The Unofficial SCANZ Field Manual
Welcome to SCANZ.
You are now part of a highly organised group of professional spacefarers who always follow the plan, respect flight procedures, and never accidentally fire a missile inside a hangar.
None of the above is true.
To improve your chances of surviving your first operation, please study the following rules.
Rule 1: Never trust the elevator
- The elevator is not transportation.
- The elevator is a test.
- Sometimes the doors open. Sometimes they do not. Sometimes the elevator arrives without a floor. Sometimes you enter the elevator and leave your physical body behind.
- Press the button once.
- Wait.
- Press it six more times.
- Begin questioning whether the elevator exists.
- Ask in Discord whether anyone else is having elevator problems.
- Receive five replies confirming the elevator works perfectly.
- Fall through the planet.
- This is normal.
Rule 2: Someone will forget their helmet
- Every operation begins with the same questions:
- “Does everyone have food?”
- “Does everyone have water”
- “Does everyone have ammunition?”
- “Does everyone have a helmet?”
- Everyone confirms.
- The ship leaves.
- Thirty seconds later, someone begins suffocating near the airlock.
- They will insist the helmet was equipped when they left the station.
- Nobody will believe them.
- The entire operation will turn around.
- Upon returning, they will discover the helmet was in their backpack.
Rule 3: The expert dies first
- Every group contains one person who understands the mission.
- They know the location.
- They know the enemy positions.
- They know which entrance to use.
- They have completed the mission dozens of times.
- Follow them closely.
- Watch them walk through the first door.
- Listen to the sudden gunfire.
- Wait for the silence.
- The expert is now incapacitated.
- The person who installed the game yesterday will complete the mission while trying to find the exit.
Rule 4: Any organised formation lasts twelve seconds
- Before departure, everyone agrees to maintain formation.
- The fighters will protect the transport.
- The transport will remain in the centre.
- Nobody will engage without permission.
- The formation launches.
- One pilot flies in the wrong direction.
- Another pilot spots something interesting and leaves.
- Someone activates quantum travel without warning.
- Two ships collide while trying to look professional.
- The remaining pilots declare the formation successful.
- Total formation time: twelve seconds.
- A new SCANZ record.
Rule 5: The rescue ship will also require rescue
- A SCANZ member sends a distress call.
- Their ship is damaged.
- Their engines are offline.
- Hostile players are nearby.
- A rescue crew forms.
- Medical supplies are loaded.
- Weapons are checked.
- A pilot announces they know the exact location.
- The rescue ship departs.
- The rescue ship crashes.
- A second rescue crew forms to rescue the original player and the first rescue crew.
- This continues until every available member is stranded on the same moon.
- At this point, the operation becomes a social event.
Rule 6: Never stand behind the person holding the railgun
- This rule should require no explanation.
- It still requires explanation.
- Check where your teammates are standing.
- Check where the railgun is pointing.
- Do not step in front of it.
- Do not step behind it.
- Do not ask the person holding it whether the weapon is loaded.
- It is loaded.
Rule 7: Friendly fire is still fire
- Before a ground operation, identify your teammates.
- Remember their armour colours.
- Remember their names.
- Remember which direction they entered from.
- Then panic and shoot the first person who walks through the door.
- Apologise immediately.
- Revive them.
- Shoot them again because you forgot they were the same person.
- This is known as team building.
Rule 8: The briefing is optional
- An event organiser will spend time preparing a clear plan.
- The briefing will cover:
- The objective
- The route
- Ship assignments
- Equipment
- Communication channels
- Emergency procedures
- Half the group will arrive late.
- One person will be eating.
- Someone will ask what the mission is immediately after the briefing ends.
- The organiser will repeat the plan.
- Nobody will follow it.
Rule 9: Ship capacity is a suggestion
- A ship designed for three people will hold eleven SCANZ members.
- There will be no seats.
- There will be no personal space.
- Someone will lie on the floor.
- Someone will stand in the doorway.
- Someone will bring a ground vehicle nobody requested.
- The pilot will ask everyone to remain still during take-off.
- Nobody will remain still.
Rule 10: Do not ask who is flying
- You will enter a ship because everyone else is entering the ship.
- The doors will close.
- The engines will start.
- The ship will leave the hangar.
- Only then will someone ask:
- “Who is flying?”
- The pilot will respond:
- “I thought you were.”
- Remain calm.
- Accept your fate.
Rule 11: Every stealth mission becomes a firefight
- The plan is simple.
- Land away from the target.
- Approach quietly.
- Avoid detection.
- Eliminate only necessary threats.
- Someone will arrive in a brightly coloured ship.
- Someone will fire too early.
- Someone will throw a grenade in the wrong direction.
- The stealth operation will become visible from orbit.
Rule 12: Never say the server feels stable
- Do not say:
- “The server is running well tonight.”
- Do not think it.
- Do not type it.
- Do not whisper it.
- The moment those words are spoken, doors will stop opening, ships will begin spinning, and every mission marker
- will disappear.
- You caused this.
Rule 13: Nobody owns too many ships
- A SCANZ member might own several fighters, two industrial ships, a medical ship, a racing ship, a transport, and an enormous vessel requiring a crew they do not have.
- This is not excessive.
- Each ship serves a specific purpose.
- The purpose might not exist yet.
- The ship might not exist yet.
- These details are irrelevant.
Rule 14: The screenshot comes before survival
- Your ship is burning.
- The shields are down.
- The engines are failing.
- The crew is screaming.
- This is the perfect time to enter third-person view.
- Hide the interface.
- Find the right angle.
- Take the screenshot.
- Explosion damage is temporary.
- A good desktop background lasts forever.
Rule 15: There is always time for one more explosion
- The event is ending.
- People need to sleep.
- Several ships have already been lost.
- Nobody has earned any credits.
- Someone suggests one final mission.
- Everyone agrees.
- The final mission takes three hours.
- It ends with a collision, an accidental crime stat, and half the group waking up in prison.
- Nobody regrets the decision.
Final instruction
- SCANZ operations do not always go according to plan.
- Ships will explode.
- Missions will fail.
- The server will fight back.
- The rescue team will need rescuing.
- What matters is who was there, who laughed, and who stayed around long enough to attempt one more questionable idea.
- Read the manual.
- Ignore the manual.
- Wear your helmet.
Welcome to SCANZ


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