&amp;diff=15913"/>
		<updated>2026-03-27T20:04:44Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Малая правка&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Медработник [[File:Nurse icon.png]]&lt;br /&gt;
|difficulty = Низкая&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Капрал [0ч] / Сержант [10ч]&lt;br /&gt;
|duties = Поддерживать порядок в медбее, помогать врачам, заниматься химией и следить за тем, чтобы пациенты были подготовлены к операциям.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = Ваша задача — поддерживать здоровье и силу морпехов. Вы также являетесь экспертом в вопросах лекарств и лечения и можете проводить небольшие хирургические операции. Сосредоточьтесь на оказании помощи врачам и сортировке раненых морпехов.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;«Будьте добры к медсёстрам, они не дают врачам случайно вас убить».&#039;&#039; — Случайный пациент&lt;br /&gt;
&lt;br /&gt;
Медицинский персонал относится к небоевому составу. Его приоритетной и основной задачей является оказание медицинской помощи и обеспечение выживаемости личного состава.&lt;br /&gt;
Применение оружия допускается исключительно в крайних случаях, когда отсутствуют иные способы защитить себя или пациентов. Использование силы не должно становиться регулярной практикой и не может подменять выполнение медицинских обязанностей.&lt;br /&gt;
&lt;br /&gt;
== Введение ==&lt;br /&gt;
Медработник отвечает за то, чтобы каждый пациент был подготовлен и вылечен к приёму у [[Doctor|врача]], а также помогает поддерживать порядок в медбее. Если вы ещё не разбираетесь в медицине и химии — это отличная возможность начать. Ваша цель — помогать везде, где нужно, быть опорой для всей команды. Как настоящая медсестра — только с более широким функционалом.&lt;br /&gt;
&lt;br /&gt;
=== Обязанности ===&lt;br /&gt;
Вы на ступень выше [[Hospital Corpsman|фельдшера]]: у вас чуть больше доступа, но меньше обязанностей, чем у врача. Ваша работа — перепроверять пациентов, приоритизировать лечение, подготавливать морпехов к более сложной помощи. Вы можете:&lt;br /&gt;
&lt;br /&gt;
* Заниматься химией.&lt;br /&gt;
* Пользоваться криокапсулами.&lt;br /&gt;
* Оказывать первую помощь.&lt;br /&gt;
* Давать медикаменты (таблетки).&lt;br /&gt;
* Переливать кровь.&lt;br /&gt;
* Назначать голограммные метки.&lt;br /&gt;
* Помогать в сортировке пациентов.&lt;br /&gt;
* Лечить простые раны и инфекции.&lt;br /&gt;
* Перевозить пациентов с капсул десанта в медбей.&lt;br /&gt;
* Доставлять тела в морг.&lt;br /&gt;
* Помогать врачам во всех задачах.&lt;br /&gt;
&lt;br /&gt;
=== Оборудование ===&lt;br /&gt;
Вы имеете доступ к такому же оборудованию, как и врачи или медики. Да, это значит, что вы можете использовать продвинутые инструменты.&lt;br /&gt;
&lt;br /&gt;
Как медсестра, вы можете использовать:&lt;br /&gt;
&lt;br /&gt;
* Криокапсулы.&lt;br /&gt;
* Химические дозаторы.&lt;br /&gt;
* Капельницы (IV).&lt;br /&gt;
* Дефибрилляторы.&lt;br /&gt;
* Любые автоинъекторы и банки с таблетками.&lt;br /&gt;
* Наборы продвинутой травматологической и ожоговой помощи.&lt;br /&gt;
* Медицинские сканеры.&lt;br /&gt;
* [[Surgery#The_Autodoc_System|Автодоки]].&lt;br /&gt;
* И сканеры тела.&lt;br /&gt;
&lt;br /&gt;
Вы можете использовать почти всё то же, что и медик, и почти столько же, сколько врач. Так в чём же разница? Роль медсестры — это тренировочная ступень для новых игроков, которые ещё не готовы к стрессу [[Hospital Corpsman|фельдшера]] или сложным процедурам [[Doctor|врача]].&lt;br /&gt;
&lt;br /&gt;
Вам нельзя:&lt;br /&gt;
&lt;br /&gt;
* Выполнять операции второго уровня.&lt;br /&gt;
* Проводить исследования.&lt;br /&gt;
&lt;br /&gt;
== Структура подчинения ==&lt;br /&gt;
В медбее нет воинской иерархии, как у морпехов, но есть приказы. Вы будете чаще всего слушать врачей — они работают ближе всего. Главврач (CMO) даёт приказы по стратегическим задачам и имеет финальное слово во всём, что происходит в отделе.&lt;br /&gt;
&lt;br /&gt;
== Начало работы ==&lt;br /&gt;
Как только вы выйдете из крио, отправляйтесь в медбей — он находится к востоку от ангара и к западу от зала брифинга. Постарайтесь быстро собрать снаряжение — скоро сюда хлынет поток раненых и медиков в поиске припасов.&lt;br /&gt;
&lt;br /&gt;
Сначала загляните в медицинское хранилище в нижнем левом углу медбея. Там вы найдёте всё необходимое на день: занимайтесь химией, готовьте смеси для крио, подготавливайте операционные для врачей, санируйте помещения. Через 20 минут после начала раунда медбей, скорее всего, превратится в хаос.&lt;br /&gt;
&lt;br /&gt;
* Медицинские Худы.&lt;br /&gt;
* Шины.&lt;br /&gt;
* Пояса спасателя.&lt;br /&gt;
* Экстренные дефибрилляторы.&lt;br /&gt;
* Аптечки продвинутой первой помощи.&lt;br /&gt;
* Латексные перчатки и стерильные маски.&lt;br /&gt;
* Медицинские сканеры.&lt;br /&gt;
* Диспенсеры крови.&lt;br /&gt;
* Личные шкафчики.&lt;br /&gt;
* Медицинские автоматы.&lt;br /&gt;
&lt;br /&gt;
Всё это вы найдёте в хранилище.&lt;br /&gt;
&lt;br /&gt;
(Смотрите подробнее: [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== Что стоит взять? ===&lt;br /&gt;
Каждый выбирает под себя, но у вас будет полный доступ к припасам, так что в отличие от медика, ничего впрок тащить не нужно.&lt;br /&gt;
&lt;br /&gt;
Оптимальный выбор для каждого слота:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Голова&#039;&#039;&#039; — хирургическая шапочка. Волосы не должны попадать в раны, верно?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Маска&#039;&#039;&#039; — стерильная маска: и от инфекций защищает, и выглядит профессионально.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Глаза&#039;&#039;&#039; — только МедХуд! Показывает, умирает ли пациент, есть ли у него метка.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Уши&#039;&#039;&#039; — радио департамента. Общайтесь с медиками и врачами. ((:m для передачи))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Нижняя одежда / форма&#039;&#039;&#039; — базовые скрабы, сейчас доступны в разных цветах!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Верхняя одежда&#039;&#039;&#039; — чаще всего лабораторный халат. Даёт два дополнительных слота.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Перчатки&#039;&#039;&#039; — латексные. Стерильность — приоритет.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Обувь&#039;&#039;&#039; — кроссовки или спортивная обувь. Быстро бегать между пациентами. Белую обувь — только если вам не жалко крови.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; — бейдж. Доступ к медбею.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Пояс&#039;&#039;&#039; — самый важный слот. Пояс спасателя — лучший выбор: вмещает много предметов.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Рюкзак&#039;&#039;&#039; — на ваш выбор. Сумка — быстрее доставать, рюкзак — больше объёма. Выбор между &amp;quot;портативной аптекой&amp;quot; и &amp;quot;быстрой обработкой&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Подсумки&#039;&#039;&#039; — один займёт медицинский сканер, второй — аптечный подсумок с автоинъекторами.&lt;br /&gt;
&lt;br /&gt;
=== Тактика ===&lt;br /&gt;
Будучи медсестрой, ты всё время на ногах — от пациента к пациенту, от капельницы к криокамере. Всегда будь начеку: порой за считанные секунды в медбей могут ввалиться семеро морпехов — кто без конечностей, кто в передозировке, а кто и вовсе на грани смерти.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Советы новичку &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ты только начинаешь — не жди, что сразу станешь звездой хирургии. Позволь себе учиться и получать удовольствие от процесса.  &lt;br /&gt;
 И если кто-то погибнет у тебя на глазах — не кори себя. Проанализируй ошибки и продолжай расти.  &lt;br /&gt;
  (И, да, обязательно читай все [https://forum.cm-ss13.com/c/general/guides/22| Гайды с форума], чтобы понимать, как всё работает.)&lt;br /&gt;
&lt;br /&gt;
* Если доктора по уши в ручных операциях, а исследователи уже прокачали Автодоки — используй их для нужных операций.  &lt;br /&gt;
   Помни: улучшения автодока действуют только на тот аппарат, в который их установили — другие останутся базовыми.&lt;br /&gt;
&lt;br /&gt;
* Расставляй пациентов по приоритету — от самых тяжёлых к самым стабильным. Так, когда у врача освободятся руки, он не пропустит умирающего где-то в углу.&lt;br /&gt;
&lt;br /&gt;
* Пациентов с ксенозаразой сразу упаковывай в стазис-пакеты — это замедлит процесс прорыва грудолома.&lt;br /&gt;
&lt;br /&gt;
* Всегда закрывай кровоточащие и открытые раны. Потеря крови — тихий убийца.&lt;br /&gt;
&lt;br /&gt;
* При дефибрилляции обязательно вкалывай эпинефрин — это повышает шансы на успешное возвращение к жизни.&lt;br /&gt;
&lt;br /&gt;
* Если труп вот-вот достигнет точки невозврата, или у тебя завал из мёртвых тел, зови окружающих делать СЛР — это даст тебе драгоценное время.&lt;br /&gt;
&lt;br /&gt;
* Даже если ты дефибриллировал пациента, а он снова умер через 30 секунд — таймер перманентной смерти сбрасывается. Иногда лучше быстро &amp;quot;запнуть&amp;quot; почти живого, чем терять тяжёлого.&lt;br /&gt;
&lt;br /&gt;
* Закончились химикаты в автоинжекторах? Пополни их на медвендоре.  &lt;br /&gt;
  (Исключение — кастомные инжекторы от исследователей или те, что работают с [[Marine Equipment#Pressurized%20Pouch|Портативными мешками-реагентами]]).&lt;br /&gt;
&lt;br /&gt;
* Криокамеры, заправленные криоксадоном или клонексдоном, отлично лечат внутренние кровотечения.&lt;br /&gt;
&lt;br /&gt;
* Готовь продвинутые пилюли: ИммиАлки, КелоДерм, МераБика — эти комбинации спасают в хаосе.&lt;br /&gt;
&lt;br /&gt;
* После любого лечения — проверь пациента на сканере. Иногда даже врачи что-то упускают.&lt;br /&gt;
&lt;br /&gt;
* У пациента мало крови? Вперед — железные таблетки или просто еда — помогут восстановиться.&lt;br /&gt;
&lt;br /&gt;
=== Руководство к действию ===&lt;br /&gt;
Не оставляй пациентов ждать в холле Медбея. Подтаскивай их в триаж, оказывaй первую помощь и строй очередь по уровню тяжести. Это и есть твоя основная роль — организовать поток раненых и облегчить работу доктору.&lt;br /&gt;
&lt;br /&gt;
Убираешь трупы в морг — уже герой. Начальство, врачи, уборщики — все тебя за это уважают. Заодно можешь таскать тела ксеноморфов поближе к Исследовательскому отсеку — чтобы учёным не приходилось бегать самим.&lt;br /&gt;
&lt;br /&gt;
Услышал грохот &amp;quot;Дропшип прибыл!&amp;quot; — знай, сейчас на тебя выльется волна раненых. Встречай их с каталкой наготове — скорость решает.&lt;br /&gt;
&lt;br /&gt;
=== Коммуникация ===&lt;br /&gt;
Общайся с медиками и докторами по медкоммам. Узнавай, как обстановка на земле, сколько раненых, готовься заранее. Следи за вызовами МЕДЕВАК — значит, скоро прибудут тяжелораненые.&lt;br /&gt;
&lt;br /&gt;
Обсуждай с врачами, кто из пациентов важнее, кто при смерти, какие процедуры нужны. Коммуникация — это полдела лечения.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 1&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15912</id>
		<title>Полевой Врач</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15912"/>
		<updated>2026-03-27T09:12:27Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Небольшое дополнение и уточнения&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Полевой Врач [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Руководство по хирургии]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = 	Вы полевой врач, которому поручено поддерживать морских пехотинцев в полевых условиях, обычно в виде хирургических операций. Вы должны оставаться в медицинском отсеке на борту «Алмаера», если там нет других врачей, и пока не будет обеспечена безопасность ФОБ. Ваше начальство также может задержать ваше отправление в поле.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Тренируйтесь диагностировать пациентов без использования большого медицинского сканера — в полевых условиях у вас может не быть к нему доступа, если вы не возьмёте его с собой. Не оставляйте пациентов после операции с повреждениями органов, внутренним кровотечением или переломами костей.&lt;br /&gt;
&lt;br /&gt;
=== Высадка ===&lt;br /&gt;
&lt;br /&gt;
Основное требование высадки - наличие {{Popup|безопасного места для развертывания|Безопасной считается зона с кадами и наличием охраны}} и оказания медицинской помощи. При отсутствии безопасной зоны высадка медицинского персонала воспрещается.&lt;br /&gt;
&lt;br /&gt;
Как правило, только полевой врач отправляется с Альмайера на передовую базу для проведения полевых операций уже со второй высадки. В роли полевого хирурга от вас ожидается выполнение хирургических обязанностей в безопасной зоне, а не участие в боевых действиях или проведение операций на линии фронта. Главный врач или назначенный/действующий командующий офицер могут запретить, отложить или отменить ваше развертывание — в противном случае вы рискуете быть арестованным военной полицией.&lt;br /&gt;
&lt;br /&gt;
Иногда Главрач запрещает спуск до тех пор, пока медотсек не будет полностью подготовлен, поэтому обязательно помогите с изготовлением таблеток, печатью конечностей, заполнением капельниц и криокамер химикатами перед отправкой вниз. В конечном итоге приоритет остаётся за медотсеком на Альмайере, поэтому если он по какой-то причине остаётся без персонала, полевой хирург должен вернуться на корабль, если его об этом уведомят. Кроме того, если полевой врач поздно вышел из криосна, ему разрешается отправиться вниз, чтобы заменить уже работающего доктора с Алмаера.&lt;br /&gt;
&lt;br /&gt;
На многих картах также есть медицинские отделения на колонии, которые после ремонта могут обеспечивать функциональность, сопоставимую с медотсеком на корабле. Однако независимо от места проведения операций убедитесь, что вы находитесь в безопасности. У вас нет той выносливости и подготовки к обращению с огнестрельным оружием, как у морпехов, чтобы защищать себя и других. Большинство морпехов не против охранять врача, проводящего операцию в «относительно» безопасной зоне — просто вежливо попросите их об этом.&lt;br /&gt;
&lt;br /&gt;
Все перемещения полевого врача между безопасными зонами должны происходить строго с эскортом охраной. Если такой возможности нет, полевой врач не должен покидать безопасную зону.&lt;br /&gt;
&lt;br /&gt;
=== Высадка в транспорте ===&lt;br /&gt;
&lt;br /&gt;
Полевому врачу допускается использование транспортных средств для высадки и перемещения в зоне операции, однако такая деятельность требует строгого соблюдения мер безопасности. Основной принцип — полевой врач не должен действовать самостоятельно: его передвижение на транспорте должно осуществляться исключительно в сопровождении назначенного водителя и, при необходимости, охранника.&lt;br /&gt;
&lt;br /&gt;
Самостоятельное управление транспортом полевым врачом допускается только в исключительных ситуациях, когда создана прямая опасность жизней экипажа и пассажиров техники.&lt;br /&gt;
&lt;br /&gt;
Врач не обязан и не должен участвовать в боевых действиях, включая ведение огня из транспорта. При возникновении угрозы основная задача — сохранить жизнь пациента и собственную безопасность до прибытия в защищённую зону.&lt;br /&gt;
&lt;br /&gt;
При наличии полевого врача в транспорте предполагается, что транспортное средство будет выступать только в роли поддержки и логистического элемента, а не являться авангардом наступления на линии боевого соприкосновения.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15911</id>
		<title>Полевой Врач</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15911"/>
		<updated>2026-03-26T23:54:12Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Обновление описания на странице&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Полевой Врач [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Руководство по хирургии]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = 	Вы полевой врач, которому поручено поддерживать морских пехотинцев в полевых условиях, обычно в виде хирургических операций. Вы должны оставаться в медицинском отсеке на борту «Алмаера», если там нет других врачей, и пока не будет обеспечена безопасность ФОБ. Ваше начальство также может задержать ваше отправление в поле.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Тренируйтесь диагностировать пациентов без использования большого медицинского сканера — в полевых условиях у вас может не быть к нему доступа, если вы не возьмёте его с собой. Не оставляйте пациентов после операции с повреждениями органов, внутренним кровотечением или переломами костей.&lt;br /&gt;
&lt;br /&gt;
=== Высадка ===&lt;br /&gt;
&lt;br /&gt;
Основное требование высадки - наличие безопасного места для развертывания и оказания медицинской помощи. При отсутствии безопасной зоны высадка медицинского персонала воспрещается.&lt;br /&gt;
&lt;br /&gt;
Как правило, только полевой врач отправляется с Альмайера на передовую базу для проведения полевых операций уже со второй высадки. В роли полевого хирурга от вас ожидается выполнение хирургических обязанностей в безопасной зоне, а не участие в боевых действиях или проведение операций на линии фронта. Главный врач или назначенный/действующий командующий офицер могут запретить, отложить или отменить ваше развертывание — в противном случае вы рискуете быть арестованным военной полицией.&lt;br /&gt;
&lt;br /&gt;
Иногда Главрач запрещает спуск до тех пор, пока медотсек не будет полностью подготовлен, поэтому обязательно помогите с изготовлением таблеток, печатью конечностей, заполнением капельниц и криокамер химикатами перед отправкой вниз. В конечном итоге приоритет остаётся за медотсеком на Альмайере, поэтому если он по какой-то причине остаётся без персонала, полевой хирург должен вернуться на корабль, если его об этом уведомят. Кроме того, если полевой врач поздно вышел из криосна, ему разрешается отправиться вниз, чтобы заменить уже работающего доктора с Алмаера.&lt;br /&gt;
