174th Battle Group Handbook

This handbook is intended to provide a comprehensive overview of the 174th Battle Group, its structure, operations, and guidelines for members. It serves as a reference for both new recruits and seasoned members to ensure consistency and efficiency within the group.

Using This Handbook

This handbook is organized into sections that cover various aspects of the 174th Battle Group. Each section is designed to provide clear and concise information on specific topics.

Members are encouraged to familiarize themselves with the contents of this handbook and refer to it regularly to ensure they are adhering to the standards and expectations of the 174th Battle Group.

Departments

Departments govern specific gameplay loops and organisational activities across the group. Unlike divisions, which define a member's operational role, departments cut across divisional boundaries; a member belongs to both a division and a department. For example, an engineer holds a rank within the Auxiliary division but belongs to the Engineering department; a combat medic serves in the Marine division but belongs to the Medical department alongside dedicated medical officers in Auxiliary.

Divisions

The 174th Battle Group is organised into three distinct divisions: Naval, Marine, and Auxiliary. This structure reflects the fundamentally different operational environments and skill sets required to execute the full spectrum of the group's missions. Divisions define a member's operational role: how and where they do what they do. They are distinct from departments, which govern specific gameplay loops and functions that cut across all divisions.

Marine

The Marine division encompasses all personnel whose primary role involves ground combat, boarding actions, facility assault or defence, and close-quarters operations. Marines are the group's primary fighting force on foot, responsible for securing objectives that cannot be taken from orbit alone.

A separate marine structure is necessary because ground and boarding operations require a different tactical doctrine, equipment standard, and leadership model to ship-based roles. Marines must train and operate independently of the fleet while remaining able to integrate seamlessly with Naval assets, a relationship that works best when each division has its own coherent hierarchy and identity.

Auxiliary

The Auxiliary division encompasses all personnel whose primary role involves enabling the operational effectiveness of the Naval and Marine divisions. Auxiliary personnel ensure the group can sustain itself independently, maintain its assets, and generate the resources required for prolonged operations.

A dedicated auxiliary structure is necessary because enablement roles require their own doctrine, career progression, and leadership chain. Embedding auxiliary personnel into operational divisions risks subordinating their work to short-term tactical priorities; a separate division ensures that logistics, medical readiness, and resource generation receive sustained command attention and are treated as strategic priorities in their own right.

Ranks

The 174th Battle Group uses a rank system to denote hierarchy and roles within its divisions. Below is a breakdown of the ranks for each division:

Description Naval Marine Auxiliary
Rank 0 Entry-level Cadet Private Trainee
Rank 1 Proven experience Ensign Corporal Technician
Rank 2 Specialised role Lieutenant Sergeant Specialist
Rank 3 Tactical leadership Captain Major Supervisor
Rank 4 Operational leadership Commodore Commander Chief
Rank 5 Strategic command Admiral General Marshal

Rank 0: Entry Level

Assigned to all new recruits on joining the group. No prior experience or requirements. Members at this rank are expected to complete their initial training period before advancing.

Rank 1: Proven Experience

Requires demonstrated competence and commitment following the initial training period. Members at this rank have shown they can operate reliably within their division.

Rank 2: Specialised Role

Requires established expertise in a specific discipline within their department. Rank 2 is the minimum rank required to hold a defined role within a department.

Rank 3: Tactical Leadership

The lowest leadership rank. Requires the demonstrated ability to lead a small team and take responsibility for their performance and welfare. Members at this rank are expected to make tactical decisions independently.

Rank 4: Operational Leadership

Requires a proven track record of tactical leadership at Rank 3. Members at this rank lead other leaders, coordinating multiple teams or assets toward a broader operational objective.

Rank 5: Strategic Command

The highest rank within each division. Reserved for members who have demonstrated sustained operational leadership at the highest level. Responsible for divisional direction, long-term capability, and representing the division in group-wide decisions.

Command Structure

The 174th Battle Group is governed by a council of three: the Admiral (Naval), the General (Marine), and the Marshal (Auxiliary). Each holds Rank 5 within their division and together form the highest decision-making authority in the group. No single individual outranks the others; authority at the top level is collective.

Chain of Command

Within each division, authority flows downward by rank. Members follow the orders of the nearest ranking member above them in their own division. Rank 3 is the lowest rank at which a member holds formal leadership responsibility; members below Rank 3 are not expected to direct others.

