This page covers basic military policies that apply to both the Marines and Navy aboard the Battlestar Cerberus. Got questions? Ask!
Ranks on the series are co-mingled with the Navy to keep a structure. Some ranks are missing, but these are off the Wiki site and Marine site. Cerberus will have some of the ranks, but not all. It is unlikely there will be any PC Admirals or Generals on the MU. It is further recommended that anyone wishing to apply for a Captain or higher speak with staff before moving through the application process.
|Navy Enlisted||Marine Enlisted||Service|
|Specialist||Lance Cpl||2 years|
|Petty Officer 3rd Class||Corporal||3 years|
|Petty Officer 2||Sergeant||4 years|
|Petty Officer 1||Staff Sgt||7 years|
|Chief Petty Officer||Gunnery Sgt||10 years|
|Senior Chief Petty Officer||Master Sgt||13 years|
|Master Chief Petty Officer||Sgt Major||20 years|
|Lieutenant JG||2 years|
|Lieutenant Colonel||16 years|
|Rear Admiral||25+ years|
- Brig Rules
- Hangar Deck Safety
- Shore Leave
These are standing regulations regarding prisoners in the main brig:
- Prisoners are allowed to receive visitors at designated hours.
- All visitors must check in with the guard on duty.
- The prisoner may refuse visitors.
- Weapons are not permitted in the brig. (The guards do not make a habit of patting people down when they come in, but they are authorized to do so if they are suspicious. Or just mean.)
- Physical contact with the prisoner is not permitted.
- All gifts must be cleared with the guard (with strict limitations on what is allowed.)
- Prisoners are regularly given changes of clothes and sheets, and their stuff laundered by the support department.
- Prisoners are regularly given shower time, under minimal escort. Toilets are in the cells.
- Prisoners receive regular meals, brought up from the galley by the support dept and delivered to the prisoners by the guards.
The aux brig and solitary confinement cells are subject to special restrictions beyond this. In particular, visitors must be cleared ahead of time by the S2, and gifts are even more restricted. There is also a shower in the aux brig cell, so no shower time.
An aviator call sign or callsign is a nickname given to a military pilot or other flight officer. This call sign is a substitute for the officer's given name, and is used on name tags, planes, and radio conversations. In deference to the latter, callsigns are never longer than three syllables max, as they serve as a quick means of identification and recognition.
Aviator call signs nearly always must come from a member of the aviator's squadron or training group. They are never selected by the pilot they will belong to. For any reason. Some stick with the aviator forever, while in other cases an aviator might have a series of call signs throughout his or her career. Callsigns are typically from something horribly embarrassing ("Stain" due to a "dirty" backside after a near-fatal mission), a play on the pilot's name (Samuel "Cheese" Kraft), or something that describes a part of their personality that pisses other pilots off ("Booger"). There is usually a very good story to go with these names, too, as they are decided on by an ad hoc committee (usually at a bar). "Cool" callsigns (Iceman, Maverick, blah blah blah) are considered poor form unless there's something funny behind it.
All loudspeaker announcements are audible to everyone on board the ship, close to a wireless terminal. They should be used for short announcements, orders to a general section that do not require confirmation, for example in readying alert vipers or sending out damage control teams, or to briefly call out for a particular person to contact a wireless terminal directly or report to a compartment. They should never be used to hold a conversation. Common courtesy dictates that ship-wide pages are kept to a minimum to avoid disruption and distraction from the crew's work, sleep or off duty time.
A ship-wide page should (generally) begin with "Now hear this," or if paging for the attention of an individual, "Pass the word!" The purpose of this is to attract attention to the speaker so that the important or relevant part of the call is heard.
The meat of the text should be brief, concise and to the point. Please and thank you are not necessary. Sample text might be Fire in compartment 11B, away damage control parties!, Hull breach alarms to be tested. Disregard all hull breach alarms until further notice, or similar. To call an individual to a compartment, use the format Captain Morgan, report to the CIC. To get an individual to call a wireless in order to hold a conversation, use the format PO Dusty, 141.
This text is always repeated twice, in sensible chunks (usually sentences) if the message contains several parts.
A typical page might be as follows:
Now hear this: PO Tato, report to the galley! PO Tato, to the galley.
Optionally, particularly for longer pages, the call may be finished with That is all.
