Brotherhood

Home is Where the Heart Is
The Sonoran Chapter of the Brotherhood of Steel is relatively new and the maximum age of any character born in the bunker is 30 years old. Native characters are more likely to embody the culture of the chapter and their parents which tends to be more progressive and heterodox compared to the rest of the West Coast Brotherhood. The Southern Chapter, otherwise known as the Sonoran Chapter is seeking to modernize itself. They have started to do this by being much more open to outsiders, compared to other Brotherhood Chapters, they are also more comfortable and prefer to decide who, if anyone is currently deserving of having technology.

The majority of external transfers are from Lost Hills, the effective capital of the West Coast Brotherhood (though the Southern Chapter has become increasingly schismatic). Discipline is strictly maintained, and everyone is expected to fulfill their duties. Members are treated equally, expected to respect other castes and, while highly disciplined, allowed a bit of room for human relations. Lost Hills generally offloads onto Yuma "the strange and unseemly" who are believed to otherwise hold it back. More stereotypical, idealistic or fanatical Lost Hills brothers and sisters are likely to be appalled by the state of affairs in Yuma and will insist on stricter discipline and adherence to protocol. Lost Hills and other bunkers in California must take special precautions to avoid detection and destruction by the NCR and so transfers will be more concerned/knowledgeable regarding bunker security; they would also be more hostile towards the NCR

The next closest bunker is the Hidden Valley Bunker in the Mojave. Transfers from there are extremely unlikely given a shortage of personnel and a lack of communication with the wider Brotherhood. Characters hailing from there would be used to an attitude of isolationism bordering on paranoia and killing any outsiders near the bunker (note that this is not an excuse to actually do so and server rules hold precedence), and they would prefer/be trained in covert missions to avoid detection. Hidden Valley is unorthodox, albeit in a different way, as its founder Elijah promoted the development of new technologies, and as a result it is highly advanced. The Midwest Brotherhood of Steel is a schismatic group that has eschewed technological secrecy in favor of using technology to establish a surface empire. It has fought numerous wars against raiders, super mutants and robots and its influence spans from Indiana to Colorado; how it has fared since winning the war against the Calculator is not set in stone. The culture of the Midwest Brotherhood is highly expansionist and militaristic, with submission among subjects mandatory and threats dealt with harshly. Characters from the Midwest are unlikely to care about "collateral damage" or for the desires of independence among surface-dwellers and are likely to approve of collective punishment. They will be accustomed to fiercer military training and are likely to be more experienced with surface tactics.

Outsiders in the Sonoran chapter are much more common, compared to other chapters. Similar to Eastern and Mid-Western practices, the Sonoran chapter holds a small village, which is under their protection. The villagers here work basic tasks in return for protection, a few of these villagers, if they manage to get a Paladin to sponsor them, are accepted into the chapter as Initiates. This still requires large amounts of self sacrifice and discipline on the prospect Initiate’s part.

''' As a note, characters from the Southern Brotherhood Chapter, Lost Hills, or Mojave bunker are allowed to be made freely and introduced into this Chapter as transfers. Characters that are from another chapter, such as the Midwest or East need staff approval in order to be played. '''

Bunker-Boy Characteristics
Most Brotherhood members have grown up in a bunker their entire lives and are unlikely to be used to sunlight. This, and the fact every inch of skin is usually covered while on the surface, means they'll be noticeably paler than surface-dwellers. Conversely, they can more easily navigate cramped underground spaces, on average. Brotherhood chapters enjoy the highest standard of technology in the wasteland and receive far less radiation poisoning. Also, the healthiest couples within a chapter are possibly encouraged to produce more progeny. One may then expect that Brotherhood members on average are taller and have fewer genetic or nutritional defects. Moreover, all personnel, but especially knights and paladins, are expected to adhere to standards of physical and mental fitness.

Mannerisms
The mannerisms and habits of Brotherhood members can be exceptionally varied but are likely to have key similarities. A military standard of punctuality is ingrained since childhood and members often prefer to follow a strict, almost prison-like schedule. Brotherhood members tend to have a very military outlook which reveals itself in their behavior, either in a formulaic insistence on protocol or in more casual "soldier humor."

