Purpose
The main goal of the Serpent's Hand is to bring light to the world about anomalies, to give them the truth that the likes of The Foundation and the Coalition try so violently to hide. Ultimately, this culminates in liberating anomalous subjects from the grasp of The Foundation's black-sites. Although immoral, anomalies are capable of being utilized to aid us in our mission. The ends justify the means, even if it means briefly using anomalies for our own personal gain. It is all in the name of breaking The Foundation and the hand that holds the veil over the world.
These Rules & Expectations must be followed at all times or it will result in punishment.
1. Conduct
Being a member of the Serpent's Hand is a privilege, and as an operative you are expected to be mature and professional while on the job. Failure to abide all of our rules while on the job is grounds for removal.
2. Raiding
Raids may be hosted by individuals who have reached the rank of LCPL+. You must have 3 members to start a raid, unless you are SGT+, then you may solo raid.
You may not raid directly after finishing a previous raid. You must follow the cool-down periods listed below before you may begin another Foundation raid.
30+ Players | 12 Foundation Combatants - Every 10 Minutes
20-29 Players | 10 Foundation Combatants - Every 15 Minutes (Must /advert Raid)
10-19 Players - | 5 Foundation Combatants - Every 30 Minutes (Must /advert Raid)
GOI Collaboration Raids
GOI Collaboration Raids are raids involving 2 or more GOI, and must be hosted by individuals who have reached Command in their branch. You must have at least 3 members of each GOI participating in the collaboration raid.
There must be 30+ active players, and 10 Foundation Combatants to initiate a collaboration raid. - Every 3 Hours (Must /advert [Participating GOI] Collab Raid)
3. Terminating Foundation Personnel
Serpents Hand Operatives may terminate any foundation combatants on sight, however they may not terminate non combatives without a reason.
Reasons include:
Attacking Serpent operatives
Obstructing the raid objective
Deliberately following Serpent operatives to provide intel to their armed forces.
Non combatives must be given at least 1 warning to leave the area before you may attack them
4. D-Class
D-Class should be aided in escaping the foundation and may be a potential raid goal, you may not terminate D-Class unless they harm you or hinder the raid operations in any way.
5. Capturing
When capturing a member of the foundation make sure to strip them with a /me (/me strips weapons, comms, utilities, devices, etc). This will not allow them to call for aid or report their capture (if they do, please call staff)
In the event you are captured make sure to have a "taps comms" bind (bind (key) “say /advert [SH] Taps Comms”) in case the other party forgets or is slower than you.
If you see another member of SH captured make sure to call it out before attempting to terminate the member of SH no matter the rank.
6. Anomalies
SCPs should only be breached as a last resort with permission from a Lord or Serpents host member. Though they can be broken out to test/work with
1LT+ can authorize 1 Euclid breach
CPT+ can authorize 1 Keter breach
S8 can authorize 1 Keter or 1 Euclid
HCOL+ can authorize up to a maximum of 3 breaches, with a limit of 2 Keters.
This is the Serpent's Hand Chain of Command. if you have any questions please ask the first person who's rank is equal to, or directly above your own. Only then should you work your way up the chain of command with a question. Under no circumstances should you be asking the commander a simple SOP question.
Sovereign
Commander: The department head of Serpent's Hand, runs all Serpent's Hand operations. Can promote up to COL.
Lieutenant Commander: Assists the Commander with leading the branch, can promote up to LTCOL.
Lords
Lords+ (MAJ-HCOL) may accept applications for Military on the forums.
Seraph: The head of S8. They hold similar powers to a HCOL but may only promote within S8 with the exception of being able to promote Trainees to Privates.
High Colonel : Assists HCMD with general branch management. can Strike, Demote, and Remove up to MAJ and promote up to SM.
Lieutenant Colonel: Can promote up to Sergeant Major. Can Strike, Demote, and Remove to Captain (they deem unfit). Requires a valid reason to administer punishments. (Especially on Command).
Arch Angels: The deputy heads of S8. They hold similar powers to a Major but may only promote within S8 with the exception of being able to promote Trainees to Privates.
Major: Can promote to Sergeant Major. Can Strike and Demote any SH Member below their current rank they deem unfit. Has permission to Remove members. Requires a valid reason to administer punishments. (Especially on Command).