Basic Wireless Communications
Over and Out
A wireless may not transmit and receive at the same time. It is imperative, therefore, that every station listens before transmitting, to be certain not to transmit over the top of another station. And the end of each transmission, you should end up with one of the following procedural words (and never both together).
Over should be used to indicate that your transmission is completed and you expect a reply. If somebody contacts you and finishes with 'over', you should reply if only to acknowledge them.
Out should be used to indicate that your transmission is completed and you do not expect a reply. This also informs any other stations on the net that they are now free to contact either party without interrupting traffic.
Over a wireless, it should be assumed at all times that the identity of the speaker is unknown, therefore every transmission should begin with an identifier, in the format Buster, Cerberus Actual. If the identity of the person you are replying to is not in question, the identifier may be just, This is Buster.
The text of a wireless transmission should, as with internal pages, be brief, concise and to the point. Please and thank you are not necessary, and the meaning of the text should be unambiguous without being wordy. Useful phrases to help with drafting are Confirm, Request and Advise.
To acknowledge a message and accept responsibility for passing it on to the correct authority, for example a communications operator receiving weapons fire orders for their ship, use the single word Copy in your text. "Roger" is not a substitute or even used.
To acknowledge a message and inform them that you will act on the information yourself, for example a communications operator asked to change frequency and re-establish communications, use the single word Wilco, short for 'will comply' in your text.
On occasion it may be necessary to ask for a repetition of a signal or part of a signal, or in difficult conditions or when the information is vital to be received accurately and immediately, it may be prudent to repeat all or part of your message text. Note that the 'over' or 'out' is only ever said once.
To request a repetition, use the phrase say again and never 'repeat'. If only a portion of the message needs to be said again, the portion may be identified with 'word after', 'word before', 'all after', 'all before' or 'from <word> to <word>', for example, Spinner, this is Buster, say again, over or Spinner, this is Buster, say again word after rescue, over.
To give a repetition, use the phrase I say again to indicate that this is repetition by the operator, not repetition in the message. If an identifying portion is used, say I say again word after <word> <text> etc., for example, Buster, this is Spinner, word after rescue, raptor, over.
A typical conversation might be as follows:
Spinner: Buster, Spinner. Request search and rescue raptor launch to recover our pilots, over.
Wrongway: Copy Spinner, raptor launched, over.
Spinner: Copy Buster, out.
Condition One = Action stations (battles or emergencies)
Condition Two = High Alert. Everyone ready to go to action stations at a moment's notice.
Condition Three = Normal "wartime cruising" level. This is the standard alert level on Cerberus when nothing unusual is going on.
There are conditions 4 and 5, but they are for peacetime and really won't apply for very long (hint, hint).
Shore leave is only allowed in Condition 3. At Condition 2 or 1, all military personnel are expected to return immediately to their duty station by any available means.
"Fire, fire, fire! Fire in the <name of compartment>! Away damage control teams!"
- All personnel in the compartment are to raise the alert, then attempt to fight the fire using equipment available. All power should be cut to the compartment.
- All duty personnel on the same deck not involved at a critical action station are to procure breathing apparatus and manual fire extinguishers and provide these to themselves and the initial firefighting team, assisting with fighting the fire as necessary.
- Supply and secretariat teams to proceed to the incident board in CIC to coordinate firefighting efforts.
- Deck damage control teams to suit up and proceed to the compartment with hoses. Engineering damage control teams to arrange emergency lighting, water pressure, and gas tanks as required.
- Duty medics to suit up and proceed to the deck, setting up triage away from the fire. Sickbay to stand by to receive casualties.
Hull Breach Drill
"Hull breach, hull breach, hull breach! Hull breach in the <name of compartment>! Away Zero-G teams!"
- All personnel in the surrounding compartments are to seal all hatches and vents to the affected compartment, and evacuate immediately, sealing the hatches behind them.
- Duty zero gravity teams (engineering, deck) to suit up and proceed to the closest airlock to the indicated compartment. Duty teams are to assess the breach and attempt primary repairs.
- Secondary zero-gravity teams (weapons, tactical) to report to the machine shop (secondary location is deck tool room) to provide materials and tools for repairs.
- Marine detachments to draw weapons and report to the deck indicated in case of boarding.
- Supply and secretariat teams to proceed to the incident board in CIC to coordinate damage control efforts.
- Sickbay to stand by to receive casualties.