&lt;br /&gt;
На многих картах также есть медицинские отделения на колонии, которые после ремонта могут обеспечивать функциональность, сопоставимую с медотсеком на корабле. Однако независимо от места проведения операций убедитесь, что вы находитесь в безопасности. У вас нет той выносливости и подготовки к обращению с огнестрельным оружием, как у морпехов, чтобы защищать себя и других. Большинство морпехов не против охранять врача, проводящего операцию в «относительно» безопасной зоне — просто вежливо попросите их об этом.&lt;br /&gt;
&lt;br /&gt;
=== Высадка в транспорте ===&lt;br /&gt;
&lt;br /&gt;
Полевому врачу допускается использование транспортных средств для высадки и перемещения в зоне операции, однако такая деятельность требует строгого соблюдения мер безопасности. Основной принцип — полевой врач не должен действовать самостоятельно: его передвижение на транспорте должно осуществляться исключительно в сопровождении назначенного водителя и, при необходимости, охранника.&lt;br /&gt;
&lt;br /&gt;
Самостоятельное управление транспортом полевым врачом допускается только в исключительных ситуациях, когда создана прямая опасность жизней экипажа и пассажиров техники.&lt;br /&gt;
&lt;br /&gt;
Врач не обязан и не должен участвовать в боевых действиях, включая ведение огня из транспорта. При возникновении угрозы основная задача — сохранить жизнь пациента и собственную безопасность до прибытия в защищённую зону.&lt;br /&gt;
&lt;br /&gt;
При наличии полевого врача в транспорте предполагается, что транспортное средство будет выступать только в роли поддержки и логистического элемента, а не являться авангардом наступления на линии боевого соприкосновения.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15910</id>
		<title>Полевой Врач</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D0%BE%D0%BB%D0%B5%D0%B2%D0%BE%D0%B9_%D0%92%D1%80%D0%B0%D1%87&amp;diff=15910"/>
		<updated>2026-03-26T23:44:23Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Описание роли - высадка&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Полевой Врач [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Guide to Medicine|Руководство по медицине]], [[Руководство по хирургии]], [[Chemistry|Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = 	Вы полевой врач, которому поручено поддерживать морских пехотинцев в полевых условиях, обычно в виде хирургических операций. Вы должны оставаться в медицинском отсеке на борту «Алмаера», если там нет других врачей, и пока не будет обеспечена безопасность ФОБ. Ваше начальство также может задержать ваше отправление в поле.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Тренируйтесь диагностировать пациентов без использования большого медицинского сканера — в полевых условиях у вас может не быть к нему доступа, если вы не возьмёте его с собой. Не оставляйте пациентов после операции с повреждениями органов, внутренним кровотечением или переломами костей.&lt;br /&gt;
&lt;br /&gt;
=== Высадка ===&lt;br /&gt;
Как правило, только полевой врач отправляется с Альмайера на передовую базу для проведения полевых операций уже со второй высадки. В роли полевого хирурга от вас ожидается выполнение хирургических обязанностей в безопасной зоне, а не участие в боевых действиях или проведение операций на линии фронта. Главный врач или назначенный/действующий командующий офицер могут запретить, отложить или отменить ваше развертывание — в противном случае вы рискуете быть арестованным военной полицией.&lt;br /&gt;
&lt;br /&gt;
Иногда Главрач запрещает спуск до тех пор, пока медотсек не будет полностью подготовлен, поэтому обязательно помогите с изготовлением таблеток, печатью конечностей, заполнением капельниц и криокамер химикатами перед отправкой вниз. В конечном итоге приоритет остаётся за медотсеком на «Альмайере», поэтому если он по какой-то причине остаётся без персонала, полевой хирург должен вернуться на корабль, если его об этом уведомят. Кроме того, если полевой врач проснулся (подключился) поздно, ему разрешается отправиться вниз, чтобы заменить уже работающего полевого хирурга.&lt;br /&gt;
&lt;br /&gt;
На многих картах также есть медицинские отделения на колонии, которые после ремонта могут обеспечивать функциональность, сопоставимую с медотсеком на корабле. Однако независимо от места проведения операций убедитесь, что вы находитесь в безопасности. У вас нет той выносливости и подготовки к обращению с огнестрельным оружием, как у морпехов, чтобы защищать себя и других. Большинство морпехов не против охранять врача, проводящего операцию в «относительно» безопасной зоне — просто вежливо попросите их об этом.&lt;br /&gt;
&lt;br /&gt;
=== Высадка в транспорте ===&lt;br /&gt;
&lt;br /&gt;
Полевому врачу допускается использование транспортных средств для высадки и перемещения в зоне операции, однако такая деятельность требует строгого соблюдения мер безопасности. Основной принцип — полевой врач не должен действовать самостоятельно: его передвижение на транспорте должно осуществляться исключительно в сопровождении назначенного водителя и, при необходимости, охранника.&lt;br /&gt;
&lt;br /&gt;
Самостоятельное управление транспортом полевым врачом допускается только в исключительных ситуациях, когда создана прямая опасность жизней экипажа и пассажиров техники.&lt;br /&gt;
&lt;br /&gt;
Врач не обязан и не должен участвовать в боевых действиях, включая ведение огня из транспорта. При возникновении угрозы основная задача — сохранить жизнь пациента и собственную безопасность до прибытия в защищённую зону.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15909</id>
		<title>Доктор</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15909"/>
		<updated>2026-03-26T23:27:25Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Малое форматирование&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Доктор [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Руководство по медицине]], [[Руководство по хирургии]], [[Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = &#039;&#039;&#039;(Доктор)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — доктор и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты универсален в медицинской практике: умеешь лечить, оперировать и производить лекарства. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Хирург)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — хирург и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты — доктор, специализирующийся на хирургии, но также прекрасно разбираешься в фармацевтике и триаже. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Доктор, я не чувствую ног!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Знаю. Мы их ампутировали!&amp;quot;&#039;&#039; — Пациент и Доктор&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Полевой Санитар]]ет перевязать раненого морпеха, но иногда ситуация настолько тяжёлая, что бойца нужно эвакуировать с поля боя на Альмаер. Тут и вступаешь в дело ты — &#039;&#039;&#039;врач Альмаера&#039;&#039;&#039;. В безопасности медотсека на борту ты будешь делать то, что полевые медики не могут.&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Ты подчиняешься &#039;&#039;&#039;[[Главрач|Главному врачу]]&#039;&#039;&#039; и должен следовать его указаниям, однако если приказ поступает от [[Командующий Офицер|Командующего Офицера]], он имеет приоритет. Если ты собираешься отправиться на планету для полевой хирургии, помни, что требуется согласие главного врача. Ты также работаешь в одном отделе с [[Исследователь|учёными]], которые в основном сидят наверху, но иногда делятся полезными медицинскими открытиями.&lt;br /&gt;
&lt;br /&gt;
=== Инструменты врача ===&lt;br /&gt;
У врача Альмаера есть множество надёжных инструментов, помогающих в работе:&lt;br /&gt;
* Две криогенные капсулы&lt;br /&gt;
* Химическая лаборатория&lt;br /&gt;
* Медицинская система автодок&lt;br /&gt;
* Четыре операционные&lt;br /&gt;
* Один слипер&lt;br /&gt;
* Шесть криогенных морозильников (для игроков, покинувших игру)&lt;br /&gt;
* Четыре сканера тела&lt;br /&gt;
* Множество аптечек, дефибрилляторов и других запасов в автоматах&lt;br /&gt;
* Несколько капельниц и запас пакетов с кровью&lt;br /&gt;
&lt;br /&gt;
=== Я доктор! Что теперь? ===&lt;br /&gt;
В начале раунда у тебя есть 20–30 минут, чтобы подготовить медотсек до прибытия первых раненых. В это время лучше всего заняться подготовкой, выполнив несколько &#039;&#039;&#039;стандартных задач&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medbay Cryo Updated.png|thumb|]] &amp;lt;br/&amp;gt; Включи криокапсулы, кликнув по каждой ёмкости (жёлтый круг), чтобы открыть интерфейс. Система охлаждения (зелёный круг) снижает температуру, а баллон с давлением (красный круг) поддерживает нужный уровень давления. Настройки температуры можно изменить, но стандартные — самые эффективные. Также ты можешь заменить колбы с химикатами на собственные.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IV Drip.png|thumb]]Установи капельницы. || [[File:Bloodtypes table.jpg|thumb]]&lt;br /&gt;
|Капельницы подают кровь пациенту. Используй пакет крови (или колбу с химикатами) на капельнице, затем перетащи её к телу пациента и кликни по нему. Появится сообщение о подключении. &#039;&#039;&#039;ПРОВЕРЬ СОВМЕСТИМОСТЬ КРОВИ (см. таблицу)&#039;&#039;&#039;. В спешке используй кровь O-. ||&lt;br /&gt;
|Обязательно отключай капельницу перед перемещением пациента, иначе он получит повреждения. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor-Chem.png|400px]] Химикаты производятся на рабочем месте в красном круге, таблетки — в жёлтом. || Полевые медики могут запросить у тебя лекарства — выдавай их в виде таблеток в подписанных флаконах. Автоматы делят заряд энергии с учёными. Ты можешь выдавать &#039;&#039;&#039;полезные&#039;&#039;&#039; медикаменты в форме таблеток [[Полевой Санитар|полевым санитарам]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Подробности смотри в [[Руководство по химии|руководстве по химии]], [https://cm-ss13.com/rules Правила сервера] и [[Морское право|военное право]] укажут, что запрещено. Также ознакомься с [[Стандартные операционные процедуры|стандартными операционными процедурами]] для врача.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medibot.png|64px]] Медиботы || Врач может собирать медиботов — автоматических помощников для триажа и быстрой подачи лекарств. По умолчанию они вводят 15 единиц Трикордразина. Подробнее о создании — см. [[Guide_to_construction#Other|здесь]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Хирургия ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Prepared-OR.png|400px]] Верхняя левая операционная, подготовленная к операции. Красный круг — инструменты, жёлтый — операционный стол. || По ходу раунда тебе предстоит оказывать помощь пострадавшим. Поскольку полевые медики справляются с лёгкими травмами, к тебе будут поступать пациенты с серьёзными внутренними повреждениями. Очень важно знать, как проводить [[Руководство по хирургии|операции]], потому что это длительный и сложный процесс.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Работа в полевых условиях ===&lt;br /&gt;
----&lt;br /&gt;
Обычно на планету отправляется только полевой врач после того, как зона будет защищена. Там он проводит операции, но не сражается и не работает на передовой. Решение о высадке принимает главный врач или командование. Иногда они запрещают высадку до полной подготовки медотсека. Перед отправкой убедись, что капсулы наполнены, лекарства изготовлены, а запасы IV готовы.&lt;br /&gt;
&lt;br /&gt;
Если ты оказался на карте с медотсеком колонии — его можно восстановить и использовать почти как Альмаер. Но проводи операции только в безопасных местах. У тебя нет ни подготовки к бою, ни защиты — морпехи обычно соглашаются охранять хирурга, если вежливо попросить.&lt;br /&gt;
&lt;br /&gt;
В полевых условиях может не быть сканера. Умей диагностировать без него. Не оставляй пациентов с внутренними кровотечениями, органными повреждениями или переломами после операции.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в медотсеке без сознания. Организуй свою работу так, чтобы быстро обрабатывать пациентов и сокращать время ожидания. Особенно важно это, если ты единственный врач. Также будь терпелив — игроки могут быть раздражены, что вообще пострадали.&lt;br /&gt;
&lt;br /&gt;
Ты можешь пополнять пустые инъекторы и бутылочки, кликнув по автомату или предмету в руке. Таблетницы так не пополняются.&lt;br /&gt;
&lt;br /&gt;
Твои действия влияют на исход битвы. От твоих операций зависит, сколько бойцов вернётся на фронт. Работай качественно, но помни: это не рутина. Делай всё в своём темпе — и не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Полевое развёртывание ===&lt;br /&gt;
----&lt;br /&gt;
Обычно только полевой врач отправляется с «Альмайера» на передовую (в FOB) для выполнения хирургических обязанностей — как только район будет признан безопасным (иногда это возможно уже при втором спуске). Как полевой хирург, ты должен проводить операции в &#039;&#039;&#039;защищённой зоне&#039;&#039;&#039;, а не в гуще боя или на линии фронта. Главврач (CMO) или текущий командующий (CO) &#039;&#039;&#039;может запретить, отложить или отозвать&#039;&#039;&#039; твоё развёртывание. В случае неповиновения тебя может арестовать военная полиция. Иногда CMO запрещает спуск до полной настройки Медбея, так что &#039;&#039;помоги заранее&#039;&#039;: напечатай синтетические органы, наполни криокапсулы реагентами, приготовь капельницы и таблетки. В приоритете всегда остаётся медотсек на «Альмайере» — если он останется без персонала, ты должен вернуться назад по вызову.&lt;br /&gt;
&lt;br /&gt;
Если ты проснулся позже других — тебе &#039;&#039;разрешено&#039;&#039; спуститься, чтобы сменить уже развёрнутого врача.&lt;br /&gt;
&lt;br /&gt;
Многие карты содержат &#039;&#039;медицинские отсеки колонии&#039;&#039;, которые после ремонта могут заменить Медбей корабля. Но где бы ты ни оперировал, у тебя &#039;&#039;&#039;должна быть безопасность&#039;&#039;&#039;. В отличие от солдат, ты не выдержишь бой: у тебя нет боевой подготовки. К счастью, большинство солдат &#039;&#039;охранят&#039;&#039; хирурга в «относительно безопасных» зонах. Просто попроси их вежливо.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в Медбее, когда он ранен и без сознания. Как врач, ты должен организовывать свою деятельность и управлять рабочим процессом эффективно, чтобы быстрее обрабатывать пациентов и сокращать время их ожидания. Это особенно важно, если ты единственный хирург, проводящий операции. Также важно не принимать это как рутину и иметь «толстую шкуру», потому что большинство игроков будут раздражены тем, что они вообще оказались в медотсеке.&lt;br /&gt;
&lt;br /&gt;
Помни, что ты можешь пополнять пустые инъекторы, бутылки и медицинские припасы в медицинских автоматах, перетаскивая их обратно, или щелкнув по инъектору/бутылке в руках для их заправки. Это снова делает их пригодными для использования. Бутылки с таблетками не подлежат пополнению таким образом.&lt;br /&gt;
&lt;br /&gt;
Твои действия окажут огромное влияние на победу или поражение, поскольку твоя способность проводить операции влияет на количество действующих солдат, участвующих в борьбе с инопланетной угрозой. Делай свою работу хорошо, но помни — это не повинность. Работай в своем ритме, и главное — не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Советы по эффективности ===&lt;br /&gt;
----&lt;br /&gt;
* Прежде чем приступить к операции, всегда проверяй скан пациента и держи его в памяти. Если ты не помнишь скан, не переживай — можешь просто заново осмотреть пациента и ознакомиться с сохранёнными данными.&lt;br /&gt;
* Если у пациента низкий уровень крови и ему нужна операция, давай ему капельницу &#039;&#039;во время того&#039;&#039;, как он лежит на операционном столе.&lt;br /&gt;
* Печатай механические конечности заранее, или до того, как они понадобятся пациенту, чтобы они были готовы в нужный момент.&lt;br /&gt;
* Помни, что благодаря улучшенным технологиям, тебе нужно просто положить пациента на операционный стол, затем перетащить его спрайт на стол для подключения анестезии, и операция начнётся. Но убедись, что в резервуаре с анестезией есть препарат!&lt;br /&gt;
* [[Руководство по хирургии#Incision_Management_System|&#039;&#039;&#039;Инструмент управления разрезами&#039;&#039;&#039;]] — это настоящее чудо современной хирургии. Используй его вместо обычного скальпеля и ретрактора. Этот инструмент выполняет все три этапа (разрез, оттягивание и зажимание кровотечений) одним кликом!&lt;br /&gt;
* Для одного пациента выполняй все необходимые операции сразу. Это снизит количество раз, когда тебе нужно будет брать хирургические инструменты. &#039;&#039;&#039;Пример:&#039;&#039;&#039; если у пациента внутреннее кровотечение, повреждения сердца/лёгких, сломанная грудная клетка и осколки, разрежь его грудную клетку, используй [[Руководство по хирургии#Fix-O-Vein|Fix-O-Vein]] для остановки кровотечения, используй [[Руководство по хирургии#Hemostat|гемостат]] для удаления осколков, затем используй [[Руководство по хирургии#Advanced_Trauma_Kit|травматический набор]] для органных повреждений, исправь кости с помощью костного геля и костной настройки, а затем зашей. Всё готово! Также смотри [[Руководство по хирургии#Combining_Surgeries|это руководство]].&lt;br /&gt;
* Не спорь с другими врачами за операционные. Просто подожди, пока она не освободится, вместо того чтобы спорить с окружающими.&lt;br /&gt;