Prophets
Captain: Can strike up to 2nd Lieutenant. Can promote up to Sergeant Major. Requires a valid reason to administer punishments.
1st Lieutenant: Can strike, remove, and demote to Sergeant Major. Can Promote up to Sergeant Major (SFC+ Requires Senior Command Permission) . Requires a valid reason to administer punishments.
S8: The standard ranking of S8 operatives. They hold similar powers to a 1st LT and cannot promote with the exception of being able to promote Trainees to Privates.
2nd Lieutenant: Can strike, remove, and demote to Master Sergeant. Can Promote up to Master Sergeant (SFC+ Requires Senior Command permission). Requires a valid reason to administer punishments.
Warrant Officer: Can promote and strike up to Sergeant cannot remove.
Paladin
Chief Sergeant Major: Can promote and strike up to Corporal cannot remove.
Master Sergeant: Can Promote and strike up to Lance Corporal cannot remove.
Sergeant First Class: Can promote up to Private First Class.
Sergeant: Can solo raid for D-Class. Can promote up to PVT.
Knights
Corporal: Need 1 other member to raid with
Lance Corporal: Need 2 other members to raid with
Private First Class: Need 3 other members to raid with
Private
Recruit
Foundation Raid - ("Raid" - Most common raid type) Infiltration of Site-4 for a specific objective. Objectives are decided at the pre-raid debrief. Feel free to come up with another raid objective, but these are the most common.
D-Block Raid - The target is D-block and assisting D-Class to escape. Reach D-Block and liberate any D-Class for recruitment.
> Lights-out - buy NVGs and turn off the lights.
SCP Extraction - Warlocks requested an SCP of choice. Infiltrate the facility and extract specified targeted anomalies.
Hostage Raid - Warlocks requested a hostage to interrogate. Kidnap foundation personnel with the intention of extracting intel from them, or brainwashing them.
Execution Raid - An ally has been captured and is a liability. Find and execute the target.
GOI Collaboration Raids
GOI Collaboration Raids are raids involving 2 or more GOI, and must be hosted by individuals who have reached Command in their branch. You must have at least 3 members of each GOI participating in the collaboration raid.
There must be 30+ active players, and 10 Foundation Combatants to initiate a collaboration raid. - Every 3 Hours (Must /advert [Participating GOI] Collab Raid)
Ragnarök Raids - Ragnarök Raids are special raids organized by the Syndicate, more specifically the Destruction division of the Syndicate. Most likely involving all the GOIs, along with buffs for said GOI. Ragnarök raids must have a minimum of 15 GOI participants (This is subject to change at any time by the Sovereign of the Syndicate)
45+ Players | 20 Foundation Combatants - once a week
Serpents hand has a number of sub branch jobs, general overview and rank requirements are listed below
Breachers: Breachers are a front-line fighting force for SH. They are given a Submachine Gun and a Shotgun to help quickly dispatch anyone in their path. Trainable at PFC+
Watchers: Watchers are the Serpent's elite marksmen. They are given a powerful Sniper Rifle to make quick work of anyone that stumbles into their sight-lines. They are also given a Submachine Gun to cover themselves in close range encounters. Trainable at PVT
Enforcers: Enforcer are the juggernauts of SH. they are given a Light Machine Gun and Assault Rifle to take out any targets in their path, their great strength is at a cost of having a slower movement speed then their comrades. Tryout at SGT+
Warlocks Division: SH warlocks are the alchemists who do the researching and weaponization of anomalies, of which are retrieved and utilized by the military divison to wreak havoc on the Foundation with. Trainable at PVT+
Demolitionist: Demolitionists are equipped with heavy explosive weaponry to quickly dispatch high-value targets, groups, and vehicles. Trainable at LCPL+
Battle priest: Battle Priests heal and resuscitate their fallen comrades in the heat of battle. Trainable at CPL+
S8: Serpents host members are an elite strike force and black operations unit. They specialize in secrecy and getting the job done. These operatives are hand picked from members of SH.
CED: Covert Eye Division operatives act as our intel source through infiltrating the foundation and gathering knowledge through any means necessary. These operatives are hand picked from members of SH.