"Bandit, bandit, bandit! <Description of intruder and last known location if available> All non-critical personnel commence search and sweep, <deck and direction>"
- All personnel not at critical action stations to form three man teams and commence a full search of the ship, beginning at the deck indicated and moving in the direction(s).
- Supply and secretariat team to proceed to the incident board in CIC to coordinate search and containment efforts.
- Alarmed hatches to be sealed behind the search teams.
- Duty marine detachment to draw weapons and report to the security office. All other marines not at critical action stations to form three man search teams as above.
- When the bandit is found, search team is to call for marine backup and contain the bandit by any means necessary to safeguard the ship.
"The hangar deck of a battlestar is one of the most dangerous places in the universe, and the lessons of our past are filled with tragic events that prove it. In recent years, many improvements in hangar deck equipment, firefighting gear and personal protective devices have made this workplace cleaner, better and safer, but sailors can still be at risk." - Excerpt from the Colonial Fleet's 'Hangar Deck Awareness' publication
Aboard a deployed battlestar, the Hangar Deck serves as the workplace for hundreds of sailors. Although fraught with danger, it is a place of beauty, skill and timing. It is filled with activity: aircraft being towed, equipment moving, people running, whistles blowing and sirens wailing. It is so busy that everyone must maintain situational awareness at all times. Understanding hangar deck markings, learning how to maneuver about the deck, and recognizing hand signals are critical.
The Safety Environment
FOD (Foreign Object Debris) walkdowns are held at the beginning of each watch. Deck crew in vaccuum suits perform a thorough sweep of the Landing Deck and Deck crew and Air Wing Personnel sweep the Launch Tubes. The purpose is to search out loose objects on the deck which, if ingested into aircraft engines, would result in costly repairs. Ships have been seriously damaged by FOD that has been blown away by jet blast. FOD is always a major safety concern on a flight deck.
Hangar Deck Fire and Firefighting Symbols
"Fire, fire, fire on the hangar deck!" Those sobering words and your immediate response can make the difference between minor damage and a catastrophe. As the likely first person on the scene, it is vital to understand and be familiar with the location, operating procedures, and intended purpose of all flight deck firefighting equipment.
AFFF Station Markings
An 18-inch wide green stripe is painted up and over the deck edge coaming, with white, 3-inch high lettering reading 'AFFF' (Aqueous Film Forming Foam). AFFF is the primary extinguishing agent for aircraft fires on all aircraft bearing ships of the fleet. Operating a typical flight deck AFFF station is simple.
Hangar Deck Basics
- Wear all items of flight deck safety gear for launching and recovering aircraft.
- Flight deck helmet (cranial)
- Double hearing protection
- Flame resistant coveralls
- Steel toed flight deck boots with non-slip soles
- Protective gloves
- Keep your eye on anyone you think might be setting themselves up for an accident. Help to avoid that potential damage.
- Lend a hand when an aircraft 'push-back' is called away. Caution - watch wheels, intakes and ordnance.
- Clean up immediately any mess under or around aircraft. This will help prevent FOD and help keep the deck skid proof.
- Take part in all flight deck drills and FOD walkdowns.
- Seek out a petty officer to ask for assistance if you are unsure of a situation.
- Know your absolute limits. Fatigue is deadly.
- Stand clear of safe-park and safe-shot lines when flight operations are in progress.
- Notify the LSO immediately if you misplace a tool, wand or object.
- Know the plan for the cycle. Know the flow of traffic by watching aircraft directors.
- Don't walk onto the deck during hangar deck operations without wearing proper gear.
- Don't wear jewelery such as neck chains or bracelets while on the flight deck.
- Don't work on or pass beneath a moving aircraft.
- Don't pass beneath drop tanks or air refueling stores on parked aircraft.
- Don't sit on the hangar deck.
- Don't walk in front of aircraft while arming or dearming front firing ordnance.
- Don't leave power cables lying on the deck. Stow them.
- Don't stand in front of mobile firefighting equipment.
- Don't cross elevator stanchions while they are raised.
- Don't loiter on the hangar deck. If you don't have a job to do, stay out.
- Deck Responsibilities: This is a more detailed page about the operations and responsibilities associated with the Deck Team. It covers Damage Control, Pre/Post-Flight operations, and provides some links among other things. It's worth a read to get more detail about the jobs associated with the Knuckledraggers.