* Если пациент не засыпает при подключении к операционному столу, проверь на наличие спавшегося лёгкого! Пациенты с такими травмами часто страдают от повреждений кислородом, что мешает им заснуть. В таком случае введи дозу Dexalin+, чтобы выдержать время до того, как ты починишь лёгкие.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Дополнительные руководства ==&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?1463-Doctor-101 Доктор 101] - От grinkgo (17.07.2019)&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15908</id>
		<title>Доктор</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%BE%D0%BA%D1%82%D0%BE%D1%80&amp;diff=15908"/>
		<updated>2026-03-26T23:17:13Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Малый фикс&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = МЕДИЦИНА&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Доктор [[File:Doctor icon.png]]&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = [[Главрач]]&lt;br /&gt;
|rank = Лейтенант&lt;br /&gt;
|duties = Лечите тяжелораненых морпехов, проводите операции.&lt;br /&gt;
|guides = [[Руководство по медицине]], [[Руководство по хирургии]], [[Руководство по химии]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = &#039;&#039;&#039;(Доктор)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — доктор и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты универсален в медицинской практике: умеешь лечить, оперировать и производить лекарства. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Хирург)&#039;&#039;&#039; Ты — офицер корпуса КМП США. Ты — хирург и твоя задача — сохранять здоровье и силу морпехов, чаще всего с помощью хирургии. Ты — доктор, специализирующийся на хирургии, но также прекрасно разбираешься в фармацевтике и триаже. Если ты не уверен в своих действиях, используй mentorhelp, чтобы наставник мог тебе помочь.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Доктор, я не чувствую ног!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Знаю. Мы их ампутировали!&amp;quot;&#039;&#039; — Пациент и Доктор&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Полевой Санитар]]ет перевязать раненого морпеха, но иногда ситуация настолько тяжёлая, что бойца нужно эвакуировать с поля боя на Альмаер. Тут и вступаешь в дело ты — &#039;&#039;&#039;врач Альмаера&#039;&#039;&#039;. В безопасности медотсека на борту ты будешь делать то, что полевые медики не могут.&lt;br /&gt;
&lt;br /&gt;
== Роль ==&lt;br /&gt;
Твоя задача как &#039;&#039;&#039;врача Альмаера&#039;&#039;&#039; — &#039;&#039;&#039;лечить то, что не под силу [[Полевой Санитар|полевым медикам]]&#039;&#039;&#039;. Ты будешь ответственен за:&lt;br /&gt;
* Лечение серьёзных ран и инфекций&lt;br /&gt;
* Проведение операций&lt;br /&gt;
* Приготовление медикаментов&lt;br /&gt;
* Проведение триажа&lt;br /&gt;
&lt;br /&gt;
Ты подчиняешься &#039;&#039;&#039;[[Главрач|Главному врачу]]&#039;&#039;&#039; и должен следовать его указаниям, однако если приказ поступает от [[Командующий Офицер|Командующего Офицера]], он имеет приоритет. Если ты собираешься отправиться на планету для полевой хирургии, помни, что требуется согласие главного врача. Ты также работаешь в одном отделе с [[Исследователь|учёными]], которые в основном сидят наверху, но иногда делятся полезными медицинскими открытиями.&lt;br /&gt;
&lt;br /&gt;
=== Инструменты врача ===&lt;br /&gt;
У врача Альмаера есть множество надёжных инструментов, помогающих в работе:&lt;br /&gt;
* Две криогенные капсулы&lt;br /&gt;
* Химическая лаборатория&lt;br /&gt;
* Медицинская система автодок&lt;br /&gt;
* Четыре операционные&lt;br /&gt;
* Один слипер&lt;br /&gt;
* Шесть криогенных морозильников (для игроков, покинувших игру)&lt;br /&gt;
* Четыре сканера тела&lt;br /&gt;
* Множество аптечек, дефибрилляторов и других запасов в автоматах&lt;br /&gt;
* Несколько капельниц и запас пакетов с кровью&lt;br /&gt;
&lt;br /&gt;
=== Я доктор! Что теперь? ===&lt;br /&gt;
В начале раунда у тебя есть 20–30 минут, чтобы подготовить медотсек до прибытия первых раненых. В это время лучше всего заняться подготовкой, выполнив несколько &#039;&#039;&#039;стандартных задач&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medbay Cryo Updated.png|thumb|]] &amp;lt;br/&amp;gt; Включи криокапсулы, кликнув по каждой ёмкости (жёлтый круг), чтобы открыть интерфейс. Система охлаждения (зелёный круг) снижает температуру, а баллон с давлением (красный круг) поддерживает нужный уровень давления. Настройки температуры можно изменить, но стандартные — самые эффективные. Также ты можешь заменить колбы с химикатами на собственные.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IV Drip.png|thumb]]Установи капельницы. || [[File:Bloodtypes table.jpg|thumb]]&lt;br /&gt;
|Капельницы подают кровь пациенту. Используй пакет крови (или колбу с химикатами) на капельнице, затем перетащи её к телу пациента и кликни по нему. Появится сообщение о подключении. &#039;&#039;&#039;ПРОВЕРЬ СОВМЕСТИМОСТЬ КРОВИ (см. таблицу)&#039;&#039;&#039;. В спешке используй кровь O-. ||&lt;br /&gt;
|Обязательно отключай капельницу перед перемещением пациента, иначе он получит повреждения. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor-Chem.png|400px]] Химикаты производятся на рабочем месте в красном круге, таблетки — в жёлтом. || Полевые медики могут запросить у тебя лекарства — выдавай их в виде таблеток в подписанных флаконах. Автоматы делят заряд энергии с учёными. Ты можешь выдавать &#039;&#039;&#039;полезные&#039;&#039;&#039; медикаменты в форме таблеток [[Полевой Санитар|полевым санитарам]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Подробности смотри в [[Руководство по химии|руководстве по химии]], [https://cm-ss13.com/rules Правила сервера] и [[Морское право|военное право]] укажут, что запрещено. Также ознакомься с [[Стандартные операционные процедуры|стандартными операционными процедурами]] для врача.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medibot.png|64px]] Медиботы || Врач может собирать медиботов — автоматических помощников для триажа и быстрой подачи лекарств. По умолчанию они вводят 15 единиц Трикордразина. Подробнее о создании — см. [[Guide_to_construction#Other|здесь]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Хирургия ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Prepared-OR.png|400px]] Верхняя левая операционная, подготовленная к операции. Красный круг — инструменты, жёлтый — операционный стол. || По ходу раунда тебе предстоит оказывать помощь пострадавшим. Поскольку полевые медики справляются с лёгкими травмами, к тебе будут поступать пациенты с серьёзными внутренними повреждениями. Очень важно знать, как проводить [[Руководство по хирургии|операции]], потому что это длительный и сложный процесс.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Работа в полевых условиях ===&lt;br /&gt;
----&lt;br /&gt;
Обычно на планету отправляется только полевой врач после того, как зона будет защищена. Там он проводит операции, но не сражается и не работает на передовой. Решение о высадке принимает главный врач или командование. Иногда они запрещают высадку до полной подготовки медотсека. Перед отправкой убедись, что капсулы наполнены, лекарства изготовлены, а запасы IV готовы.&lt;br /&gt;
&lt;br /&gt;
Если ты оказался на карте с медотсеком колонии — его можно восстановить и использовать почти как Альмаер. Но проводи операции только в безопасных местах. У тебя нет ни подготовки к бою, ни защиты — морпехи обычно соглашаются охранять хирурга, если вежливо попросить.&lt;br /&gt;
&lt;br /&gt;
В полевых условиях может не быть сканера. Умей диагностировать без него. Не оставляй пациентов с внутренними кровотечениями, органными повреждениями или переломами после операции.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в медотсеке без сознания. Организуй свою работу так, чтобы быстро обрабатывать пациентов и сокращать время ожидания. Особенно важно это, если ты единственный врач. Также будь терпелив — игроки могут быть раздражены, что вообще пострадали.&lt;br /&gt;
&lt;br /&gt;
Ты можешь пополнять пустые инъекторы и бутылочки, кликнув по автомату или предмету в руке. Таблетницы так не пополняются.&lt;br /&gt;
&lt;br /&gt;
Твои действия влияют на исход битвы. От твоих операций зависит, сколько бойцов вернётся на фронт. Работай качественно, но помни: это не рутина. Делай всё в своём темпе — и не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Полевое развёртывание ===&lt;br /&gt;
----&lt;br /&gt;
Обычно только полевой врач отправляется с «Альмайера» на передовую (в FOB) для выполнения хирургических обязанностей — как только район будет признан безопасным (иногда это возможно уже при втором спуске). Как полевой хирург, ты должен проводить операции в **защищённой зоне**, а не в гуще боя или на линии фронта. Главврач (CMO) или текущий командующий (CO) может **запретить, отложить или отозвать** твоё развёртывание. В случае неповиновения тебя может арестовать военная полиция. Иногда CMO запрещает спуск до полной настройки Медбея, так что **помоги заранее**: напечатай синтетические органы, наполни криокапсулы реагентами, приготовь капельницы и таблетки. В приоритете всегда остаётся медотсек на «Альмайере» — если он останется без персонала, ты должен вернуться назад по вызову.&lt;br /&gt;
&lt;br /&gt;
Если ты проснулся позже других — тебе **разрешено** спуститься, чтобы сменить уже развёрнутого врача.&lt;br /&gt;
&lt;br /&gt;
Многие карты содержат **медицинские отсеки колонии**, которые после ремонта могут заменить Медбей корабля. Но где бы ты ни оперировал, **у тебя должна быть безопасность**. В отличие от солдат, ты не выдержишь бой: у тебя нет боевой подготовки. К счастью, большинство солдат **охранят** хирурга в «относительно безопасных» зонах. Просто попроси их вежливо.&lt;br /&gt;
&lt;br /&gt;
=== Общие рекомендации ===&lt;br /&gt;
----&lt;br /&gt;
Никто не любит ждать в Медбее, когда он ранен и без сознания. Как врач, ты должен организовывать свою деятельность и управлять рабочим процессом эффективно, чтобы быстрее обрабатывать пациентов и сокращать время их ожидания. Это особенно важно, если ты единственный хирург, проводящий операции. Также важно не принимать это как рутину и иметь «толстую шкуру», потому что большинство игроков будут раздражены тем, что они вообще оказались в медотсеке.&lt;br /&gt;
&lt;br /&gt;
Помни, что ты можешь пополнять пустые инъекторы, бутылки и медицинские припасы в медицинских автоматах, перетаскивая их обратно, или щелкнув по инъектору/бутылке в руках для их заправки. Это снова делает их пригодными для использования. Бутылки с таблетками не подлежат пополнению таким образом.&lt;br /&gt;
&lt;br /&gt;
Твои действия окажут огромное влияние на победу или поражение, поскольку твоя способность проводить операции влияет на количество действующих солдат, участвующих в борьбе с инопланетной угрозой. Делай свою работу хорошо, но помни — это не повинность. Работай в своем ритме, и главное — не забывай дышать и получать удовольствие.&lt;br /&gt;
&lt;br /&gt;
=== Советы по эффективности ===&lt;br /&gt;
----&lt;br /&gt;
* Прежде чем приступить к операции, всегда проверяй скан пациента и держи его в памяти. Если ты не помнишь скан, не переживай — можешь просто заново осмотреть пациента и ознакомиться с сохранёнными данными.&lt;br /&gt;
* Если у пациента низкий уровень крови и ему нужна операция, давай ему капельницу **во время** того, как он лежит на операционном столе.&lt;br /&gt;
* Печатай механические конечности заранее, или до того, как они понадобятся пациенту, чтобы они были готовы в нужный момент.&lt;br /&gt;
* Помни, что благодаря улучшенным технологиям, тебе нужно просто положить пациента на операционный стол, затем перетащить его спрайт на стол для подключения анестезии, и операция начнётся. Но убедись, что в резервуаре с анестезией есть препарат!&lt;br /&gt;
* [[Руководство по хирургии#Incision_Management_System|&#039;&#039;&#039;Инструмент управления разрезами&#039;&#039;&#039;]] — это настоящее чудо современной хирургии. Используй его вместо обычного скальпеля и ретрактора. Этот инструмент выполняет все три этапа (разрез, оттягивание и зажимание кровотечений) одним кликом!&lt;br /&gt;
* Для одного пациента выполняй все необходимые операции сразу. Это снизит количество раз, когда тебе нужно будет брать хирургические инструменты. &#039;&#039;&#039;Пример:&#039;&#039;&#039; если у пациента внутреннее кровотечение, повреждения сердца/лёгких, сломанная грудная клетка и осколки, разрежь его грудную клетку, используй [[Руководство по хирургии#Fix-O-Vein|Fix-O-Vein]] для остановки кровотечения, используй [[Руководство по хирургии#Hemostat|гемостат]] для удаления осколков, затем используй [[Руководство по хирургии#Advanced_Trauma_Kit|травматический набор]] для органных повреждений, исправь кости с помощью костного геля и костной настройки, а затем зашей. Всё готово! Также смотри [[Руководство по хирургии#Combining_Surgeries|это руководство]].&lt;br /&gt;
* Не спорь с другими врачами за операционные. Просто подожди, пока она не освободится, вместо того чтобы спорить с окружающими.&lt;br /&gt;
* Если пациент не засыпает при подключении к операционному столу, проверь на наличие спавшегося лёгкого! Пациенты с такими травмами часто страдают от повреждений кислородом, что мешает им заснуть. В таком случае введи дозу Dexalin+, чтобы выдержать время до того, как ты починишь лёгкие.&lt;br /&gt;
&lt;br /&gt;
== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Дополнительные руководства ==&lt;br /&gt;
* [https://old-forum.cm-ss13.com/showthread.php?1463-Doctor-101 Доктор 101] - От grinkgo (17.07.2019)&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A1%D0%B2%D1%8F%D0%B7%D0%BD%D0%BE%D0%B9_%D0%9A%D0%BE%D1%80%D0%BF%D0%BE%D1%80%D0%B0%D1%86%D0%B8%D0%B8&amp;diff=15720</id>
		<title>Связной Корпорации</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A1%D0%B2%D1%8F%D0%B7%D0%BD%D0%BE%D0%B9_%D0%9A%D0%BE%D1%80%D0%BF%D0%BE%D1%80%D0%B0%D1%86%D0%B8%D0%B8&amp;diff=15720"/>
		<updated>2026-02-04T21:30:55Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Актуализация времени игры для открытия должностей&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = КОМПАНИЯ&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Связной Корпорации&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = Корпоративный офис Weyland-Yutani&lt;br /&gt;
|rank = Младший Администратор [0ч] / Администратор [25ч] / Старший Администратор [70ч] / Исполнительный Специалист [175ч]&lt;br /&gt;
|duties = Защищать интересы корпорации.&lt;br /&gt;
|guides = Эта страница, [[Руководство по бумажной работе]]&lt;br /&gt;
|unlock = Отсутствуют&lt;br /&gt;
|description = Как представитель Корпорации Вейлант-Ютани, ваша работа требует от вас постоянно оставаться в образе. Находясь в З.О. (зоне операций), вы подчиняетесь приказам, отдаваемым военными. На корабле вы подчиняетесь только приказам командования и безопасности. Вы не обязаны выполнять никакие приказы, но вас могут арестовать, если вы не будете их выполнять. Ваша основная задача — наблюдать и докладывать о своих выводах в Вейланд-Ютани. Соблюдайте обычные правила игры, если иное не указано вашим начальством. Используйте свой офисный факс для связи с корпоративным штабом или для получения новых директив. Вы можете ничего не получить в ответ, и это нормально.&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;Я работаю на компанию. Но не дайте себя обмануть, я на самом деле хороший парень!&#039;&#039;&amp;quot; ―Берк, Чужие&lt;br /&gt;
&lt;br /&gt;
= Роли =&lt;br /&gt;
Как &#039;&#039;&#039;Связной корпорации&#039;&#039;&#039;, ваша задача заключается в &#039;&#039;&#039;представлении интересов Weyland Yutani в миссии, порученной Колониальным морским корпусом США&#039;&#039;&#039;. У вас &#039;&#039;&#039;НЕТ&#039;&#039;&#039; прямого влияния на морской корпус, вы лишь имеете влияние, и чрезмерное использование этого влияния может привести к задержанию или даже оставлению на планете. Вы можете делать запросы командующему [[Командующий Офицер]] и [[Исполнительный Офицер]], но нет гарантии, что они вам что-то предоставят. Если вам что-то нужно, отправьте факс в Weyland Yutani. Они слушают и могут быть рады помочь. Если у вас есть проблема с сотрудником Колониального морского корпуса, отправьте жалобу в Высшее командование USCM.&lt;br /&gt;
&lt;br /&gt;
Помните, что ваша работа в первую очередь — это обеспечение ролевого взаимодействия. Вы должны оставаться в образе на протяжении всей игры и не пытаться отправиться на планету, чтобы убивать инопланетян. Вы бюрократ. Не командующий, не морпех. Ролевое взаимодействие приносит больше удовольствия. Если вы не лучший в ролевых играх, вам может стоить подождать немного, прежде чем брать эту роль. Кроме того, &#039;&#039;&#039;выполнение антагонистических целей без прямого указания от Weyland Yutani приведет к бану или блокировке работы&#039;&#039;&#039;. Это называется &amp;quot;самостоятельная антагонистичность&amp;quot;, и это большой запрет. Помните, что ваша цель — не мешать морпехам, если только компания не скажет иначе, ведь они служат вашим интересам.&lt;br /&gt;
&lt;br /&gt;
Информация для игры в образе:&lt;br /&gt;
* Вы — Связной корпорации: бюрократ. Не [[Стрелок|морпех]], не [[Полевой Санитар|врач]], не [[Полевой Техник|инженер]], не воин.&lt;br /&gt;
* Вы будете делать всё необходимое, чтобы интересы Weyland Yutani учитывались на борту «Алмайера» со стороны USCM.&lt;br /&gt;
* У вас в голове интересы Weyland Yutani.&lt;br /&gt;
* Вы знаете, что не имеете власти над морпехами, но у вас есть влияние. Вы можете пожаловаться в Weyland Yutani, если они ведут себя неразумно. Помните, что в вашем офисе находится банкомат, и взяточничество всегда является вариантом.&lt;br /&gt;
* У вас есть доступ к факсу.&lt;br /&gt;
&lt;br /&gt;