Caste Responsibilities
The following section details responsibilities of each caste, these are general guidelines, meant to help inspire roleplay, these are not hard and fast rules for the most part, unless something is directly outlined in this section, such as Star Knights being needed in order to form a recon team.

Educators
The Scribe Caste, are responsible for educating outsiders and new Initiates about the history of our Chapter, as well as educating them on the tenants of the Codex. This job should be carried out whenever they have the time to, or when opportunity allows for it.

Experimenters
The Scribes are encouraged to experiment with various pieces of technology, such as circuits, hydroponics, and chemistry. Their goal is to create pieces of technology that can help aid the Brotherhood, these experiments should be logged, and sent to the Scribes and Elders for review, and logging into the Archives. Experimentation, with the exception of cloning, is not bound by the Geneva Convention, as long as these items are not used in combat, they are allowed to be created for “Theoretical testing”. Despite this fact, all experiments must still stay in line with other regulations of the Codex, so for example, no experiments regarding FEV, sapient AIs, or cloning.

R&D
The research of technology from upon the R&D console, should be left to the Scribes when possible, if they are too busy or there are none on duty, it can fall to someone else if need be.

Technophiles
While the Knights and Paladins may understand the mission of the Brotherhood, and seek to uphold its values, the Scribes are the ones that seek to understand the nature of technology, through analysis and experimentation. Scribes have the knowledge and understanding of what specific pieces of technology do, as well as define the purpose behind specific pieces of technology, and what category they fall into.

Catalogers
While outside of the bunker, the Scribes are expected to be brought along on field missions to help make use of technology, such as computer terminals or come to an understanding on what a piece of unknown technology might do, as well as take note of any piece of technology that is found while on patrol, as well as catalogue any and all technology that the Brotherhood finds and brings back to the bunker.

Field Work
It is important to bring along scribes during field missions or work for a variety of purposes or reasons, whether to settle trades while outside the bunker, to catalog any technology that is found while scavenging through a bunker or to act as combat medics for a field team.

Catalogers
While outside of the bunker, the Scribes are expected to be brought along on field missions to help make use of technology, such as computer terminals or come to an understanding on what a piece of unknown technology might do, as well as take note of any piece of technology that is found while on patrol, as well as catalogue any and all technology that the Brotherhood finds and brings back to the bunker.

Field Medics
While away from the bunker, it is important to bring along Field Scribes to help handle the seriously wounded, they function as the sole medical authority for the field team and are allowed to override the orders of the team’s field commander if the team is not able to fulfill an order due to medical reasons, such as being too injured to carry on. They are not allowed to override orders for reasons other than what is outlined above.

Tech Traders
The Scribes, with their advanced understanding of technology, and how it works, are the main negotiators behind trade deals in regards to technology, such as energy weapons, power armor, and advanced equipment. A Paladin should be on site to ensure that the trade deal does not break any diplomatic agreements, treatise, or policy on outsiders.

Medical
The Scribes are the chief medical authority in the Brotherhood. While not all Scribes are doctors, all doctors in the Brotherhood are Scribes. It is up to them to treat the physical and mental ailments of the chapter, as well as villagers. They are also able to declare whether or not someone is physically or mentally fit for duty. They are also highly encouraged to act as combat medics in the case of combat operations. Due to being the chief medical authority, they are able to override the orders of Knights or Paladins on medical grounds, in the case that the bunker may not be in a condition to carry out an operation due to a poor medical condition.

Defensive Operators
The Knights are responsible for coordinating defensive procedures and operations in the response of enemy sieges, attacks, or infiltrations. If the bunker or village is to come under attack, it is up to the Knight Captain or ranking Knight, to coordinate a defense. In the event that there is no, ranking Knight, a ranking Paladin will instead take over the coordination of defenses.