Standard operating procedure on board Cerberus: No Viper pilot flies in space alone. The minimum flight when Vipers are launched are two ships, a lead and a wingman. The ONLY time this was ever deviated from in the show was as a result of a launch failure and even then they worked to rectify the problem as quickly as possible. It's a simple safety issue. This is not to say that if you want to fly, and there's no other PC pilot on willing to go out with you, that you need to be stuck on the ship. Our space system includes the ability to create NPC ships as necessary, to complement the people who are out in space.
No groupings of less than two. No nuggets go out without a vetted pilot escort. So, if one nugget is flying, their pair is completed by a vetted pilot. If two nuggets are out, there is at LEAST one vetted pilot out with them, though more often than not, it would be two. Please make certain you RP this appropriately.
Ignorance is no defense. ICly, neither the LSO, the CAG nor the Flight Control Team would allow you to launch solo.
Also remember that you are required to do a thorough pre-flight check with the ground crew prior to launching, except in emergencies. However even under these circumstances there is a minimal checklist that is done.
For more information on why pilots do not fly alone and why these rules are in effect, read the Overview on this page to clarify misunderstandings. Reading further may also prove fruitful.
Three main rules cover the general philosophy behind fraternization:
1. The military does not want favoritism, or even the appearance of favoritism. For example: Crewman Joe never has to clean latrines because he's buddies with Captain Frank.
2. The military does not want people in supervisory positions using their authority for their own benefit. For example: Captain Frank wants Crewman Joe to play on his team in the football tournament, so he arranges for someone else to take Joe's watch.
3. The military does not want officers' judgement being impaired by becoming too close to the people under their command, because it could put others in danger. Witness Cmdr. Adama's behavior in You Can't Go Home Again as an example of why this is a bad idea.
Some specific examples that come up regarding fraternization:
- Officers and enlisted can be married, but cannot date. This may seem odd, but is intended to cover special circumstances where one member of a relationship is promoted or demoted into a situation that could cause fraternization charges. For example: Specialist Smith and Crewman Jones have been dating for years, but Jones suddenly goes off to OCS and becomes an officer. They must get married or stop their relationship.
Getting married does not grant forgiveness for breaking the fraternization rules in the first place.
- Although the fraternization rules are not intended to disrupt existing family relationships, family members are expected to show proper respect to rank/discipline while on-duty or in public.
Some other random notes about fraternization and military romance in general.
- Relationships between two officers and two enlisted, as long as they do not violate any of those rules listed above, are ok.
- PUBLIC displays of affection while IN UNIFORM are against regs. Gross displays in public areas, even while out of uniform (i.e. necking in the mess hall) are also frowned upon. A quick hug or peck on the cheek while off duty is OK.
- As it applied to getting jiggy: If you can find a secluded space, what we don't know won't hurt us. If you choose to use the berthings, please keep in mind, that while there is no reg against this, nor is it frowned upon by the senior staff, there probably will be some people who would frown on it, simply because of the lack of privacy within the berthings. Not everyone can ignore the sounds of merrymaking going on above their heads and whatnot. So in those instances, treat it the same as you would any roommate situation. Be respectful of the fact that people live in very close quarters aboard the ship. And remember that discretion is the better part of valour.
This is just a partial list of awards and honors given out by the Colonial Fleet.
Awards for Valor
They are listed in order of precedence from highest to lowest prestige.
Colonial Order of Honor
The highest military decoration granted by the Colonial Fleet. Awarded to individuals for "most conspicuous bravery, or some daring or preeminent act of valor or self-sacrifice, or extreme devotion to duty in the presence of the enemy."
Colonial Medal of Valor
The second-highest military decoration granted by the Colonial Fleet. Awarded for heroism or extraordinary achievement while engaged in action against an enemy of the Twelve Colonies. The act to be commended must be performed "in the presence of great danger or at great personal risk" and must "render the individual highly conspicuous among others of equal grade, rate, experience, or position of responsibility."
Distinguished Airman's Medal
One of the third rank of military decorations granted by the Colonial Fleet. Awarded for "an act or acts of exemplary valor, gallantry, or devotion to duty whilst flying during active operations against the enemy."
Distinguished Serviceman's Medal
One of the third rank of military decorations granted by the Colonial Fleet. Awarded for "an act or acts of exemplary valor, gallantry, or devotion to duty during active ground or Fleet operations against the enemy."