Хотя вы не можете требовать ничего, фразы вроде &amp;quot;Я был бы признателен за X&amp;quot; или &amp;quot;Я уверен, что если я получу X, ваши отношения с компанией будут хорошими&amp;quot;, а также указание, что они не обязаны это делать, часто приводят к тому, что вы получите то, что хотите.&lt;br /&gt;
&lt;br /&gt;
Связные не выше [[Морское право|закона]]. Если вы совершите преступление, не ожидайте специальной защиты от Компании.&lt;br /&gt;
&lt;br /&gt;
== Оборудование ==&lt;br /&gt;
* У вас есть смена одежды в вашем помещении в зависимости от того, какой ролевой игре вы будете участвовать.&lt;br /&gt;
* В вашем офисе есть коробка с едой. Поместите её в вашу комнату, чтобы голодные морпехи не съели всё.&lt;br /&gt;
* В вашем офисе есть ставни. Всегда закрывайте ставни, когда говорите с кем-то, чтобы вас не беспокоили.&lt;br /&gt;
* В вашем офисе нет камер. Если какой-то инженер установил камеры, немедленно пожалуйтесь в Компанию.&lt;br /&gt;
* Банкомат на «Алмайере» находится в вашем офисе. Посмотрите, сколько у вас денег, и используйте их для подкупа людей.&lt;br /&gt;
* Используйте аркадную машину в вашем офисе, чтобы выигрывать предметы для украшения.&lt;br /&gt;
&lt;br /&gt;
Для вашего времени на борту USS Almayer компания предоставила вам автоматизированный чемодан для хранения, чтобы убедить команду в обеспечении корпорации активами.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Оборудование компании:&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Описание:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:160px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Weyland-Yutani_Automated_Storage Briefcase.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Автоматизированный чемодан для хранения Weyland Yutani&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Чемодан для автоматизированного хранения и извлечения. Разработан для эффективного хранения и выборочного выдачи мелких предметов.&lt;br /&gt;
&lt;br /&gt;
Максимум 50 очков хранения.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Товары для продажи:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Примечания:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Цена:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Implanter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Нейростимулятор&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |30 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Нейростимулятор регулирует функции сенсорики и моторики. Преимущества включают улучшение баланса и сопротивления перегрузкам и дезориентации. После имплантации нейростимулятора в жертву вы получите окно с возможностью задать кодовую фразу. Имплантат будет негативно воздействовать на вашу жертву, когда она услышит эту фразу (не по радио). &lt;br /&gt;
Имейте в виду, что имплант будет со временем разрушен иммунной системой тела, и, следовательно, периодически выходить из строя.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Autoinjector (Anasthetic).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Инжектор ультрацине&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |20 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Высокозависимый стимулятор. Повышает физическую выносливость, особенно скорость бега. Эффекты продолжаются примерно 10 минут на инъекцию. Инжектор начинает с 30 единиц ультрацины, вводя по 5 единиц за раз.&lt;br /&gt;
&lt;br /&gt;
Более двух инъекций за раз приведут к передозировке. Отказ от дозы вызывает сильный дискомфорт, галлюцинации и тошноту. Долговременное использование приводит к галлюцинациям и отказу органов. Условное распределение обеспечивает соблюдение правил.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:1000_Cash.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;$1000 USD, неотмеченные банкноты&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Стопка из 10 банкнот по 100 долларов, идеально подходящих для взяток.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:E-Key.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ключ шифрования WY&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Ключ для шифрования частных коммуникаций WY, для ведения частных дел.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cigar_Case.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Элитный кейс для сигар&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Кейс для семи элитных сигар.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Gold_packet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Золотая упаковка Weyland Yutani&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Золотая упаковка Weyland Yutani, для более изысканных вкусов.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Zippo.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Зажигалка Zippo&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Зажигалка Zippo, для тех, кто курит со стилем.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Sake.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Саке Weyland Yutani&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Саке Weyland Yutani, для правильного делового ужина.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Aspen_Beer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Пиво Aspen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 очков&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Пиво Aspen Weyland Yutani, для более непринужденного вечера.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Drinking_Glass.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Стакан для питья&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |1 очко&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Стакан для питья, потому что у вас есть вкус.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Канцелярия:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Цена:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Generic_Pen.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ручка&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 очко&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |Ручка для написания. Выбор из 3 цветов. Черный, синий или красный.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Бумага&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 очко&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |Чистый лист бумаги для написания.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:C_Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Копировальная бумага&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 очко&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |Лист копировальной бумаги, для удвоения выхода текста.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Clipboard.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Папка для бумаг&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 очко&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |Папка для бумаг. Всё необходимое для работы и командования.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Stapler.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Степлер&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |2 очка&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |Для скрепления всех бумаг вместе. Не является обязательным, но полезным инструментом.&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Машина факсов =&lt;br /&gt;
Основное оружие Лиазона — это не пистолет или винтовка, а скромная машина факсов. Разница между хорошим Лиазоном и обычным заключается в том, что обычный Лиазон сразу схватится за оружие, а хороший будет разыгрывать любую ситуацию. Кроме визитов на колонию, которые можно совершать в любое время по любой причине, лучше избегать лишнего снаряжения и оружия. Машина факсов расположена в офисе Лиазона, и она работает путем помещения бумаги в устройство и отправки ее. В интерфейсе машины факсов можно выбрать, отправить ли документ в Компанию или в Высшее командование USCM. Документ будет получен человеком, имеющим белый список для ответа на факсы, который либо в данный момент играет роль ответчика факсов одной из фракций, либо является администратором, и он ответит на это в IC-бумаге. Этот ответ появится в машине факсов.&lt;br /&gt;
&lt;br /&gt;
Убедитесь, что у вас сильная тема сообщения, но вы всегда можете использовать &amp;quot;Обновление ситуации&amp;quot; или &amp;quot;Запрос помощи&amp;quot;. Для содержания пишите в персонаже. Вы можете претендовать на то, что не знаете ничего, или сделать вид, что у вас есть представление о происходящем на Большом Красном или на другой планете в зависимости от карты, на которой вы играете. Обязательно подпишите свой факс с помощью [sign]. Это создаст вашу подпись, которую нельзя будет подделать. Всегда, всегда, всегда в конце сообщения попросите Компанию дать ответ. Это может быть что-то вроде &amp;quot;Запрашиваю дальнейшие указания&amp;quot; или &amp;quot;Этот отчет информативен?&amp;quot;. Что-то в этом роде, чтобы Компания могла ответить. Помните, что если вы отправите факс без вопроса, скорее всего, не получите ответа. На другой стороне есть человек, и люди обычно отвечают лучше, когда им задают вопрос. Помните, что вы также можете драматизировать, преувеличивать и раздувать все, если ситуация того требует, но имейте в виду, что ваши действия могут иметь последствия.&lt;br /&gt;
&lt;br /&gt;
О чем писать? Составим список:&lt;br /&gt;
* Давайте отчеты о состоянии миссии на планете/станции.&lt;br /&gt;
* Отправляйте Компании научные работы о любых враждебных формах жизни, с которыми могут столкнуться морпехи.&lt;br /&gt;
* Запросите у Компании питомца-ксеноморфа (почти гарантировано будет проигнорировано, попробуйте вместо этого запросить кошку).&lt;br /&gt;
* Напишите о экипаже. Рекомендуйте [[Доктор|Доктора]] для повышения, потому что он/она взял ваш подкуп и сделал вам космические наркотики для фляжки. Не говорите прямо, что он/она взял ваш подкуп или вы запросили космические наркотики, но просто напишите, какой он/она замечательный доктор и как верен/верна она Компании.&lt;br /&gt;
* Или напишите о том, как некомпетентны морпехи или экипаж.&lt;br /&gt;
* Напишите о брифинге. Обязательно всегда посещайте брифинг. Командир дал хороший брифинг или плохой? Он опоздал? Кто проводил брифинг, если это был не командир? Напишите о том, как вам не нравится эта миссия, потому что [[Штаб-Офицер]] проводил брифинг, а командир отсутствовал.&lt;br /&gt;
* Пожалуйтесь Компании на того МТ, который украл ваш зажигалку Zippo ограниченной серии.&lt;br /&gt;
* Напишите о выживших и истории планеты/станции. Компания будет любопытна узнать, что случилось на их исследовательском объекте.&lt;br /&gt;
* Напишите, как ужасна жизнь на Альмаере и как сильно вы скучаете по удовольствиям жизни, и единственная причина, почему вы это делаете — это ваша преданность Компании.&lt;br /&gt;
* Напишите, как сильно вы любите Компанию.&lt;br /&gt;
&lt;br /&gt;
Помните, что за вашими факсами стоит реальный человек, что означает, что не всегда будет кто-то, кто ответит на ваш факс. Не ожидайте ответов на каждый отправленный факс, и самосаботаж или необоснованная злость из-за того, что ваши факсы не получили ответа, — это отличный способ быть забаненным. На интерфейсе машины факсов будет указано, если в данный момент есть ответчик факсов для группы, в которую вы отправляете факс. Помните, что хорошо оформленные факсы (см. ниже) — это хороший способ показать ответчику факсов, что вы достойный игрок на роли CL, который заслуживает любых особых заданий, которые они могут подготовить. Пойти на планету или сделать что-то другое без отправки факса Компании первым — это хороший способ получить бан по работе.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Наконец, помните, что если вы планируете сжигать ваш факс, убедитесь, что вы сделаете это только после того, как получите ответ от Компании.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Советы по факсам ==&lt;br /&gt;
* В вашем офисе есть бумага и обычная ручка. Не теряйте их. Вам нужно для написания факсов. К сожалению, &amp;lt;s&amp;gt;вы больше не можете положить ее в слот для уха&amp;lt;/s&amp;gt;, но сейчас это возможно.&lt;br /&gt;
* Бумага может быть на вашем слоте для головы, если вы что-то на ней написали (чтобы она не отображалась как бумажный кораблик). Дополнительный слот.&lt;br /&gt;
* Вы можете перетащить бумагу в ваш офис.&lt;br /&gt;
* Рядом с входом есть зажигалка Zippo. Используйте ее с бумагой в другой руке, чтобы сжигать бумагу. (Убедитесь, что вы сжигаете копию факса только после получения ответа). Сожгите важные бумаги или факсы, которые могут подставить Компанию. Или просто сожгите все факсы, которые не делают вас хорошими после их отправки.&lt;br /&gt;
* Вы можете включить связь с отрядом через ваш гарнитуру, чтобы слушать, что происходит, и сообщать об этом Компании.&lt;br /&gt;
* Запрашивайте помощь, когда ситуация становится критической. Например, когда [[Чужие]] захватывают Альмаер, напишите, что вы в опасности и нуждаетесь в немедленной эвакуации.&lt;br /&gt;
* Помните, что Компания — это сотрудник (модератор или администратор) или ответчик факсов, просто человек. Но у них есть доступ ко всякой информации, поэтому то, что они вам отправляют или задания, которые они дают, — это потому, что игра это позволяет.&lt;br /&gt;
* Очень раздражает ответчика факсов, если вы запрашиваете ЧВК и оружие в каждом факсе.&lt;br /&gt;
* Шаблоны факсов можно найти [[Руководство по бумажной работе|Здесь.]]&lt;br /&gt;
&lt;br /&gt;
= Что ещё мне нужно делать? =&lt;br /&gt;
Прежде всего, поговорите с [[Выживший|выжившими]] или колонистами с планеты, как только они прибудут. Возможно, им потребуется медицинская помощь, но после этого... Вы можете сделать большой шум, поговорив с ними до того, как это сделает командир. Обычно выжившие не имеют много дел после того, как они прибыли на «Альмайер». Лиаизион и выжившие как бы зависят друг от друга, чтобы быть более интересными.&lt;br /&gt;
&lt;br /&gt;
Попросите их сесть на стул перед столом, пристегните себя к удобному креслу. Закройте жалюзи. Представьтесь и узнайте имя выжившего. Помните, вы обычно не знаете их имени сразу. Вы обычно должны называть выживших по имени, а остальной экипаж по фамилии или прозвищу. Далее сделайте их комфортно. Спросите, хотят ли они поесть или выпить, может быть, свежего золотого яблока из сада или каких-нибудь напитков (Uncle Git и Aspen Beer), которые стоят на столе в вашей комнате.&lt;br /&gt;
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Как только выживший устроится, остаётся только попросить их рассказать свою историю. Выживший, вероятно, не будет знать много, но он ответственен за то, чтобы написать историю, в то время как Лиаизион продолжает слушать и задавать вопросы, поддерживая разговор. Разузнайте следующие важные моменты: когда началась ситуация/вспышка? Как быстро распространилась вспышка? Были ли другие выжившие? Как они относятся к компании? Они будут молчать об этом? Последние два вопроса задавайте в конце, но помните, что вам нужно получить историю от выжившего. После этого, можно сообщить выжившему, что вы устроите для него ID карту (пожалуйста, сделайте это, если вы пообещали) и, вероятно, командир захочет поговорить с ним, так что покажите им путь на мостик. Вы можете присутствовать во время этого разговора или начать писать отчёт для компании. Убедитесь, что вы преувеличиваете и раздуты события, конечно. Убил ли выживший одного из этих ксеноморфов внизу и победил его? Напишите, как он это сделал, но при этом он засрал штаны, бегая, пока в конце не обернулся и не выстрелил.&lt;br /&gt;
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Не переживайте, если все выжившие расскажут разные истории. Они все видели мир там по-своему. Вы можете вмешаться в разговор с выжившим Y и рассказать, что выживший X рассказал вам что-то другое. Это можно делать время от времени, чтобы проверить их лояльность к компании.&lt;br /&gt;
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Спросите о их лояльности к компании или оцените их лояльность к компании, затем напишите об этом вместе со всей другой информацией, которую вы собрали. Если они были лояльны, напишите, что они лояльны. Если они представляют угрозу для компании, то напишите об этом.&lt;br /&gt;
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Позже, прогуляйтесь по кораблю и ищите ролевые встречи. Центр боевой информации — хорошее место для начала. Как корпоративный Лиаизион, один из сотрудников командира должен уделить вам внимание для ролевых взаимодействий. Если этого не случится, пожалуйтесь на то, как нелояльны командиры и как их следует заменить кем-то по вашему выбору. Кто знает? Возможно, компания отправит вам указания найти замену. Вы можете зайти в медотсек и посмотреть, как там пациенты, или поговорить с врачами. Спросите их о их работе. Вы можете подождать в ангаре и интервьюировать возвращающихся морпехов, или просто посидеть и поболтать на разные темы. Иногда один из морпехов захочет поиграть в ролевую игру. Главное: прогуляйтесь по кораблю и ищите встречи.&lt;br /&gt;