Enforcers
The Knights are expected to act as enforcers of the Regulations, as well as any additional guidelines set forth by the Elders. It is up to them to ensure that all laws and codes of the Brotherhood be followed.

Interrogators
In the event that an enemy of the Chapter is captured, and is needed to be interrogated, the Knights and Paladins are expected to carry this duty out, and extract information from the target. Paladins are to assist in the interrogation with the higher ranking of the two acting as the lead interrogator. For example if a Star Paladin and a Knight are tasked with interrogating someone, the Star Paladin would act as the lead interrogator. In the event that both are of equal rank, the Knight will take precedence.

Recon
The Knight caste, as scouts, are asked throughout the week to perform recon upon other major players in the area, whether this be in uniform or in plain clothes is up to the team. A Knight recon team should have at least two Knights, ideally one member being a Star Knight; if there are no Star Knights available then a full Knight is allowed to lead a two man recon team. Recon teams should be no larger than three people, that includes the team leader. They are also allowed to create small listening posts.

Listening Posts
For our purposes, listening posts fall under a very narrow definition, they are to be small surface outposts, or unassuming shops, such as diners. The purpose behind these are to monitor foot traffic throughout Yuma, and report up to the Paladins any dangerous tech spotted in the hands of wastelanders, such as power armor or laser weapons. It can also be used to report up enemy troop movements or skirmishes, if seen. Due to the nature of listening posts it is highly advised that these operations are conducted in civilian clothing.

Spies
In cases of extreme duress, the Elders may deem it necessary to ask upon a specific Knight to infiltrate an enemy organization for an extended period of time. These people must be exceptional members of the Brotherhood, and are usually selected from the Knight caste. These people are given long term assignments from the Elders only.

Non-Tech Trades
The Knights are allowed to conduct trades with outsiders for pieces of equipment and gear that do not fall under the umbrella of technology. This extends only to military hardware and armor that does not fall under the umbrella of technology. A Paladin should be on site to ensure that the trade deal does not break any diplomatic agreements, treatise, or policy on outsiders.

Gunsmiths and Armorers
The Knights, if they are interested, are cleared to produce more weapons for the Brotherhood, and can request that patrols be formed to gather the components they need to fabricate such weapons. They are the ones that should be deferred to to learn blueprints and design weapons, and repaint armor for the Brotherhood, as well as making new armor.

Fortifications
Knights are expected to and encouraged to create defenses on the top level of the bunker,and supplement the entrance to the bunker with additional defenses, the specific design is left at the discretion of the Knights.

Maintainers
The Knights are expected to maintain the bunker, and ensure that she looks her best, the Knights should replace any broken lights, clean up stains, remove cobwebs as well as get rid of trash. They are also expected to set up power at the start of each week as well. This maintenance does extend to armor and weapons.

Diplomats
The Paladin caste are the face of the Brotherhood, and handle most, if not all interactions with outsiders of the faction. They are the ones responsible for handling disputes between the Brotherhood of Steel and outsiders, as well as arranging official meetings between the Brotherhood and another entity. They may also end up acting as advisors to other factions as well. When dealing with other factions should be present, either as a representative, or to oversee trades with others.

Interrogators
In the event that an enemy of the Chapter is captured, and is needed to be interrogated, the Knights and Paladins are expected to carry this duty out, and extract information from the target. Paladins are to assist in the interrogation with the higher ranking of the two acting as the lead interrogator. For example if a Star Paladin and a Knight are tasked with interrogating someone, the Star Paladin would act as the lead interrogator. In the event that both are of equal rank, the Knight will take precedence.

Field Commanders
The Paladins of the Brotherhood of Steel, have some of the most combat experience out of anyone in the Chapter, as such they are asked to lead operations that take place outside of the bunker. They have sole authority as soon as a team leaves, and retain that authority until they return.

Team Leaders
Paladins act as team leaders within Brotherhood strike teams, they are the ones that are expected and will lead teams on away missions. Their word is law while outside of the bunker and they should not be disobeyed. As long as they are away from the Brotherhood base, they have the final say on their team’s orders. They are also responsible for the well being of their team while they are away.