Awarded for extraordinary acts of valor and gallantry during active operations against the enemy that would not be sufficient to justify a higher award.
Awarded for extraordinary acts of heroism or meritorious service that would not be sufficient to justify a Silver Cluster or above. May be awarded in conjunction with a "Valor" device to indicate the recipient distinguished himself or herself with acts of bravery in the face of the enemy.
Fleet Commendation Medal
Awarded for distinguishing oneself by heroism, meritorious achievement or meritorious service. May be awarded in conjunction with a "Valor" device to indicate the recipient distinguished himself or herself with acts of bravery in the face of the enemy.
Fleet Achievement Medal
Awarded for distinguishing oneself by heroism, meritorious achievement or meritorious service not sufficient to justify a Fleet Commendation Medal. May be awarded in conjunction with a "Valor" device to indicate the recipient distinguished himself or herself with acts of bravery in the face of the enemy.
Other Awards and Honors
Awarded to any Corpsman who, while serving in any capacity with the Colonial Fleet, distinguishes himself or herself by extraordinary heroism
Prisoner of War Medallion
Awarded to any soldier taken prisoner or held captive while engaged in an action against an enemy of the Twelve Colonies.
Campaign Medals and Ribbons
Marine Corps Expeditionary Medal
Awarded to any Colonial Marine who served on occupied soil while engaged in an action against an enemy of the Twelve Colonies.
Leonis Campaign Medal
Awarded to any soldier who participated in Operation Cobra Talon (08 May - 18 June 2041 AE) on Leonis.
As a general rule, soldiers are expected to follow the orders of superior officers. If not in word, then in the spirit of the order. If Captain Joe and Colonel Steve are talking about how Joe needs to clean up his act and Steve tells him to "Make it happen. That's an order," Joe is expected to clean up his act - not make something arbitrary happen. However, there are a few special cases to consider. Note that none of these are black and white situations, so there's lots of room for confusion and conflict.
Soldiers are expected to refuse illegal orders - i.e. someone ordering them to commit a crime or in some way violate their oath of service.
Example: Captain Smith orders Sergeant Jones to shoot an unarmed civilian. Sergeant Jones refuses.
The trick is whether the soldier can prove that the order was illegal. Things like murder, theft, etc. are probably pretty obvious. But there are gray areas. There was a case in the US Army of a soldier refusing an order to wear UN uniforms because he felt it was illegal. His superior officers disagreed, and he was court-martialed.
Chain of Command
Orders are expected to come through the proper chain of command. It is considered poor form to issue orders to people who do not directly report to you, and may piss off the other person's commander. It is better to talk to the soldier's department head and let THEM issue the order.
Example: Captain Smith (a marine), orders Specialist Jones (a Navy deck hand) to clean the marine bunkroom. Even though Captain Smith outranks Jones, it is not really proper for him to give such an order.
Some exceptions include emergency situations (where typically the highest-ranking officer will assume command and start ordering everybody around), or joint operations (particularly combat), where typically there is a centralized operation commander.
Soldiers are not expected to obey orders that contradict previous orders from a higher-ranking officer.
Example: Colonel Warren ordered Specialist Jones to clean the wardroom. While Jones is cleaning, Captain Smith comes along and orders him to deliver something to CIC. Specialist Jones should continue cleaning the wardroom, because Colonel Warren outranks Captain Smith.
An officer can try to countermand another officer's orders, but this puts both the soldier and the officer in a difficult position. It is better to talk to the superior officer and get him to change his own orders.
Certain positions give special authority to order other people around regardless of rank or department. Some specific examples:
A doctor has jurisdiction over medical stuff. Unlike civilians, military people cannot refuse treatment. If you're ordered to take your vitamins, then by golly you're going to take your vitamins.
Military police have jurisdiction over police matters. An officer could not, for example, order them NOT to arrest someone.
Department heads have jurisdiction over their areas. The engineering chief can order evacuations or order areas sealed off for maintenance; the deck chief can order pilots around if it relates to safety on the deck, etc.
Promotions on BSG are handled ICly, and are not a reward for good RP or heroic IC accomplishments. The CO must approve all promotions, although department heads can put forth recommendations. Promotions come about for one of two reasons.
The most common is promotion according to minimum times of service if there is room in the organization for that person at the higher rank. The times may be shortened slightly given the wartime situation but probably not significantly.