Department heads hold authority within their domain regardless of divisional rank. A member must follow direction from their department head on matters within that department's scope. However, the council of Rank 5s may override any department head by vote.

Operational Authority

During active operations, a ship's captain holds complete authority over everything that occurs aboard their vessel. This applies to all personnel on board regardless of division or department, including Marine and Auxiliary members embarked for a mission. Captains are expected to exercise this authority in accordance with group procedures; the scope of their authority is operational, not administrative.

Decision-Making

Decisions are made at the lowest appropriate level:

  • Major decisions — changes to group structure, policy, or direction — are made by a vote of the Rank 5 council. A majority is required to pass.
  • Routine decisions within a division or department are made by the relevant division leader or department head without requiring a council vote.
  • Community votes may be called for decisions that affect the group broadly. All members Rank 1 and above are eligible to participate.

Rules of Engagement

The Rules of Engagement define when and how members of the 174th Battle Group are authorised to use force. All members are expected to know and follow these rules at all times. Failure to do so may result in disciplinary action.

Authorised Use of Force

Force is authorised only under the following conditions:

  • Direct hostile action: A target has taken hostile action against group members or assets.
  • Demonstrated hostile intent: A target has displayed clear hostile intent, such as weapons charged and directed at group personnel or an aggressive approach with no communication.
  • Standing orders: Command has designated the target hostile by standing order prior to the engagement.
  • Active contract or mission objective: The target is identified as an objective within a sanctioned mission or contract.
  • Defence of a neutral or civilian: A neutral or civilian is under active attack and the group has the capacity to intervene.

Escalation and Warning

Unless a member or the group is under active fire, a warning must be issued before engaging. Members must make a reasonable attempt to communicate intent and allow the target an opportunity to stand down. If the target does not respond or continues to advance, force may be used under the applicable condition above.

Offensive engagements, where the group initiates contact against a target not currently attacking, require explicit authorisation from a Rank 4 or higher officer, or from the council. Individual members may not initiate offensive action on their own authority.

Civilians and Neutrals

The default stance toward civilians and neutral parties is to avoid interaction entirely. Members must not provoke, threaten, or engage neutral parties without authorisation. If a neutral becomes a direct threat, the escalation process applies before force may be used.

Surrendered and Fleeing Enemies

Enemies who surrender or attempt to flee must be pursued and captured where possible. Lethal force against a surrendered or fleeing enemy is a last resort, permitted only when capture is not feasible and the enemy remains an active threat. Rank 3 and above may authorise the release of a captured enemy if operational circumstances require it.

Prohibited Actions

The following actions are prohibited at all times, regardless of orders:

  • Impairing medical vessels: Medical ships must not be attacked, disabled, or obstructed unless the vessel is confirmed hostile and the group has its own medical capacity available.
  • Destroying escape pods: Escape pods must never be destroyed. Members are expected to pursue and capture them where possible.
  • Griefing: Harassment, repeated unprovoked attacks, and any conduct intended to ruin the experience of other players is strictly prohibited.

Friendly Fire

All friendly fire incidents, accidental or otherwise, must be reported to the commanding officer immediately and documented. Members involved must stand down and await instruction before continuing the engagement.

Target Verification

Before engaging any target, members must have visual confirmation of hostile action or recognised hostile markings. Uncertainty is not sufficient grounds to open fire. If a member cannot confirm a target is hostile, they must hold fire and seek clarification from their commanding officer.

Code of Conduct

The Code of Conduct sets out the standards of behaviour expected of all members of the 174th Battle Group. It applies across all group platforms and activities: in-game, on Discord, on any other group tools, and on external platforms when a member is visibly representing the group. Membership is conditional on upholding these standards.

Expected Behaviour

All members are expected to:

  • Treat all members and non-members with respect at all times.
  • Refrain from harassment, hate speech, and discrimination in any form.
  • Follow the orders of ranking members during operations.
  • Raise disputes through proper channels rather than through direct confrontation.
  • Be honest with leadership and fellow members.

Disciplinary Process

Discipline is handled on a case by case basis. There are no fixed tiers; the response is proportionate to the severity and context of the conduct in question.