Mission Makers
Paladins are encouraged to be proactive and come up with missions of their own for a team to embark upon. This is commonly seen throughout the week already, when Paladins ask to take a team to go do a leather or sand run, but this can also extend to dungeon clearings, or the creation of FOBs. They are highly encouraged to take out teams to raid bunkers for supplies, they are allowed to do so at the 30 minute mark, same as other factions. These missions can be hostile in nature, if diplomacy falls through, or trading does not work out, Paladins are encouraged to create teams to go retrieve important pieces of technology.

Bunker Busters
Paladins are encouraged to head into the wasteland to raid old pre-war sites for technology. If possible, Paladins should make teams to head out into the wasteland that make up each caste of the Brotherhood. However if pressed for time they are allowed to send out teams made up of two Paladins at minimum, this should be avoided when possible, or plans should be made for Knights and Scribes to come along as a secondary team as soon as possible.

Trainers
As the caste with  the most combat experience, they train the other personnel in a variety of fields, mostly physical training, and emergency scenarios, as well as military concepts, such as CQC, overwatch, bounding, etc. They also work with newcomers to the Chapter, in an effort to teach them.

Instructors
The Paladin caste are expected and encouraged to help teach the rest of the bunker important military skills and concepts, as well as keep their skills sharp. This can be done via drills, classroom lecturing, or practical lessons. Their main target of these lessons are the Knights, although they can work with Scribes, under very slim circumstances, such as triage.

Initiate Sponsors
The Paladin Caste are expected to work with villagers, taking those that are willing, on bunker raids and other offensive operations with them. This is to help determine if they would be a good fit for the Chapter or not, as well as to start teaching them about the Brotherhood’s protocol while in the field. They are also allowed to recommend outsiders for Initiation into the Chapter.

Bunker Regulations
Bunker Regulations

Set-Up
At the start of each round, there are a few things that need to be set up in order to make sure that the bunker runs smoothly for everyone. It is ideal to try and get this out of the way as soon as possible. The big three, Power, Mining, and Scrapping should ideally all be done at the same time, in pace with the other. The big three need to get done, and can be done by anyone if the time calls for it. However, it is usually best to leave them to a certain caste, since from an IC perspective it is  their area of expertise.

Power
Power is the most important task in the bunker, and has to be done as soon as the round starts. Listed below are the steps to get power running, power is located on the second level of the bunker, on the left-hand side. When possible, try to leave power to the Knights and Knight-Aspirants. However, if you know there are no other Brotherhood members on duty, you must set up the reactor or risk power failure later in the round.


 * 1) Then use a multitool on the Nuclear Fission cubes placed in a three by three pattern. Do them sequentially so the cubes initialize properly.
 * 2) Add the reactor fuel to the control unit and then toggle status on the control unit itself.
 * 3) Never inject more than three and no less than one, so two for the best output
 * 4) Close the Shutters once you are done with the button on the left most wall.

Mining
Mining is one of the most important duties we have, it, along with scrapping, need to be completed as quickly as possible in order for the rest of the bunker to be able to function. First, ask if anyone is already on or has done mining, if not, head down to the mining bay, located on the second floor, on the right hand side of the bunker. If the round has just started, make sure to grab a few metal rods as well and maybe the super sledge from the armory, there is an infestation of various creatures in the mines, it is best to clear these out and cover their nests with rods before mining. As such, it is best to try to leave Mining to Knights and Knight-Aspirants.

Once this has been done, grab a satchel, mining scanner, and drill. Head into the mine and try to get one of each mineral. Deposit one of each mineral into the ORM, do not deposit everything you have collected. Wait for someone to come by and upgrade the ORM, this allows us to maximize our yield from mining. From there, collect the points from the ORM and purchase the following from the mining point vendor, kinetic accelerator, a range mod and a cooldown mod, also make sure to print out a AOE explosion mod with the protolathe. From there continue mining with the KA until we have enough minerals, also, do not insert all the gold and diamonds into the ORM, keep a few around(about 100 or more raw) that we can use at a trading vendor, in order to get caps. Mining points attained can be spent on a variety of useful items, from med kits to jump boots that give a mild boost to movement speed.