- Squad leader Sergeant Smith is killed, and Corporal Anderson replaces him. Squad leaders are normally sergeants so Anderson is promoted.
- Master At Arms O'Bannon is killed and Sergeant Draco replaces him. MAA doesn't require any special rank, so Draco is not promoted.
- LtJG Halwinder has been in the service for 4 years, putting him up for promotion to full Lt. There's no real role difference between LtJG and Lt so he is promoted.
- Corporal Anderson is up for promotion to Sergeant but there are no spots open for Sergeants (until Smith gets himself killed). He is not promoted.
The second and far less common is promotion into a role of greater responsibility during wartime if the new role requires a higher rank, a "quasi-promotion" process known as brevetting.
Cerberus follows standard military protocol, adopted to fit the Cerberus world. Basic concepts are listed below.
Saluting is not generally done indoors, and the Battlestar is regarded as an indoor area. So there is no saluting in the halls, or upon entering/leaving a room. Saluting is done when reporting for duty, acknowledging an order, or in other situations where it is deemed necessary to show respect. Saluting is not required in times where it would be inappropriate (including off-duty areas like the barracks, mess hall, and rec room), or when it would interfere with vital work. Lower-ranking enlisted do not salute higher-ranking enlisted except in formal ceremonies.
Commander/Officer on Deck
When a senior officer (Major or higher) enters a room, the first person to notice them will shout "Officer on Deck." ("Commander on Deck" for the CO). All present on the deck will then stand at attention until the senior officer has left or issued an "as you were" order. Like saluting, this is not done in designated off-duty areas or when it would interfere with vital work (like the commander walking into sickbay).
Military personnel can refer to others of equal or lesser rank by their name, or by their rank. Crew members referring to officers of greater rank should use the senior officer's rank, unless deemed unnecessary due to circumstances, followed by "sir." Sir is the only address, there is no "Ma'am" like the U.S. armed forces. Senior enlisted personnel are usually addressed by their rank rather than as sir (like, "Yes, Chief" or "Right away, Sergeant".)
When accepting an order from an officer, a crew member will stand at attention and issue a salute. The crew member will also say either "Yes, sir!" or "Aye aye, Major!" to acknowledge that they have accepted the order. A lower-ranking enlisted accepting orders from a higher-ranking enlisted does not salute, but acknowledges it such as, "Right away, Chief."
Soldiers must follow orders from all superior officers, unless the orders are unlawful or in contradiction to orders from a higher-ranking officer. However, officers and NCOs should not generally give orders to people outside their chain of command. For more information, see Orders.
Proper military behavior and discipline should be followed at all appropriate times. Poor military conduct is grounds for stripping of rank or commission and placement in the brig. The general guideline of "Don't be a dick" probably applies here.
It is against regulations for an officer and enlisted crew member to have a close relationship. This normally means romantic, but can also be any close friendship that could give the impression (right or wrong) of favoritism. The same goes for supervisors and people under their command. More info can be found under fraternization.
Enlisted soldiers sign up ("enlist") for a tour of duty. When it's over, they're done. They can be discharged and return to their civilian lives, or they can re-enlist for another tour. An enlisted soldier's tour can be extended indefinitely in a crisis. An enlisted can be recalled to active duty in a crisis for up to five years after their discharge.
Officers are "commissioned" by the president of the Colonies. Their term is for life, or until they are drummed out of the service or resign/retire. You can become an officer through ROTC (Reserve Officer Training Corps) in college, graduating from the Fleet Academy, being an enlisted soldier and going through Officer Candidate School (OCS), or choosing a specialty (such as pilots or doctors) where everyone is an officer. An officer can be recalled to active duty in a crisis for up to five years after their discharge.
Non-commissioned officer (NCO) is a term used for senior enlisted personnel (E4 and higher) because they have many of the same leadership duties as officers, but do not hold commissions.
Like most modern militaries, the Colonial military has a reserve corps - soldiers who hold regular jobs most of the time but do the military thing once a month. Fleet reservists often serve on Battlestars to keep their skills sharp. Dualla and Apollo from Galactica were both reservists.
Most real militaries have warrant officers - an odd set of ranks that fall between enlisted personnel and commissioned officers. The Battlestar universe doesn't appear to have these.
The Colonial Marine Corps company assigned to the Cerberus handles security aboard the ship.
The marines are stationed at critical areas throughout the ship, and perform roving patrols.