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Помните, что Лиаизион — это бюрократ. Лиаизион не решает проблемы с помощью силы или хитрости, а через бумажную работу. Найдите примеры юридических форм в интернете и пишите их сокращённые версии. Примеры: контракты, отказы от ответственности, аффидевиты, официальные уведомления о подаче иска и так далее. Контракты и аффидевиты можно использовать в начале игры, чтобы обеспечить молчание сотрудников командования. Например, аффидевит или контракт &amp;quot;о намерении защитить и сохранить&amp;quot; имущество на Солнечном хребте можно использовать в начале игры для подписания командиром. После этого вы можете подать на командира в суд за ущерб, причинённый им на Солнечном хребте во время борьбы с ксеноморфами. Если он не подпишет, вы можете сообщить компании, что командир отказался подписать. Попросите выживших подписать отказы от ответственности и молчания. Позже, если они нарушат контракт, сообщите об этом компании. Командиры точно захотят получить информацию от выживших, но вы встретили их первыми и заставили подписать отказ. Напишите в компанию, что вы можете использовать отказ как оправдание для их убийства тоже (ТОЛЬКО если компания даст такой приказ). Официальные уведомления о подаче иска — это весело. Ролевое подание иска — это забавно. С помощью бумажной работы Лиаизион фактически создаёт вымышленные проблемы, которые становятся большими в вашей роли. Компании проще дать вам задание с причиной, чем без неё.&lt;br /&gt;
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Ключ к удовольствию от игры за Лиаизиона — всегда оказывать давление на людей и создавать проблемы. Не крупные, но делайте всё своей личной проблемой, чтобы отправить факс компании с жалобой и затем попросить разрешение сделать что-то с этим. Не хотите отвлекать слишком много морпехов или экипажа от вашей работы, так как они должны бороться или помогать на планете.&lt;br /&gt;
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= Быть Антагонистом =&lt;br /&gt;
* &#039;&#039;&#039;Не самоповреждайтесь.&#039;&#039;&#039; Если вы выполняете хорошую ролевую игру и отправляете отчёты в компанию через факс-машину, вам &#039;&#039;&#039;МОЖЕТ&#039;&#039;&#039; быть поручена особая задача. Эти задачи &#039;&#039;&#039;МОГУТ&#039;&#039;&#039; позволить вам нарушать некоторые серверные правила в зависимости от ситуации. Если вы не уверены, &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt; ПЕРЕД тем, как действовать.&lt;br /&gt;
* Наносить вред морпехам или повреждать «Альмайер» без предварительного контакта с компанией через ваш факс &#039;&#039;&#039;МОЖНО&#039;&#039;&#039; получить бан по работе и, возможно, краткосрочный бан на сервере.&lt;br /&gt;
* Вы можете *попробовать* подкупить морпехов для выполнения ваших поручений, однако вы не старший по званию (вы гражданский), и поэтому они не обязаны вас слушать. Обычно 500-1000 долларов достаточно, чтобы подкупить кого-то для выполнения ваших поручений, если это не что-то серьёзное. Никогда не подкупайте кого-то, чтобы он убил кого-то, потому что они никогда не примут это, если следуют правилам. Большинство морпехов по умолчанию ненавидят вас, потому что вы из компании, но некоторые играют роль людей, которые любят компанию и помогут вам даже без подкупа.&lt;br /&gt;
* Используйте название компании в своих подкупах только тогда, когда они специально поручили вам сделать что-то, что в противном случае нарушало бы правила. Помните, вы не хотите позорить или скомпрометировать компанию. &#039;&#039;&#039;Вы самый лояльный человек на корабле к компании.&#039;&#039;&#039;&lt;br /&gt;
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Возможные цели антагониста:&lt;br /&gt;
* Уничтожить наёмников.&lt;br /&gt;
* Уничтожить выжившего, потому что у него нет интересов компании.&lt;br /&gt;
* Собрать X количество образцов, например, инопланетных форм жизни.&lt;br /&gt;
* Извлечь или уничтожить что-то на планете, например, документы в научном куполе.&lt;br /&gt;
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Советы&lt;br /&gt;
* Вы — наименее значимый человек на «Альмайере», никто не заметит, что вас нет, используйте это в своих интересах!&lt;br /&gt;
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* Книги можно разрезать с помощью ножниц для проводов, чтобы хранить в них нормальные, мелкие и крошечные предметы, вмещается только один предмет за раз, идеально для подкупов или контрабанды.&lt;br /&gt;
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* Ваш сейф не СЕЙФ. Его легко вскрыть, некоторые администраторы могут посчитать это мета-игрой, (если не уверены, попросите помощи через &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt;). Создайте тайник или хранилище где-то в техобслуживании или в другом безопасном месте, ваша коробка для стаканов для питья может хранить небольшие контрабанды, никто не будет её искать.&lt;br /&gt;
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* Если вы находитесь на карте, где есть автомат с алкоголем, попросите МТ или инженера из отряда помочь вам с этим, не только это отличная штука для ролевых игр, но и её бутылки можно использовать для того, чтобы вырубить кого-то ударом по голове для быстрого устранения тела, плюс некоторые алкогольные напитки сильнее других и могут вывести из строя, если выпить слишком много, например, Jailbreaker Verte, экспериментируйте!&lt;br /&gt;
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* Подкупите Req и МТ или CE, если повезёт, чтобы взломать машину ASRS, скажите, что это для экзотических ингредиентов или ковра из экзотических коробок, вы сможете заказать много чёрного рынка и другого снаряжения, если захотите сделать это в качестве гимиκа.&lt;br /&gt;
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* Подкуп может привести к успеху, попробуйте подкупить МТ, чтобы отредактировать вашу воздушную шлюзовую камеру, чтобы вы могли нажать кнопку и закрыть двери в офисе электрическим шокером или замкнуть их.&lt;br /&gt;
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* Специальные коробки с оборудованием из реквизита имеют пистолеты, стреляющие транквилизаторными пулями, это очень эффективно, так как они с глушителями, так что вы можете легко выстрелить в свою цель, подождать, пока она упадёт, схватить её и увезти в более безопасное место.&lt;br /&gt;
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* Оставайтесь в пределах своих границ. Никто не будет подозревать вас, за исключением выживших, антагонистов CL бывает так редко, что у сотрудников, скорее всего, не будет причин для беспокойства, даже если они что-то заподозрят. Очень сложно найти следы от инъекций токсинов в вас, а вы можете просто сказать, что пытались уйти от него, поскольку у вас заболел живот после инъекции, сделанной им без причины.&lt;br /&gt;
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= ЧВК =&lt;br /&gt;
Другим ресурсом, которым располагает Лиазон, является командование [[ЧВК Вейланд-Ютани]]. ЧВК могут появиться случайно как одни из [[Отряды Быстрого Реагирования|ОБР]], вызванных в экстренной ситуации. Они обязаны обеспечить безопасность Лиазона перед выполнением других задач и имеют главную миссию — спасение вас. Таким образом, они должны выполнять все ваши команды. Если вы погибнете, они должны сообщить об этом командующему офицеру или исполнительному офицеру Альмайера.&lt;br /&gt;
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Есть ещё одна корпоративная военная группа: [[Corporate Commandos|Корпоративные командос]], которые не подчиняются Корпоративным ПМЦ, что означает, что они не будут реагировать на вас, а только на Высшее Корпоративное Командование. Соответственно, вы как Лиазон не знаете о их существовании, но отряд осведомлён о вашем существовании. Это может стать проблемой, поскольку их миссия заключается в устранении всех, кого они встретят, и это может или не может включать вас.&lt;br /&gt;
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= Советы и предложения =&lt;br /&gt;
== Как начать раунд ==&lt;br /&gt;
* Установите статус отношения с Компанией как ЛОЯЛЬНЫЙ в вашем профиле персонажа.&lt;br /&gt;
* Для наилучшего опыта войдите в свой факс, чтобы узнать, доступен ли факс-ответчик. Если нет, не ожидайте фоксов от Компании.&lt;br /&gt;
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== Прочее ==&lt;br /&gt;
* Ознакомьтесь с морской юриспруденцией. Знайте свои права на использование радио и на апелляцию.&lt;br /&gt;
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== Ваши навыки ==&lt;br /&gt;
Чтобы узнать, как работает система навыков, ознакомьтесь с [[Система Навыков|данной страницей]].&lt;br /&gt;
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{{MarineSkills&lt;br /&gt;
|vehicles = 1&lt;br /&gt;
}}&lt;br /&gt;
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== Дополнительные руководства ==&lt;br /&gt;
* [https://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=16445 Как стать достаточно хорошим связным корпорации] - От dadols (02.03.2018)&lt;br /&gt;
* [https://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=7758 Руководство для корпоративного Лиазона] - От Warnipple (01.07.2016)&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%92%D0%B8%D1%81%D0%BA%D0%B8_%D0%90%D0%B2%D0%B0%D0%BD%D0%BF%D0%BE%D1%81%D1%82&amp;diff=15586</id>
		<title>Виски Аванпост</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%92%D0%B8%D1%81%D0%BA%D0%B8_%D0%90%D0%B2%D0%B0%D0%BD%D0%BF%D0%BE%D1%81%D1%82&amp;diff=15586"/>
		<updated>2026-01-24T10:43:34Z</updated>

		<summary type="html">&lt;p&gt;Alexin: Убрана тавтология (Вспомогательная Поддержка -&amp;gt; Поддержка) + форматирование&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Formatting}}&lt;br /&gt;
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&#039;&#039;&#039;«В наших попытках создать базу на этой планете несколько наших патрулей были уничтожены враждебными существами. Мы устанавливаем сигнал бедствия, но нам нужно, чтобы вы удерживали аванпост Виски, чтобы наши инженеры смогли настроить ретранслятор. [...] Если они захватят вашу позицию, мы будем уничтожены без возможности вызвать помощь.&#039;&#039;&#039; Удерживайте линию, или мы все погибнем.» — полковник Ханс Найче&lt;br /&gt;
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&#039;&#039;&#039;Whiskey Outpost&#039;&#039;&#039; — альтернативная карта и игровой режим на сервере CM-SS13. На этой карте, вместо игры за [[Морпехи|ККМП]] из батальона &#039;Пикирующие Соколы&#039; 4-й бригады и корабля [[USS Алмаер]], вы играете либо за ККМП из 3-го батальона [[Колониальный Освободительный Фронт#Backstory|&#039;Dust Raiders&#039;]], которым командуют полковник Ханс Найче (альтернативное написание — Naich) и майор Айк Сейкер на планете LV-624, отвечающих за поддержание порядка в секторе Нероид, либо за ксеноморфов, чья задача — уничтожить силы морпехов на LV-624, захватив аванпост Виски и прервать ретрансляционный сигнал. Действие происходит за пять лет до прибытия USS Аламаер в сектор Нероид, в 2181 году. Dust Raiders создали присутствие ККМП в одном из ключевых мест сектора, включая аванпост Whiskey.&lt;br /&gt;
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Однако силы на LV-624 вскоре подверглись нападению [[Чужие|неизвестных инопланетных сил]], несколько патрулей морских подразделений были уничтожены до начала основной атаки на Виски аванпост. Гарнизон Dust Raiders, размещённый на LV-624, не имел другого выхода, кроме как послать сигнал бедствия, чтобы предупредить оставшиеся подкрепления ККМП о своём местоположении. Прежде чем сигнал бедствия будет отправлен, морпехам нужно продержаться от 60 до 90 минут и дольше, пока инженеры не настроят ретранслятор, чтобы подкрепления смогли прибыть и спасти морпехов на LV-624. Ксеноморфы должны уничтожить силы морпехов до того, как будет установлен ретранслятор, и отразить вторжение на LV-624. Это борьба за выживание, и ни одна из сторон не может уступить ни шага.&lt;br /&gt;
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= Виски Аванпост =&lt;br /&gt;
&#039;&#039;Виски Аванпост&#039;&#039; — это хорошо укреплённый аванпост, используемый как военная база в секторе Нероид Рифт. Он расположен в долине, из-за чего противники вынуждены атаковать с юга. База оснащена большим количеством автоматических турелей и управляемых умных пулемётных точек, однако она недостаточно укреплена из-за нехватки финансирования. Силам морпехов придётся быстро устанавливать баррикады и другие оборонительные сооружения до прибытия передовых сил инопланетян.&lt;br /&gt;
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Оборонительные позиции делятся на 3 основные и 2 второстепенные области:&lt;br /&gt;
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== Основные области ==&lt;br /&gt;
* &#039;&#039;&#039;Западная сторона&#039;&#039;&#039;, &#039;&#039;&#039;Pillbox Burbon&#039;&#039;&#039;, охраняется турелями и умными пулемётами в джунглях с каналами  &lt;br /&gt;
* &#039;&#039;&#039;Центральная сторона&#039;&#039;&#039;, &#039;&#039;&#039;Pillbox Beer&#039;&#039;&#039;, основное место боёв — открытая и хорошо охраняемая зона с несколькими умными пулемётными точками и автоматическими турелями  &lt;br /&gt;
* &#039;&#039;&#039;Восточная сторона&#039;&#039;&#039;, &#039;&#039;&#039;Pillbox Margarita&#039;&#039;&#039;, охраняется мешками с песком на открытой местности, с разбитым десантным кораблём в качестве укрытия  &lt;br /&gt;
&lt;br /&gt;
== Второстепенные области ==&lt;br /&gt;
Обе второстепенные области — &#039;&#039;&#039;Pillbox Wine&#039;&#039;&#039; (запад) и &#039;&#039;&#039;Pillbox Wodka&#039;&#039;&#039; (восток) — охраняются только турелями, металлическими и пластелевыми баррикадами. Центральная область между Pillbox Beer и двумя другими — это &#039;&#039;&#039;Triage&#039;&#039;&#039; — пункт экстренной медицинской помощи.&lt;br /&gt;
&lt;br /&gt;
[[File:Whiskey_outpost.png|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Сам аванпост расположен на севере карты и выполняет уникальную роль «Почётной гвардии» — обнаружение и защиту базы морпехов и командного состава от угроз, проникших через оборону. Кроме того, турели и умные пулемётные точки помогают защищать базу от ксеноморфов. Медицинская служба оснащена четырьмя автодок-станциями вместо стандартной одной из-за высокой вероятности интенсивных боёв и потерь. Инженерия начинается с четырёх реакторов для питания оборонительных систем базы, оставляя инженерам возможность строить полевые укрепления. Для командующего разница лишь в том, что коммуникационные консоли используются только для объявлений и рекомендаций по наградам.&lt;br /&gt;
&lt;br /&gt;
Ксеноморфы начинают с юга карты, покрытого лианами и травой — &#039;&#039;&#039;Here be Dragons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Морпехи ==&lt;br /&gt;
В отличие от морпехов «Пикирующие Соколы», базирующихся на Алмаер, морпехи Dust Raiders находятся на планете и имеют изменённые должности. Многие роли остались похожими, некоторые просто переименованы, а некоторые изменены радикально. Ниже перечислены основные изменения ролей.&lt;br /&gt;
&lt;br /&gt;
Подкрепления из 7-го батальона «Пикирующие Соколы» прибудут на седьмой волне, которая является паузой в бою. Каждая волна — базовый боевой отряд.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Обратите внимание: после прибытия первой волны ксеноморфов вы не сможете присоединиться к игре как морпех позднее.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Переименованные роли:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Requisitions Officer &amp;gt; Квартирмейстер&lt;br /&gt;
&lt;br /&gt;
=== Командование ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Роли&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Commander.png|64px]] &#039;&#039;&#039;Командир (Наземный Командир)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Требуется разрешение CO&#039;&#039;&#039; — как наземный командир вы отвечаете за выбор места постройки аванпоста, стратегическое расположение и отдачу приказов командирам отрядов для обороны базы.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XO.png|64px]] &#039;&#039;&#039;Заместитель командира&#039;&#039;&#039;&lt;br /&gt;
| Задача заместителя — быть командиром при отсутствии командира и помогать в обороне бункера.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Боевая поддержка ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Роли&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WarrantOfficer.png|64px]] &#039;&#039;&#039;Командир отряда Почётной гвардии&#039;&#039;&#039;&lt;br /&gt;
| Эта роль заменяет CMP на карте Whiskey Outpost.&amp;lt;br&amp;gt;Руководит Почётной гвардией, защищает Наземного Командира и бункер.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MilitaryPolice.png|64px]] &#039;&#039;&#039;Специалист Почётной гвардии&#039;&#039;&#039;&lt;br /&gt;
| Эта роль заменяет экипаж танка.&amp;lt;br&amp;gt;Отвечает за тяжёлое вооружение и охрану бункера и Наземного Командира.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MilitaryPolice.png|64px]] &#039;&#039;&#039;Ветеран Почётной гвардии&#039;&#039;&#039;&lt;br /&gt;
| Эта роль заменяет штабных офицеров.&amp;lt;br&amp;gt;Следит за ситуацией, сообщает о противнике, ведёт свои отряды в бой.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MilitaryPolice.png|64px]] &#039;&#039;&#039;Почётная гвардия&#039;&#039;&#039;&lt;br /&gt;
| Эта роль заменяет офицеров военной полиции.&amp;lt;br&amp;gt;Защищает бункер и поддерживает порядок по приказам командира.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RO.png|64px]] &#039;&#039;&#039;Оператор миномёта&#039;&#039;&#039;&lt;br /&gt;
| Эта роль заменяет пилота.&amp;lt;br&amp;gt;Управляет миномётной системой M202, наносит огневую поддержку по координатам от морпехов.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Морпехи ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Роли&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SL.png|64px]] &#039;&#039;&#039;Командир отряда Dust Raider&#039;&#039;&#039;&lt;br /&gt;
| Следит за группой морпехов, точно исполняет приказы, руководит обороной вместе с командованием.&lt;br /&gt;
&lt;br /&gt;
* Лазерный дальномер [[File:Laser_Designator.png|32px]] имеет 2 режима: удалённый огонь миномёта (без инженера у миномёта) и авиаудары. Оба наносят большой урон на большой площади.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:B18.png|64px]] &#039;&#039;&#039;Специалист Dust Raider&#039;&#039;&#039;&lt;br /&gt;