Scrapping
Scrapping is the second most important task that we have at the moment. It involves heading out and breaking down cars, using a welder taking the scrap we get from that and breaking it down into raw materials. At the start of the shift, get together with a few other members of the bunker, preferably at least two. Get two welding tools per person, one welding mask per person, and one broom per person. All of these tools can be printed via a workshop. Grab a drill as well from the mining bay. Head straight south out of the village, until you get to a grouping of cars. Break down the nearest pile of tires next to the cars, from there, use the drill to mine out the rock, giving you access to the cars. Break down each car using your welding tools. Using the brooms, herd all the gathered scrap back to the bunker, preferably the garage in the village. From there being to break the scrap down using the workbench, prioritize Pre-War Salvage first, as it has a chance to become Mysterious Blueprints, which are needed in order to get research done in a timely manner. Hand off the Mysterious Blueprints as quickly as possible. From this we’ll also get random junk, stimpaks, and weapons components. Take the weapons components to R&D, for gunsmithing later and leave the stimpaks in a separate pile either in the garage or in medbay. The rest of the junk gathered can be used however you wish. A recycler can also be made, to turn the junk into useful raw materials. Due to the nature of scrapping it is going to involve every caste, while Knights prefer to do it, it is best to have Scribes help out too, along with a Paladin to either watch over them or assist in breaking scrap down, or taking it inside.

Research and Upgrades
Research is a major stop-gap in ensuring that the rest of our morning duties can be conducted. Research relies on that the other morning duties have also been conducted, to start scraping must be done before research can begin, it is best to help with scraping to hurry research along. Once you have gathered a few mysterious blueprints the following technologies are important to get, Futuristic Parts, Combat Implants, Advanced Mining Technology, and Advanced Weapon Development. Once Futuristic parts have been researched, print out a Bluespace Rapid Parts Exchange Device, and print out the parts needed to conduct upgrades. The following areas are priority for upgrades, R&D, mining, medical, any and all workshops around the bunker, and Hydroponics. From there feel free to upgrade things as you wish, such as the kitchen. When possible, it is best to leave this to the Scribes and Scribe-Aspirants.

Medical
Medical is a Scribe only duty, and can be started as early as round start. However it is best to wait until either research and scraping is done, or make sure there are other people on it before starting to set up medical. To start, it would be best to print five large beakers from the Workshop, two will be used to upgrade the dispenser, the rest will be used for mixing and using. Afterwards it is best to break apart and put the distillery back together, this is to get maximum charge out of battery within the distillery. Once the cell runs out of charge, you can simply take the machine apart and recharge the battery. It is best to have the following made, at least until upgrades can be sent out. Listed below is the order of priority for what medical items you should make first. The top three are priority and should be able to all be made without a charger. Once everything is upgraded, try to have thirty of everything listed below.

1-Synthflesh(30u)-20 Patches

2-Mannitol-20 pills

3-Saline & Iron-15 Iron Pills, 5 Vials of Saline

4-Corazone

5-Occuline

Hydroponics
At this time, Hydroponics is not a mandatory duty that needs to be done, other than getting biomass, there is little to no need. (The Mining Vendor no longer as survival pens) It is still important that biomass is accumulated however, mostly so that shoulder holsters can be made. Hydroponics is very general work, and getting it done can be done by anyone, however some Scribes may want to keep a few trays to themselves for experimentation.