There are security cameras in the stairwells, critical areas (like engineering, CIC, the gun galleries, hangar deck), in the brigs, and near each arms locker.
The small arms lockers are secured with an electronic keypad lock. All officers, enlisted crew members E5 and higher, and marine small arms/ordinance technicians are issued personalized codes to the arms lockers that work at all times.
Marine crew E1-E4 are issued personalized codes that normally only work for the arms locker in the Security Hub (Deck 6) where the Marine weapons are kept. This allows them to sign out their weapon for drills and practice. During Condition 1 and 2 ONLY, those codes will work for arms lockers throughout the ships.
The Marine Security Hub can override (lock out) any or all arms lockers. It also has security logs of all access (which can be traced to a specific individual by their personalized code).
There are weapons in the firing range that can be signed out for use in the range only. A Marine guard supervises the signouts and makes sure people don't walk off with the guns or ammo. The bullets there are all rubber - there is no live ammo.
These are general duty areas where the day to day work of the ship is conducted. They are off-limits to civilian personnel unless the civilian has a pass (normally given only to contractors) or is escorted by a crew member. Even with an escort, civilians must have reason for being here. Tours must be authorized by the CO or XO and thus are uncommon. Since most of the ship is a Duty Area, there are no special security guards or anything at the entrances. However, most of these areas do have roving marine patrols or marine guards stationed around, so it would be hard for a civilian to wander around unnoticed.
These are sensitive areas of the ship that are off limits to anyone except specially authorized personnel. This includes areas such as the arms lockers, weapons storage, engine controls, and so forth. Restricted areas are always guarded by Marine sentries. Many have keypad lock systems. Nuclear weapon storage has a fingerprint ID lock system and access requires written authorization within twelve hours of access - given only by the CO and XO.
The CO or XO may authorize individuals to utilize restricted areas in special circumstances (for example: using the situation room for pilot training or the aft damage control for a room clearing exercise when they are not in use).
- All departments shall ensure adequate staffing/leadership at all times.
- The goal is for each crew member to receive 24 hours of shore leave per week.
- Shore leave must be approved by the department CO.
- Shore leave is rescinded during Condition 1 or 2 and all personnel must stay aboard the military vessels or return as soon as it is safe to do so. (Boarding a shuttle in the middle of an attack is not advised.)
Military personnel are expected to be "in uniform" (and by that, that includes the standard-issue sweatpants and tank tops and other off-duty uniforms) whenever they're aboard the Battlestar. The only exception would be when they're directly on their way to or from shore leave. And even then, they are expected to change back into their military clothes as soon as they return.
The +desc system has pre-made uniform descriptions for most military uniforms. Note that uniforms in the BSG universe do not have name tags nor do they have an indication of which department a person is in (apart from flight suits, which have a Viper/Raptor patch).
1. All military officers are issued a personal sidearm. It is their responsibility to safeguard this sidearm, either by keeping it under lock and key (in their locker, a locked desk drawer, or an arms locker) or on their person at all times. They may carry their weapon any time aboard ship. However, carrying your gun when the ship is not on alert and/or you're not on duty isn't normal.
2. MPs regardless of rank are issued a personal sidearm as well, with the same restrictions as #1.
3. Marine grunts share rifles from a common pool, kept in an arms locker in the Marine Offices. Rifles are signed out for practice or for missions/duties. Upon completion, they are to return their weapons and ammo to the locker immediately.
4. Senior NCOs (E5 and above) and Officers have access to the arms lockers throughout the ship for distributing weapons and ammo in case of defense during boarding actions.
5. There are weapons in the firing range that can be signed out for use in the range only. The bullets there are all rubber - there is no live ammo.
6. Military personnel are not normally permitted to take their weapons onto the civilian ships. Special exceptions are during emergencies (fighting cylons) or at the discretion of the Fleet Police when assisting in investigations, escorting prisoners, etc.
7. Personal weapons, including firearms and martial weapons (basically anything bigger than a knife) are not permitted aboard the Battlestar. Any obtained during the cruise must be turned over to the MPs until the end of the cruise.
1. There are many personal firearms throughout the fleet. Possession of a weapon is not illegal on the civilian ships, but brandishing or carrying one (openly or concealed) is.
2. Martial weapons (basically anything bigger than a knife, and switchblades) may also not be carried or brandished.