| Специалисты начинают с базовым снаряжением и «специалистским» комплектом — выбор одного из 5 наборов. Максимум два специалиста с одинаковым комплектом. Обладают навыками тяжёлого вооружения, основа поддержки морпехов.&lt;br /&gt;
&lt;br /&gt;
* [[File:Spec_Kit.png|32px]] Используйте набор в активной руке для выбора экипировки.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USCM Squad Engie.png|64px]] &#039;&#039;&#039;Инженер Dust Raider&#039;&#039;&#039;&lt;br /&gt;
| Инженер, ответственный за сооружение и ремонт баррикад, установку мин и турелей. Обеспечивает оборону линии.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USCM Medic.png|64px]] &#039;&#039;&#039;Медик Dust Raider&#039;&#039;&#039;&lt;br /&gt;
| Оказывает медицинскую помощь на передовой, заботится о раненых, чтобы никто не пал.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USCM Standard Marine.png|64px]] &#039;&#039;&#039;Морпех Dust Raider&#039;&#039;&#039;&lt;br /&gt;
| Начинает с одного из трёх основных видов оружия (M41AMK2, M39, M37A2), аптечкой и сигналами. В рюкзаке случайные 3 модификатора.&lt;br /&gt;
&lt;br /&gt;
Основная боевая сила аванпоста. Используйте силу и мужество, чтобы сдержать натиск врага. Полагайтесь друг на друга для выживания.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Инженерия ===&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Должности&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Начальник бункерной команды&#039;&#039;&#039;&lt;br /&gt;
| Ваша задача — руководить бункерной командой. Следите, чтобы в бункере не было пробоин, и управляйте своей командой!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaintTech.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Бункерная команда&#039;&#039;&#039;&lt;br /&gt;
| Отвечаете за укрепление обороны вокруг главного поста и подачу энергии, следите, чтобы линии электропитания были в порядке. Если появится пробоина — быстро её устраните!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Медицина ===&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Должности&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CMO.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Главный хирург&#039;&#039;&#039;&lt;br /&gt;
| Руководите медицинским отделом в бункере. Следите, чтобы морпехи были здоровы и довольны, а врачи — выполняли свою работу.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MD.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Полевой врач&#039;&#039;&#039;&lt;br /&gt;
| Обслуживаете медицинский участок на посту. Следите за здоровьем морпехов!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sci.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Химик&#039;&#039;&#039;&lt;br /&gt;
| Готовите химические препараты для помощи медицинскому персоналу.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Разные должности ===&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Должности&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Синтетик (Синтетик поста)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Требуется разрешение для игры за синтетика&#039;&#039;&#039; — Вы — синтетик базы, у вас множество обязанностей: строить баррикады, оказывать медицинскую помощь и контролировать поставки. Приступайте к работе!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Цель гарнизона Пылевого Рейдера — удержаться от 60 до 90 минут, чтобы установить связь с USS Alistoun и предупредить остальных морпехов Пылевого Рейдера о критической ситуации в гарнизоне на LV-624. Если гарнизон Whiskey Outpost выдержит атаку, остальные Пылевые Рейдеры соберутся вместе и подкрепят гарнизон на LV-624, успешно отразив вторжение пришельцев. После этого Пылевые Рейдеры обеспечат безопасность [http://cm-ss13.com/wiki/images/6/6f/LV624.png LV-624] и всего сектора Нероид, установив мир на долгие годы.&lt;br /&gt;
&lt;br /&gt;
=== Поставки ===&lt;br /&gt;
Поставки на посту обычно ограничены ручным огнестрельным оружием, медицинскими препаратами и инженерным оборудованием, расположенными в разных укреплениях и главном посту. После каждой волны выдаются ящики с набором случайных припасов (патроны, модификаторы, строительные материалы и т. п.) через заказы в бункере. Квартирмейстер или логистическая команда доставляют припасы из главного поста в укрепления на передовой. Поставки либо протаскивают, либо спускают по трубопроводу.&lt;br /&gt;
&lt;br /&gt;
=== Близкая авиационная поддержка ===&lt;br /&gt;
Командиры отрядов могут заказывать авиаудары дополнительно к миномётным обстрелам, используя лазерные целеуказатели. У целеуказателя есть 2 режима — CAS (близкая авиационная поддержка) и Mortar (миномёт) — и два направления прицеливания: с севера на юг (N-S) и с востока на запад (E-W), что определяет направление удара.&lt;br /&gt;
&lt;br /&gt;
== Ксеноморфы ==&lt;br /&gt;
У пришельцев (ксеноморфов) изменён стиль игры под этот режим:&lt;br /&gt;
&lt;br /&gt;
* У пришельцев нет королевы, носителей или лицехватов. Каждую волну появляется всё больше пришельцев, которые бросаются на оборону морпехов, пытаясь её пробить.&lt;br /&gt;
** Перерождение пришельцев происходит без задержек.&lt;br /&gt;
* Более сильные пришельцы появляются в поздних волнах.&lt;br /&gt;
** Волны 1-2 — быстрые волны первых уровней.&lt;br /&gt;
** Волны 3-11 — начинают появляться вторые уровни, с ростом числа.&lt;br /&gt;
** Волна 12 — появляются Рейверы и Преторианцы.&lt;br /&gt;
** Волны 13-14 — появляются Котлы.&lt;br /&gt;
** С 15-й волны количество пришельцев постоянно растёт, усиливая осаду.&lt;br /&gt;
* Если пришельцев слишком много, волна &amp;quot;откладывается&amp;quot;, теряется одна волна, и морпехам становится легче держать пост.&lt;br /&gt;
* Пришельцы не лечатся и не отдыхают на траве — при критическом повреждении сразу истекают кровью и умирают.&lt;br /&gt;
* Пришельцы не эволюционируют, но могут общаться в разуме.&lt;br /&gt;
&lt;br /&gt;
В целом, пришельцы в Whiskey Outpost гораздо более расходны, чем обычно. Вас ожидает много смертей, поэтому не бойтесь бросаться на оборону морпехов и искать слабые места.&lt;br /&gt;
&lt;br /&gt;
=== Стратегия пришельцев ===&lt;br /&gt;
Игру можно разделить на три этапа: ранняя игра (разведка), средняя (наступление) и поздняя (уничтожение).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ранняя игра:&#039;&#039;&#039; только разведчики, много бегунов, несколько стражей и дронов, которые первыми добираются до базы людей. Позже присоединяются немного прячущихся и плевунов. Цель — давить на внешнюю оборону и убивать как можно больше людей, чтобы больше игроков могли играть за пришельцев. В этот период пришельцы слабы и вряд ли смогут легко прорваться.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Средняя игра:&#039;&#039;&#039; наступает с приходом &amp;quot;авангарда&amp;quot; пришельцев после паузы (бомбардировщики задерживают появление пришельцев). Силы теперь состоят из прячущихся, плевунов, защитников, воинов и дронов, с поддержкой стражей и бегунов. Пришельцы становятся серьёзной угрозой — могут быстро захватывать плохо защищённые посты и проникать в центральную базу. Появляются пришельцы третьего уровня. В этот период нужно прорвать переднюю линию обороны и открыть карту для перемещения пришельцев.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Поздняя игра:&#039;&#039;&#039; когда полная армия пришельцев собирается в последние 10–20 минут раунда. Большинство появляются на втором уровне, появляется много пришельцев третьего уровня — дробители, котлы, рейверы, преторианцы. Пришельцы настолько сильны, что быстро уничтожают оставшихся морпехов. Стратегии почти нет, ваша задача — уничтожить оставшихся морпехов до их подкрепления.&lt;br /&gt;
&lt;br /&gt;
Как и в обычном раунде, цель пришельцев — уничтожить всех морпехов. Если это удастся, гарнизон Whiskey Outpost будет уничтожен, сигнал бедствия с LV-624 перехвачен, и пришельцы захватят гарнизон на LV-624. Это событие позже приведёт к прибытию USS Алмаер и батальона &amp;quot;Пикирующие Соколы&amp;quot; через пять лет, судьба которых остаётся неизвестной.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Режим События &amp;quot;Виски-Форпост&amp;quot; =&lt;br /&gt;
&lt;br /&gt;
Режим события &amp;quot;Виски-Форпост&amp;quot; может быть запущен администратором на любой из доступных карт. После активации режима события поздний вход в раунд будет невозможен, а команда людского реагирования не придет на помощь, поэтому, если вы не успели приготовиться вовремя, вам придется либо наблюдать, либо играть за чужого.&lt;br /&gt;
&lt;br /&gt;
== Доступные профессии ==&lt;br /&gt;
Как и в обычном режиме &amp;quot;Виски-Форпост&amp;quot;, для этого события доступен ограниченный набор профессий морпехов.&lt;br /&gt;
&#039;&#039;&#039;Если вы не выберете одну из следующих профессий, вас автоматически сделают рядовым морпехом:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Профессии&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Commander.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Командир (Наземный командир)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Требуется доступ для командиров&#039;&#039;&#039; — вы отвечаете за выбор места строительства форпоста и даете приказы лидерам отрядов для обороны, как в обычном раунде.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MilitaryPolice.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Военная полиция (Почетный караул)&#039;&#039;&#039;&lt;br /&gt;
| Ваша задача — обеспечить безопасность командира до конца миссии. Удачи.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Синтетик (Форпостной синтетик)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Требуется доступ для синтетиков&#039;&#039;&#039; — играйте как в обычном раунде, но с дополнительной задачей — защищать форпост.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MaintTech.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Техник обслуживания (Инженер форпоста)&#039;&#039;&#039;&lt;br /&gt;
| Отвечаете за укрепление обороны вокруг основного форпоста и устранение слабых мест в оборонительной линии.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MD.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Врач&#039;&#039;&#039;&lt;br /&gt;
| Оказываете помощь раненым и мертвым в медицинском отсеке форпоста.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Лидер отряда Пустынных Грабителей&#039;&#039;&#039;&lt;br /&gt;
| Руководите отрядом, строите и удерживаете оборону против волн чужих.&lt;br /&gt;
&lt;br /&gt;
* Бинокль с лазерным целеуказателем [[File:Laser_Designator.png|32px]] имеет два режима: удаленный обстрел миномета (не требует инженера для управления) и авиаудары. Оба режима наносят значительный урон в большой области.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:B18.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Специалист Пустынных Грабителей&#039;&#039;&#039;&lt;br /&gt;
| Убивайте врагов и защищайте своих товарищей.&lt;br /&gt;
&lt;br /&gt;
* [[File:Spec_Kit.png|32px]] Используйте этот набор специального оборудования в активной руке, чтобы выбрать нужное оснащение.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:USCM SG.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Смартганнер Пустынных Грабителей&#039;&#039;&#039;&lt;br /&gt;
| Убивайте врагов и защищайте своих товарищей.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:USCM Squad Engie.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Инженер Пустынных Грабителей&#039;&#039;&#039;&lt;br /&gt;
| Помогайте строить оборону форпоста и устанавливать мины. Ремонтируйте форпост и синтетиков. Не забывайте убивать врагов и защищать товарищей.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:USCM Medic.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Медик Пустынных Грабителей&#039;&#039;&#039;&lt;br /&gt;
| Лечите раненых и доставляйте их в медотсек для операции при необходимости.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:USCM Standard Marine.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Рядовой Пустынных Грабителей&#039;&#039;&#039;&lt;br /&gt;
| Убивайте врагов и защищайте своих товарищей.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Начальная подготовка раунда ==&lt;br /&gt;
В начале раунда появится несколько ящиков, которые морпехи смогут перемещать для создания удобного форпоста с функционирующим медотделением. Следуйте указаниям наземного командира по расположению форпоста. &#039;&#039;&#039;&amp;lt;small&amp;gt;Обратите внимание, что вы можете осмотреть ящики, чтобы узнать, какие машины и припасы в них находятся.&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Типы ящиков&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;background:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Описание&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WO_Materials_Crate.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Инженерные ящики&#039;&#039;&#039;&lt;br /&gt;
| Набор инженерных машин (прожекторы, переработчики, плазменный генератор, погрузчик и др.) и материалов (металл, пластсталь, мешки с песком). Для установки техники перетащите ящик в нужное место форпоста, откройте его ломом — техника будет готова к работе.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WO_Medical_Crate.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Медицинские ящики&#039;&#039;&#039;&lt;br /&gt;
| Набор медицинских устройств (автодоки, кровати для сна, сканеры тел, торговцы медикаментами, операционные столы и др.). Установка аналогична инженерной.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WO_Weapon_and_Turret_Crates.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Ящики с турелями&#039;&#039;&#039;&lt;br /&gt;
| Набор турелей и боеприпасов (M56D, сторожевые турели и соответствующие патроны).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WO_Weapon_and_Turret_Crates.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Ящики с оружием&#039;&#039;&#039;&lt;br /&gt;
| Набор оружия (M41A, дробовик M37A2, M39, огнеметы, тяжелая штурмовая винтовка и др.) и оборонительных материалов (мины и минометный комплект).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WO_Ammo_Crate.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Ящики с боеприпасами&#039;&#039;&#039;&lt;br /&gt;
| Набор боеприпасов (магазины для M41A, коробки дробовика M37A2, магазины для M39 и др.).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Large_Crate.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Ящики с едой&#039;&#039;&#039;&lt;br /&gt;
| Набор пайков MRE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ход раунда ==&lt;br /&gt;
После создания форпоста начнут появляться волны чужих с короткими перерывами. Из-за большого количества нападающих морпехам выданы специальные маяки снабжения [[File:WO_Supply_Beacon.png|32px]], которые при активации позволяют выбирать необходимые припасы и автоматически вызывать их доставку в виде комплектов.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Обратите внимание, что комплекты снабжения также будут случайным образом появляться после каждой волны с рандомным содержимым.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Если вы играете за чужого, помните, что вы численно превосходите морпехов, но если они смогут выдержать и отбить атаку — вы проиграете. Не переживайте о своей смерти, если помогли в осаде.&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=HVH:Union_of_Progressive_Peoples&amp;diff=15585</id>
		<title>HVH:Union of Progressive Peoples</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=HVH:Union_of_Progressive_Peoples&amp;diff=15585"/>
		<updated>2026-01-24T10:39:47Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Вспомогательная Поддержка */ Убрана тавтология (Вспомогательная Поддержка -&amp;gt; Поддержка)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{Formatting}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ADA36C&lt;br /&gt;
|headerfontcolor = grey&lt;br /&gt;
|stafftype = Union of Progressive Peoples&lt;br /&gt;
|jobtitle = Armed Forces of the UPP&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = UppStandard.png&lt;br /&gt;
|rank = Depends on role&lt;br /&gt;
|difficulty = Variable&lt;br /&gt;
|superior = N/A&lt;br /&gt;
|duties = Prevent the USCM from accomplishing their goals, at all costs. &lt;br /&gt;
|guides = [[HVH:Faction Clash|Faction Clash Game Mode]]&lt;br /&gt;
|description = You are a loyal and patriotic citizen of the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;. To better express your love and respect for the government, you enlisted in the Armed Forces of the Union of Progressive Peoples. Contrary to American propaganda, members of the Armed Forces of the UPP are well trained, highly motivated, and are similarly well equipped to their American counterparts. Whilst they may lack the technological edge of the Americans and their corporate masters, they triumph through sheer human will, the power of the people and brute strength. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unity through Strength, Freedom through Unity&#039;&#039; - UPP Armed Forces Motto.&lt;br /&gt;
&lt;br /&gt;
== Обзор ==&lt;br /&gt;
As a member of the &#039;&#039;&#039;Armed Forces of the Union of Progressive Peoples&#039;&#039;&#039;, you are part of the largest human military force that stands in direct and hostile opposition to the &#039;&#039;&#039;United Americas&#039;&#039;&#039; and the &#039;&#039;&#039;United States Colonial Marine Corps&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
