The Unofficial SCANZ Field Manual

Citizen [CUST] SaintDylanRSI verifiedCitizens Log

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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