  • Informal warning: Any Rank 3 or above may issue an informal warning for minor conduct issues.
  • Formal warning: A Rank 4 officer or department head may issue a formal warning for more serious or repeated issues.
  • Removal: Removal from the group requires a vote of the Rank 5 council. A majority is required to pass.

Members subject to disciplinary action have the right to present their account of events before a decision is reached. Inactivity is not treated as a conduct issue and is governed separately.

Grounds for Immediate Removal

The following offences result in immediate removal from the group without prior warning. The council may vote to make the removal permanent.

  • Cheating or exploiting game mechanics.
  • Doxxing or sharing personal information about another member without their consent.
  • Hate speech or discrimination of any kind.
  • Threatening or blackmailing members.

Appeals

Any member who has received a formal warning or been removed from the group may appeal the decision to the full Rank 5 council. The council will review the appeal and reach a final decision by majority vote. Appeal decisions are binding.

Fleet Composition

Design Principles

The fleet composition must adhere to the following design principles:

  • Self-Sufficiency: We are disconnected from UEE supply lines, so we need to be able to maintain and repair our ships independently.
  • Versatility: Our fleet must be capable of handling a wide range of missions, from combat to exploration to trade.
  • Quality over Quantity: We will prioritize maintaining a smaller fleet of high-quality, well-maintained ships over a larger fleet of lower-quality vessels.

Standard Issue Ships

Though we may have access to a variety of ships, the following are the standard issue ships that we will maintain in our fleet:

Space Superiority Fighter

A fast and agile fighter designed for space combat, capable of engaging enemy ships and screening for larger vessels.

  • Primary Ship: Scorpius
  • Vanduul Variant: Glaive (replica). For missions where we need to blend in with Vanduul forces or operate in Vanduul-controlled space.

Anti-Capital Ship

A heavily armed ship designed to take on larger capital ships, equipped with powerful weapons such as torpedoes and beam weapons able to penetrate heavy armor.

  • Primary Ship: Tiburon

Ground Bomber

A ship designed to deliver powerful ordnance against ground targets.

  • Primary Ship: Retaliator
  • Scorched-Earth Variant: A2 Hercules Starlifter. For missions where we need to deny the enemy access to resources or territory, capable of delivering powerful area-of-effect weapons to destroy infrastructure and resources.

Stealth Bomber

A ship designed to deliver powerful ordnance against high-value targets while avoiding detection, equipped with advanced stealth technology and capable of penetrating enemy defenses to strike critical infrastructure or capital ships.

  • Primary Ship: Eclipse

Dropship

A ship designed to transport troops and equipment to and from the battlefield whilst providing close air support and protection, capable of deploying forces directly into combat zones without the need for an escort or support.

  • Primary Ship: Valkyrie
  • Vehicle Variant: Asgard. A smaller version of the Valkyrie but with a larger cargo bay designed to transport vehicles and heavy equipment, capable of deploying forces directly into combat zones without the need for an escort or support.

Stealth Dropship

A ship designed to transport troops and equipment to and from the battlefield while avoiding detection, equipped with advanced stealth technology and capable of deploying forces directly into combat zones without the need for an escort or support.

  • Primary Ship: Prowler

Boarding Ship

A ship designed to transport boarding parties and equipment for boarding operations, able to quickly and efficiently deploy forces onto enemy vessels or structures.

  • Primary Ship: Legionnaire

Ship of the Line

A heavily armed and armored ship designed to serve as the backbone of our fleet, capable of engaging enemy capital ships and providing support for smaller vessels.

  • Primary Ship: Perseus

Command Ship

A ship designed to serve as the command center for our fleet, equipped with advanced communication and sensor systems to coordinate fleet operations and provide situational awareness as well as dedicated medical facilities to support our personnel during extended missions.

  • Primary Ship: Idris-K
  • Patrol Variant: Polaris. A lighter and more agile variant designed for reconnaissance and patrol missions, capable of operating independently or as part of a larger fleet.

Carrier

A ship designed to serve as a mobile staging point for our fleet, capable of launching and recovering smaller vessels and providing support for extended missions.

  • Primary Ship: Kraken

Interdictor

A ship designed to disrupt enemy communications and sensor systems, capable of jamming or hacking enemy vessels to gain an advantage in combat or reconnaissance.