While during a typical &#039;&#039;&#039;Distress Call&#039;&#039;&#039; game mode, you exist in a state of cold war with the USCM, meaning you can often range from being hostile, neutral or even allied with the USCM. However, during the &#039;&#039;&#039;Faction Clash&#039;&#039;&#039; game mode, you will almost always be hostile towards the &#039;&#039;&#039;USCM and their allies&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For more information about the game mode, read here: https://cm-ss13.com/wiki/HVH:Faction_Clash&lt;br /&gt;
&lt;br /&gt;
Should you encounter any third-party forces, such as &#039;&#039;&#039;non-combatant civilians&#039;&#039;&#039;, &#039;&#039;&#039;colonial rebel forces&#039;&#039;&#039;, or even &#039;&#039;&#039;xenomorphs&#039;&#039;&#039;, you will generally use whatever force is necessary to defend yourself while prosecuting your primary task of defeating the USCM forces. You should generally not conduct combat operations against neutral or uninvolved third-party forces present on a battlefield unless they take up arms against you, or you are directed by your command.&lt;br /&gt;
&lt;br /&gt;
== Командование ==&lt;br /&gt;
Leaders of the battalion. Working to &#039;&#039;&#039;Command&#039;&#039;&#039; and coordinate the soldiers in executing the tasks given to them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; swidth=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppmayjor.png|64px|link=Командующий Офицер]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Командующий Офицер|Major / Polkovnik]]&#039;&#039;&#039;&lt;br /&gt;
| description = The overall commander of the UPP forces. Lead your battalion and achieve a total victory for the UPP! &amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; This job is whitelisted for HvH events.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppkapitan.png|64px|link=Исполнительный Офицер]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Исполнительный Офицер|Captain / Kapitan]]&#039;&#039;&#039;&lt;br /&gt;
| description = The 2nd in Command. Execute the orders the Mayjor gives you and fill in for them if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppleytenant.png|64px|link=Штаб-Офицер]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Штаб-Офицер|Staff Officer / Starshiy Leytenant]]&#039;&#039;&#039;&lt;br /&gt;
| description = Assist in managing the squads and provide field intelligence to the Mayjor and Kapitan to allow them to formulate a brilliant strategic plan. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:commissar.png|64px|link=Political Commissar]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Political Commissar]]&#039;&#039;&#039;&lt;br /&gt;
| description = Work to maintain the political ideology and political control of the battalion, maintain patriotic fervour amongst the troops. You operate outside of the chain of command and answer only to High Command, but you must still ingratiate yourself to the Command Staff lest you be shut out. &amp;lt;br /&amp;gt; You also have access to a special issue field camera, to better record the positive deeds of the troops. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Поддержка ==&lt;br /&gt;
The Auxiliary support personnel are tasked with supporting the soldiers either by providing support through firepower or other means.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200 |Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=100 |Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppStandard.png|64px|link=Пилот]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Пилот]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
| description = Transport the battle hardened soldiers of the Rostock to the battlefield. Defend your Accipiter-Dropship.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Военная Полиция ==&lt;br /&gt;
The &#039;&#039;&#039;Military Police&#039;&#039;&#039; work alongside the Command staff to ensure compliance amongst the men, to secure and process prisoners of war or other political enemies of the union and to protect the Command staff from any threats. These roles operate similarly to their USCM counterpart and are expected to hold themselves to a similar standard.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200 |Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=100 |Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppMilitaryPolice.png|64px|link=Военная Полиция]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Военная Полиция| Military Police / Politsiya]]&#039;&#039;&#039;&lt;br /&gt;
| description = Military Police officer of the UPP. Detain and process prisoners of war, handle cases of insubordination and protect the lives of the Command staff. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Пехота ==&lt;br /&gt;
The &#039;&#039;&#039;Ground Troops&#039;&#039;&#039; of the Armed Forces of the UPP. Well trained, equipped and motivated. The UPP operate under a similar squad command structure that their USCM counterparts do. Each soldier is divided between four squads &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Akula&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bizon&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Chayka&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Delfin&#039;&#039;&#039;&amp;lt;/span&amp;gt; squads, with each squad being assigned a Squad Leader, a Weapons Specialist, and a small group of Medics and Sappers. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200 |Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=100 |Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppLeader.png|64px|link=Командир Отряда]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Командир Отряда|Squad Leader / Starshiy Serzhant]]&#039;&#039;&#039; [[File:UPP Squad Leader icon.png|16px]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Leader of one of the four squads. Coordinate your subordinates in executing the plan of the Command staff. Issued superior armour due to their rank and trust. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppHeavy.png|64px|link=Оружейный Специалист]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Оружейный Специалист|Weapons Specialist / Serzhant]]&#039;&#039;&#039; [[File:UPP Specialist icon.png|16px]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Trusted with access to a man portable heavy machinegun and top-tier armour for personal defence. In addition to man-portable anti-tank weaponry and incendiary weapons. A combat professional through and through, and totally loyal to the cause. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppMedic.png|64px|link=Полевой Санитар]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Полевой Санитар|Medic / MSzht Medic]]&#039;&#039;&#039; [[File:UPP Medic icon.png|16px]]&amp;lt;br&amp;gt;&lt;br /&gt;
| description = Keep the Soldiers in fighting condition, or as close as you can get them. Drag those who need to be sent back to Medbay for treatment. Assist in tending to recovered enemy POWs as required. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppEngineer.png|64px|link=Полевой Техник]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Полевой Техник|Engineer / MSzht Engineer]]&#039;&#039;&#039; [[File:UPP Sapper icon.png|16px]]&lt;br /&gt;
| description = Build or remove fortifications. Establish and maintain Power. Gain access to blocked off areas and assist in frontline combat engineering tasks. Employ your sentry gun.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppStandard.png|64px|link=Стрелок]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Стрелок|Private / Ryadovoy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
| description = The fanatical frontline soldiers of the union. Follow your squad leaders order and bring total victory to the union!&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Медики ==&lt;br /&gt;
As with the USCM, the &#039;&#039;&#039;Medical&#039;&#039;&#039; department is critical for the success of the troops. Heal the injured and keep the cause of the union alive. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200 |Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=100 |Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppMD.png|64px|link=Доктор]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Доктор|Doctor / Leytenant Doktor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Treat all the brave soldiers that come into your medbay. Perform field surgery as required. Assist the Military Police in stabilising captured enemy POWs. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Снабжение ==&lt;br /&gt;
The &#039;&#039;&#039;Supply&#039;&#039;&#039; Department works to ensure the troops are supplied with whatever ancillary gear they need.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200 |Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=100 |Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:LogTech.png|64px|link=Грузовой Техник]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Грузовой Техник|Logistics]]&#039;&#039;&#039; &#039;&#039;&#039;[[Maintenance Technician|Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Manage the supply depot, distribute gear to the soldiers as they need them. Perform engineering and construction tasks as required. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Синтетики ==&lt;br /&gt;
The UPP also make use of &#039;&#039;&#039;Synthetics&#039;&#039;&#039; for frontline support work. Their Synthetics tend to be less &amp;quot;advance&amp;quot; compared to their USCM and Corporate counterparts, but they are nonetheless an invaluable tool and their presence is appreciated.&lt;br /&gt;
&lt;br /&gt;
UPP Synthetics are completely loyal to the cause and are unwavering in their belief in final victory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This role is whitelisted for HvH events.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200 |Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=100 |Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:uppSynth.png|64px|link=Синтетик]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Синтетик|UPP Support Synthetic]]&#039;&#039;&#039;&lt;br /&gt;
| description = &#039;&#039;Communism is the final path on the road to freedom.&#039;&#039; &amp;lt;br&amp;gt; Assist the men and women of the battalion in any and all applicable tasks. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:WorkingJoe.png|64px|link=Рабочий Джо]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Рабочий Джо|Dzho Automaton]]&#039;&#039;&#039;&lt;br /&gt;
| description = Perform basic shipside engineering and service tasks. Conduct basic security checks of newly arrived personnel and of shipboard activity. You are duly authorized by your shipboard AI to carry and use a pistol firearm in self-defence, or if you encounter un-restrained Americans. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The UPP employ their own arsenal of unique weapons and armour. Broadly speaking, UPP equipment is generally less esoteric and flexible in functionality compared to their USCM counterparts. Whereas the USCM may have access to far more useful tools, the UPP often are left with more of a big stick. This does mean, generally, that UPP equipment tends to be somewhat stronger in terms of damage dealing, or damage resistance. &lt;br /&gt;
&lt;br /&gt;
[[Marine_Equipment#Mercenary_or_Black_Ops_Equipment|You can read more about UPP equipment on this page.]] &lt;br /&gt;
&lt;br /&gt;
== SSV Rostock ==&lt;br /&gt;
The SSV Rostock is a &#039;&#039;&#039;&#039;&#039;Brandenburg&#039;&#039;-Class expeditionary-frigate.&#039;&#039;&#039; A model of warships employed by the Union of Progressive People&#039;s, the Brandenburg was initially designed as a frontline railgun assault frigate, but following a doctrinal overhaul following the disaster of the Tientsin campaign, the Brandenburg was redesigned to become a mid-range missile combatant with two light-railguns in reserve, being given an extended fuel supply, a far more powerful FTL engine and an expanded hanger bay, capable of holding an Accipiter-dropship and two MIG-730 aero superiority fighters. It was intended that the Brandenburg would act to screen the larger and more valuable &#039;&#039;&#039;VP-153D &#039;&#039;Kremlin&#039;&#039;&#039;&#039;&#039; capital ships. &lt;br /&gt;
&lt;br /&gt;
The Rostock is one of the few warships operated by the UPP within the Neroid sector. Due to their precarious circumstances, the personnel of the Neroid garrison performed several modifications to the Rostock, including the installation of a stolen corporate FTL inhibitor, an expanded cryo-stasis rack and an improved stealth coating, allowing it to better shadow enemy vessels. Whilst the stealth armour has decreased the vessels survivability, it was judged that the Frigate is already sufficiently lightly armoured that it would be better to improve its ability to evade detection, than absorb incoming fire. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the time being, the craft was relegated to reconnaissance duties across the Neroid sector, observing areas of interest and ascertaining the disposition of Imperial and American forces in the sector.&#039;&#039;&#039; &lt;br /&gt;
[[File:Uppwarship.png|left|thumb|666x666px]]&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9C%D0%BE%D1%80%D0%BF%D0%B5%D1%85%D0%B8&amp;diff=15584</id>
		<title>Морпехи</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9C%D0%BE%D1%80%D0%BF%D0%B5%D1%85%D0%B8&amp;diff=15584"/>
		<updated>2026-01-24T10:39:22Z</updated>

		<summary type="html">&lt;p&gt;Alexin: /* Вспомогательная Поддержка */ Убрана тавтология (Вспомогательная Поддержка -&amp;gt; Поддержка)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Эти колониальные морпехи очень крутые ребята, у них самое современное оружие. Они справятся с кем угодно, так ведь лейтенант?&amp;quot;&#039;&#039;&lt;br /&gt;
- Картер Бёрк Лейтенанту Горману &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ты просыпаешься из криостазиса в стандартной военной униформе, зевая ты делаешь растяжку дабы расслабить мышцы после долгого нахождения в одной позе. Оглянувшись ты замечаешь знакомые стены [[USS Алмаер|Алмаера]] и других морпехов которые повторяют те же действия и шагают в сторону комнаты подготовки. Двинувшись за своими братьями по оружию ты собираешь свое снаряжение и садишься слушать брифинг, погрузившись в мысли о предстоящей операции.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Получается ты вступил в &#039;&#039;&#039;Корпус Колониальной Морской Пехоты&#039;&#039;&#039;, так? К счастью для тебя у нас имеется каждая крупинка информации которую ты бездарно прослушал на учебке! Не беспокойся тут многие забывают некоторые детали поэтому используй руководство ниже как надо будет освежить память. &lt;br /&gt;
&lt;br /&gt;
== Командование ==&lt;br /&gt;
&#039;&#039;&#039;Командование&#039;&#039;&#039; это мозги всей операции - координируя отряды морпехов и вспомогательные отделы на корабле они приближают победу над грязными ксеноморфами.&lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = CentCom&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = Commander.png&lt;br /&gt;
|Иконка = Commanding Officer icon.png&lt;br /&gt;
|Ссылка = Командующий Офицер&lt;br /&gt;
|Должность = Командующий Офицер&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Всё судно и прикрепленный батальон под вашим контролем. Ведите своих морпехов к победе и заработайте себе очередную победу во славу ККМП! &amp;lt;br /&amp;gt;&#039;&#039;&#039;Заметка:&#039;&#039;&#039; В данный момент роль находится под вайтлистом. Чтобы ее получить ожидайте оповещения в дискорд-сервере проекта об наборе людей на эту роль.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Очень высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = XO.png&lt;br /&gt;
|Иконка = Executive Officer icon.png&lt;br /&gt;
|Ссылка = Исполнительный Офицер&lt;br /&gt;
|Должность = Исполнительный Офицер&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Второй по важности человек на судне. Убедитесь чтобы приказы вашего Командующего Офицера были исполнены или замените его в случае его отсутствия. Контролируйте и координируйте ваших Штаб-Офицеров.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = BridgeOfficer.png&lt;br /&gt;
|Иконка = Staff Officer icon.png&lt;br /&gt;
|Ссылка = Штаб-Офицер&lt;br /&gt;
|Должность = Штаб-Офицер&lt;br /&gt;
|Количество = 4&lt;br /&gt;
|Описание = Исполняйте приказы вашего Командующего Офицера и Исполнительного Офицера. Используя консоли наблюдения контролируйте отряд под вашим командованием.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = SEA.png&lt;br /&gt;
|Иконка = Senior Enlisted Advisor icon.png&lt;br /&gt;
|Ссылка = Старший Инструктор&lt;br /&gt;
|Должность = Старший Инструктор&lt;br /&gt;
|Количество = 2&lt;br /&gt;
|Описание = Консультируйте и обучайте неопытных морпехов и экипаж судна. &amp;lt;br&amp;gt;&#039;&#039;&#039;Заметка:&#039;&#039;&#039; Роль эксклюзивно для менторов и администраторов.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Поддержка ==&lt;br /&gt;
Морпехи приписанные к отделу &#039;&#039;&#039;Вспомогательной Поддержки&#039;&#039;&#039; обеспечивают поддержку для морпехов на фронте различными способами включая огневую поддержку.&lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Command&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = ASO.png&lt;br /&gt;
|Иконка = Auxiliary Support Officer icon.png&lt;br /&gt;
|Ссылка = Офицер Поддержки&lt;br /&gt;
|Должность = Офицер Поддержки&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Координируйте работу своего и других отделов для наибольшей эффективности. Контролируйте и помогайте Офицерам Разведки.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Pilot.png&lt;br /&gt;
|Иконка = Pilot Officer icon.png&lt;br /&gt;
|Ссылка = Пилот&lt;br /&gt;
|Должность = Пилот&lt;br /&gt;
|Количество = 2&lt;br /&gt;
|Описание = Занимайтесь транспортировкой морпехов на своем челноке или обеспечивайте близкую огневую поддержку с воздуха. Следите за тем чтобы на ваш челнок не проникли вторженцы.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = DropshipCrewChief.png&lt;br /&gt;
|Иконка = Dropship Crew Chief icon.png&lt;br /&gt;
|Ссылка = Экипаж Десантного Корабля&lt;br /&gt;
|Должность = Экипаж Десантного Корабля&lt;br /&gt;
|Количество = 2&lt;br /&gt;
|Описание = Помогайте вашему пилоту и следите за состоянием челнока. Также помогайте с транспортировкой раненых в медблок.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Низкая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Vehicle-Crewman.png&lt;br /&gt;
|Иконка = Vehicle Crewman icon.png&lt;br /&gt;
|Ссылка = Экипаж Танка&lt;br /&gt;
|Должность = Экипаж Танка&lt;br /&gt;
|Количество = 2&lt;br /&gt;
|Описание = Управляйте бронетранспортером M577 и морпехов транспортной поддержкой во время операции.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = IntelOfficer.png&lt;br /&gt;
|Иконка = Intelligence Officer icon.png&lt;br /&gt;
|Ссылка = Офицер Разведки&lt;br /&gt;
|Должность = Офицер Разведки&lt;br /&gt;
|Количество = 3&lt;br /&gt;
|Описание = Доставайте важную информацию с места проведения операции, изучайте ее на корабле и получайте за это очки технологий. Очки используются для закупки дополнительной поддержки и крайне важны для операции. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Военная Полиция ==&lt;br /&gt;
&#039;&#039;&#039;Военная Полиция&#039;&#039;&#039; это один из основных отделов поддержки для командующего состава. В их задачи входит слежка за соблюдением [[Морское право|Военного Закона]] и задержание нарушителей среди морпехов. Также в их обязанности входит защита командующего состава в случае мятежа на судне.&lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Security&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = WarrantOfficer.png&lt;br /&gt;
|Иконка = Chief MP icon.png&lt;br /&gt;
|Ссылка = Шеф Военной Полиции&lt;br /&gt;
|Должность = Шеф Военной Полиции&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Командуйте вашим составом Военной Полиции. Следите за исполнением Военного Закона.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Очень высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Warden.png&lt;br /&gt;
|Иконка = Warden icon.png&lt;br /&gt;
|Ссылка = Военный Смотритель&lt;br /&gt;
|Должность = Военный Смотритель&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Следите за бригом и помогайте в заключении нарушителей. Следите за исполнением Военного Закона.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = MilitaryPolice.png&lt;br /&gt;
|Иконка = Military Police icon.png&lt;br /&gt;
|Ссылка = Военная Полиция&lt;br /&gt;
|Должность = Военная Полиция&lt;br /&gt;
|Количество = 5&lt;br /&gt;
|Описание = Следите за исполнением Военного Закона. Задерживайте всех кто не следует Военному Закону. Защищайте судно от вторженцев. Защищайте экипаж судна.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Морпехи ==&lt;br /&gt;
&#039;&#039;&#039;Наземные силы&#039;&#039;&#039; ККМП являются основной боевой силой Алмаера и именно они отправляются в первых рядах на различные операции внутри сектора Нероида. Морпехов разделяют на четыре отряда: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Альфа&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Браво&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Чарли&#039;&#039;&#039;&amp;lt;/span&amp;gt;, или &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Дельта&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Каждый отряд имеет Командира Отряда который координирует свой отряд и готовит его к операции, Командира Боевой Группы выполняющего роль связного и наводчика, Оружейного Специалиста с специальным снаряжением доступным только ему самому, Смартганнера с особым оружием у которого встроена система IFF, Полевого Санитара обеспечивающего медицинскую помощь морпехам, Полевого Техника который выстраивает укрепления или уничтожает их, ну и конечно же Стрелка который является основной боевой единицей в отряде.&lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Lavaland&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = SL.png&lt;br /&gt;
|Иконка = Squad Leader icon.png&lt;br /&gt;
|Ссылка = Командир Отряда&lt;br /&gt;
|Должность = Командир Отряда&lt;br /&gt;
|Количество = 4&lt;br /&gt;
|Описание = Командир одного из четырех отрядов. Отдавайте приказы своему отряду и боевым группам, а также выполняйте приказы командования. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = IntelOfficer.png&lt;br /&gt;
|Иконка = Fireteam Leader icon.png&lt;br /&gt;
|Ссылка = Командир Боевой Группы&lt;br /&gt;
|Должность = Командир Боевой Группы&lt;br /&gt;
|Количество = 8&lt;br /&gt;
|Описание = Следуйте приказам своего командира и управляйте своей боевой группой если таковая была вам назначена. Наводите поддержку с воздуха или другие огневые поддержки с помощью лазерного целеуказателя. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Gl spec.png&lt;br /&gt;
|Иконка = Weapons Specialist icon.png&lt;br /&gt;
|Ссылка = Оружейный Специалист&lt;br /&gt;
|Должность = Оружейный Специалист&lt;br /&gt;
|Количество = 4&lt;br /&gt;
|Описание = Имеет доступ к тяжёлому вооружению которым пользоваться может лишь он сам. Цените свою жизнь, вы один такой на весь батальон и ваша потеря будет катастрофой. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = USCM SG.png&lt;br /&gt;
|Иконка = Smartgunner icon.png&lt;br /&gt;
|Ссылка = Смартганнер&lt;br /&gt;
|Должность = Смартганнер&lt;br /&gt;
|Количество = 4&lt;br /&gt;
|Описание = Используя свой смартган оказывайте поддержку отряду подавляющим огнем или ещё лучше ликвидацией противника.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = USCM Medic.png&lt;br /&gt;
|Иконка = Hospital Corpsman icon.png&lt;br /&gt;
|Ссылка = Полевой Санитар&lt;br /&gt;
|Должность = Полевой Санитар&lt;br /&gt;
|Количество = 16&lt;br /&gt;
|Описание = Поддерживайте морпехов в боевом состоянии. Эвакуируйте тех кому нужна более серьёзная медицинская помощь. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = USCM Squad Engie.png&lt;br /&gt;
|Иконка = Combat Technician icon.png&lt;br /&gt;
|Ссылка = Полевой Техник&lt;br /&gt;
|Должность = Полевой Техник&lt;br /&gt;
|Количество = 12&lt;br /&gt;
|Описание = Стройте или убирайте баррикады. Создайте полевую базу и почините энергию на колонии. Также чините телекоммуникации и сенсоры.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = USCM Standard Marine.png&lt;br /&gt;
|Ссылка = Стрелок&lt;br /&gt;
|Должность = Стрелок&lt;br /&gt;
|Количество = ∞&lt;br /&gt;
|Описание = Выполняйте приказы вышестоящих. Делайте свою работу и стреляйте тогда когда надо стрелять. Попытайтесь не умереть в процессе. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Низкая&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Инженеры ==&lt;br /&gt;
&#039;&#039;&#039;Инженерный отдел&#039;&#039;&#039; один из важнейших отделов для стабильной работы судна. В их задачи входит настройка двигателей и починка любых повреждений судна. &lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Engineering&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = CE.png&lt;br /&gt;
|Иконка = Chief Engineer icon.png&lt;br /&gt;
|Ссылка = Главный Инженер&lt;br /&gt;
|Должность = Главный Инженер&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Наблюдайте за процессом работы своих подчинённых и телекоммуникаций. Следите за состоянием судна.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = OrdTech.png&lt;br /&gt;
|Иконка = Ordnance Technician icon.png&lt;br /&gt;
|Ссылка = Оружейный Техник&lt;br /&gt;
|Должность = Оружейный Техник&lt;br /&gt;
|Количество = 3&lt;br /&gt;
|Описание = Создавайте экспериментальные взрывные устройства для использования морпехами в ходе операции. Чините любые повреждения на судне и челноках. Обслуживайте &#039;&#039;&#039;орбитальную пушку Алмаера&#039;&#039;&#039; путём её зарядки. Выполняйте уборку помещений. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = MaintTech.png&lt;br /&gt;
|Иконка = Maintenance Technician icon.png&lt;br /&gt;
|Ссылка = Техник Обслуживания&lt;br /&gt;
|Должность = Техник Обслуживания&lt;br /&gt;
|Количество = 3&lt;br /&gt;
|Описание = Следите за реактором Алмаера, а также обслуживайте его. Чините любые повреждения на судне и челноках. Обслуживайте &#039;&#039;&#039;орбитальную пушку Алмаера&#039;&#039;&#039; путём её зарядки. Выполняйте уборку помещений. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Низкая&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Медики / Исследователи ==&lt;br /&gt;
&#039;&#039;&#039;Медицинский отдел&#039;&#039;&#039; это очень важный отдел для того чтобы операция прошла успешна. В их задачи входит лечение морпехов и проведение хирургических операций по типу вырезанию инородных объектов из тела. Исследователи занимаются разработкой сильной экипировки для морпехов. &lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Civilian&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = CMO.png&lt;br /&gt;
|Иконка = Chief Medical Officer icon.png&lt;br /&gt;
|Ссылка = Главрач&lt;br /&gt;
|Должность = Главрач&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Следите за работой докторов, исследователей и химиков. Выполняйте роль советника по медицинским делам для командования. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = MD.png&lt;br /&gt;
|Иконка = Doctor icon.png&lt;br /&gt;
|Ссылка = Доктор&lt;br /&gt;
|Должность = Доктор&lt;br /&gt;
|Количество = 5&lt;br /&gt;
|Описание = Лечите всех пациентов которые пребывают в медблок. Занимайтесь транспортировкой раненных морпехов из челноков в медблок. Ставьте хирургические операции по вырезанию грудоломов в приоритет.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = MD.png&lt;br /&gt;
|Иконка = Field Doctor icon.png&lt;br /&gt;
|Ссылка = Полевой Врач&lt;br /&gt;
|Должность = Полевой Врач&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Лечите всех морпехов на месте проведения операции. Ставьте хирургические операции по вырезанию грудоломов в приоритет.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Nurse.png&lt;br /&gt;
|Иконка = Nurse icon.png&lt;br /&gt;
|Ссылка = Медработник&lt;br /&gt;
|Должность = Медработник&lt;br /&gt;
|Количество = 3&lt;br /&gt;
|Описание = Помогайте докторам в их работе. Занимайте химию и создавайте лекарства. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Низкая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Sci.png&lt;br /&gt;
|Иконка = Researcher icon.png&lt;br /&gt;
|Ссылка = Исследователь&lt;br /&gt;
|Должность = Исследователь&lt;br /&gt;
|Количество = 2&lt;br /&gt;
|Описание = Изучайте то что вам пришлют с места проведения операции. Создавайте и анализируйте новые химикаты, снаряжение и прочие предметы. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Снабжение ==&lt;br /&gt;
&#039;&#039;&#039;Отдел снабжения&#039;&#039;&#039; довольно маленький, но невероятно важный отдел для успешного проведения операции. Основной целью является сбор снаряжения и его отправка морпехам на поле боя. Они также занимаются выдачей снаряжения на стойках при подготовке в начале операции.&lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Gray&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = RO.png&lt;br /&gt;
|Иконка = Quartermaster icon.png&lt;br /&gt;
|Ссылка = Квартирмейстер&lt;br /&gt;
|Должность = Квартирмейстер&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Следите за работой вашего отдела и снабжайте морпехов. Заказывайте снаряжение через грузовой лифт в вашем отделе. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = CargoTech.png&lt;br /&gt;
|Иконка = Cargo Technician icon.png&lt;br /&gt;
|Ссылка = Грузовой Техник&lt;br /&gt;
|Должность = Грузовой Техник&lt;br /&gt;
|Количество = 2&lt;br /&gt;
|Описание = Помогайте вашему квартирмейстеру. Снабжайте морпехов.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Низкая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = MessSergeant(True).png&lt;br /&gt;
|Иконка = Mess Technician icon.png&lt;br /&gt;
|Ссылка = Обслуживающий Персонал&lt;br /&gt;
|Должность = Обслуживающий Персонал&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Делайте кулинарные шедевры для морпехов и экипажа судна. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Низкая&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Синтетики ==&lt;br /&gt;
Роль &#039;&#039;&#039;Синтетика&#039;&#039;&#039; уникальная так как игрок управляет существом, которое сильнее, быстрее и умнее чем обычные люди. Единственный их недостаток это записанные им правила поведения которые не позволяют им выполнять некоторые занятия. В данный момент роли находятся под вайтлистом. Чтобы ее получить ожидайте оповещения в дискорд-сервере проекта об наборе людей на эту роль.&lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Green&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = Synth.png&lt;br /&gt;
|Иконка = Synthetic icon.png&lt;br /&gt;
|Ссылка = Синтетик&lt;br /&gt;
|Должность = Синтетик&lt;br /&gt;
|Количество = 1&lt;br /&gt;
|Описание = Выполняйте запросы экипажа Алмаера. Оказывайте помощь людям. Следуйте своим дерективам.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Очень высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = WorkingJoe.png&lt;br /&gt;
|Ссылка = Рабочий Джо&lt;br /&gt;
|Должность = Рабочий Джо&lt;br /&gt;
|Количество = 6&lt;br /&gt;
|Описание = Помогайте в обслуживании судна и соблюдайте чистоту.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Прочие роли ==&lt;br /&gt;
Данные роли не являются частью Корпуса Колониальной Морской Пехоты. Связной Корпорации и Корреспондент единственные роли которые появляются на Алмаере, Выжившие появляются на колонии, Отряды Быстрого Реагирования в случае отправки сигнала бедствия с Алмаера.&lt;br /&gt;
&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Supply&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = CorpLiason.png&lt;br /&gt;
|Ссылка = Связной Корпорации&lt;br /&gt;
|Должность = Связной Корпорации&lt;br /&gt;
|Описание = Будьте связующим звеном между Алмаером и Компанией. Используйте факс-машины для отчетности перед Компанией. Убедитесь что интересы Компании будут соблюдены и удовлетворены. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Combat Correspondent.png&lt;br /&gt;
|Ссылка = Полевой Корреспондент&lt;br /&gt;
|Должность = Полевой Корреспондент&lt;br /&gt;
|Описание = Ведите запись в прямом эфире с места событий для публики по всему миру. Делайте фотографии необычных ситуаций. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Низкая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Survivor.png&lt;br /&gt;
|Ссылка = Выживший&lt;br /&gt;
|Должность = Выживший&lt;br /&gt;
|Описание = Постарайтесь выжить.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Очень высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = PMC-Standard.png&lt;br /&gt;
|Ссылка = Отряды Быстрого Реагирования&lt;br /&gt;
|Должность = Отряды Быстрого Реагирования&lt;br /&gt;
|Описание = Ответьте на сигнал бедствия дабы помочь морпехам... или наоборот. &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Cultist.png&lt;br /&gt;
|Ссылка = Культисты&lt;br /&gt;
|Должность = Культисты&lt;br /&gt;
|Описание = Заражайте морпехов, служите улью, слава Королеве! &lt;br /&gt;
|Сложность = &#039;&#039;&#039;Средняя&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = Responders.png&lt;br /&gt;
|Ссылка = Секретарь на Факсе&lt;br /&gt;
|Должность = Секретарь на Факсе&lt;br /&gt;
|Описание = &lt;br /&gt;
|Сложность = &#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Убранные роли ==&lt;br /&gt;
{{RoleTable&lt;br /&gt;
|Департамент = Supply&lt;br /&gt;
|Лист = {{RoleList&lt;br /&gt;
|Изображение = Agent.png&lt;br /&gt;
|Ссылка = Agent&lt;br /&gt;
|Должность = Agent&lt;br /&gt;
|Описание = Complete objectives for your assigned faction.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Высокая&#039;&#039;&#039;}}&lt;br /&gt;
{{RoleList&lt;br /&gt;
|Изображение = CMO.png&lt;br /&gt;
|Ссылка = Changeling&lt;br /&gt;
|Должность = Changeling&lt;br /&gt;
|Описание = Infiltrate the ship and crew. Impersonate people. Complete your objectives. Don&#039;t get caught.&lt;br /&gt;
|Сложность = &#039;&#039;&#039;Очень высокая&#039;&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Медали за время игры ==&lt;br /&gt;
В зависимости от наигранных часов на определенной роли вы будете получать медали. Их можно повесить на броню и хвастаться перед другими рассказывая байки о пройденном космовьетнаме. В данный момент для получения медалей требуется столько часов игры на одной роли: &lt;br /&gt;
&lt;br /&gt;
* Бронзовая: 10 часов&lt;br /&gt;
* Серебряная: 25 часов&lt;br /&gt;
* Золотая: 60 часов&lt;br /&gt;
* Платиновая: 110 часов&lt;br /&gt;
&lt;br /&gt;
== Звания за время игры ==&lt;br /&gt;
Также как с медали чем больше ты играешь тем больше у тебя звание. У всех ролей разные повышения, но стоит отметить что не у всех вообще есть повышения званий за время игры. В данный момент для получения звания требуется столько часов игры на одной роли:&lt;br /&gt;
&lt;br /&gt;
* Первое повышение: 10 часов&lt;br /&gt;
* Второе повышение: 60 часов&lt;/div&gt;</summary>
		<author><name>Alexin</name></author>
	</entry>
</feed>