  • Primary Ship: Vanguard Sentinel

Ambulance

A ship designed to provide medical support and evacuation for our personnel, equipped with advanced medical facilities and capable of transporting injured personnel to safety.

  • Primary Ship: Terrapin Medic
  • Rescue Variant: Cutlass Red. For search and rescue operations, capable of quickly reaching and extracting personnel from dangerous situations.
  • Field Hospital Variant: Apollo Medivac. For advanced medical care during extended missions, equipped with state-of-the-art medical facilities and staffed by highly trained medical personnel.

Minelayer

A ship designed to deploy mines and other area-denial weapons, capable of creating defensive perimeters or disrupting enemy movements.

  • Primary Ship: Nautilus

Snub Fighter

A small and agile fighter designed for hit-and-run tactics, capable of quickly engaging and disengaging from enemy forces.

  • Primary Ship: Fury
  • Snub Bomber Variant: Fury MX. Designed to deliver overwhelming missile firepower against enemy targets, capable of quickly engaging and disengaging from combat while delivering devastating strikes.

Anti-Swarm Ship

A ship designed to engage and destroy smaller aerospace threats such as enemy fighters and ordnance, equipped with multiple rapid-fire weapons and advanced targeting systems to effectively counter many targets in parallel as well as providing overwhelming suppression against ground targets.

  • Primary Ship: Hammerhead

Mining Vessel

A ship designed to extract and process resources from asteroids and other celestial bodies, equipped with advanced mining equipment and storage facilities to support sustained mining operations.

  • Primary Ship: Mole (Orion once available)

Salvage Vessel

A ship designed to extract and process resources from derelict ships and other space debris, equipped with advanced salvage equipment and storage facilities to support sustained salvage operations.

  • Primary Ship: Reclaimer

Mothership

A large and heavily equipped ship designed to serve as a mobile base of operations for our fleet, capable of supporting extended missions and providing facilities for repair, resupply, and personnel support.

  • Primary Ship: Ironclad Assault

Freighter

A large cargo ship designed for transporting goods and resources across the galaxy, equipped with extensive storage facilities and advanced navigation systems for long-distance travel.

  • Primary Ship: Hull C (Hull E once available)

Refueler

A ship designed to provide fuel and other resources to other vessels in space, equipped with advanced refueling systems and storage facilities to support extended operations.

  • Primary Ship: Starfarer Gemini

Datarunner

A ship designed to transport sensitive data and information across the galaxy, equipped with advanced security systems and storage facilities to ensure the safe delivery of critical information.

  • Primary Ship: Herald

Exploration Vessel

A ship designed for deep space exploration, equipped with advanced sensors, long-range communication systems, and living quarters to support extended missions in uncharted regions of the galaxy.

  • Primary Ship: Carrack

Repair Ship

A ship designed for repairing and maintaining other vessels in space, equipped with advanced repair systems, tools, and storage facilities to support extended operations.

  • Primary Ship: Crucible

Gear Loadouts

The following loadouts are the standard issue equipment for members of the 174th Battle Group, organized by division.

Marine Loadouts

Heavy Loadout

  • Undersuit: Stoneskin Undersuit
  • Helmet: Morozov-SH Helmet
  • Armor: Morozov-SH Core
  • Arms: Morozov-SH Arms
  • Legs: Morozov-SH Legs
  • Weapons:
    • Pulverizer LMG
    • TripleDown Shotgun Pistol

Scout Loadout

  • Undersuit: Stoneskin Undersuit
  • Helmet: Arden-SL Helmet
  • Armor: Arden-SL Core
  • Arms: Arden-SL Arms
  • Legs: Arden-SL Legs
  • Weapons:
    • P6-LR Sniper Rifle
    • Yubarev Pistol

Tactical Loadout

  • Undersuit: Stoneskin Undersuit
  • Helmet: DustUp Helmet Tactical
  • Armor: DustUp Core Tactical
  • Arms: DustUp Arms Tactical
  • Legs: DustUp Legs Tactical
  • Weapons:
    • Killshot Rifle
    • S-38 Pistol

Auxiliary Loadouts

Engineer Loadout

  • Undersuit: Novikov Exploration Suit
  • Helmet: Novikov Helmet
  • Weapons:
    • Cambio SRT
    • APX Fire Extinguisher
  • Gadgets:
    • Pyro RYT Multi-Tool with TruHold Tractor Beam Attachment