Usually it's best to wait until research has produced both a Plant DNA Manipulator along with five DNA data disks and a farming robot. Currently the Seed storage does not contain Broc, and Xander (as it did on Legacy) so a Paladin will have to be tasked on obtaining these upon the surface for their seeds. However if an urgent mission is awaiting or these tools are taking too long it may be worth planting broc flowers and xander root as is. The farming robot will automatically weed, water, and fertilize the hydroponics trays. Keep ONLY Robust Harvest lying around as other fertilizer brands will cause mutations! When the Plant DNA Manipulator is complete, hack the seed vendor and unlock contraband; dispense glowing mushrooms, tower caps, razorgrain, watermelon, and tobacco. Extract lifespan, potency, production speed, perennial, and yield from these, respectively. Replace the traits of broc flowers, xander roots, and mutfruit (if the paladins retrieved it) with these and plant them; they should now have potency 50, yield 10, production speed 1, lifespan 100, and be perennial. It's also recommended to plant tomatoes, razorgrain, and tower-caps. Tomatoes can be fermented in a barrel to produce universal enzyme while razorgrain is both versatile and provides nutriment for the biogenerator, and tower-caps are used for wood which may be helpful in different areas. Other than these, one can grow whatever will be best for the kitchen.

Organizing Hydroponics is made easier with plant bags which are craftable with cloth. If there are unmodified seeds around put them in a different bag than the optimized ones. Different plant bags should be used for medical components than for food crops. Make extra Robust Harvest bottles with the biogenerator to prevent running out.

Armory
The bunker armory is where personnel get geared up for missions and the speed of preparation usually depends on how well-organized the Armory is. The armory itself is fairly well organized, a few things will need to be wrenched down in order to prevent things from appearing outside of their container but for the most part the armory can be left how it is. Feel free to organize the armory however you like. Ammunition is the main thing that is produced in the armory, via the reloading bench, you’ll need a copy of each Guns and Bullets Magazine in order to produce all types of ammo and magazines. However, energy weapon ammo can only be produced in R&D and require research to be done in order to produce them. This duty is best left to the Knights.

Stimpak Production
As of writing this, we do not need to make stimpaks due to survival pens, being cheaper to get and are as effective as stimpaks (Survival Pens are no longer available). However, if that ever changes, detailed below is a guide on how to crank out stimpaks. Stimpak production should be done in the garage, with the stimpaks either left there or taken to the medbay.

Stimpaks are a priority for production and should be made as soon as broc flowers and xander root are ready. Put all organic components on the advanced workbench and print syringes from the workshop, and while standing in front of the wooden workbench keep making stimpaks. When mutfruit has been harvested and botany has leather, grab as much as you can and convert the stimpaks into super-stimpaks. Forty will usually be enough for a typical shift, but if a round is particularly intense then a hundred could easily be needed. Put them either in boxes or bio-bags (made with cloth) for use in the field.

Glossary

 * Accidental discharge: accidentally shooting your gun, usually due to poor trigger discipline.  This will lead you to being yelled at, at best.
 * AFTIK: Short for Ally-Friend-Trade-Irresponsible-Kill On Sight, this is a non-canon classification system for outsiders.  Allies and friends, unlike other outsiders, may be allowed inside the bunker with permission.
 * Armory: The bunker security area where all the guns are kept.  Gear up here when called to duty.  May also be used to reference managing stored equipment as a part of morning duties.
 * AWOL: Away WithOut Leave.  Leaving any of the bunker's entrances without permission is grounds for serious punishment.  Not responding to comms only worsens this!
 * BoS: Short for Brotherhood of Steel.  Usually used in an OOC context, while Brotherhood is the short term usually used IC.
 * Breaching: Breaking through a wall or locked door during a raid, often for tactical advantage.  See the above section for basics.
 * Bunker: The Brotherhood's base of operations.  Should not be confused with the more common use of 'bunker' to mean in-game dungeons.
 * Casualty: A Brotherhood member injured or killed in the line of duty. Civilians can also become casualties - see 'collateral damage'.
 * Civvie: An archaic term sometimes used to describe someone not part of the Brotherhood or any other military.  May also rarely be used to describe scribes, but this is inaccurate.
 * Codex: The code of history, protocol and tradition at the center of all the Brotherhood does.  Basically the BoS Bible.
 * Collateral damage: Damage caused to non-BoS, non-hostile assets or civilians on a mission.  Most specifically used as a euphemism to describe unintentional civilian casualties.  It is an objective of the Brotherhood to minimize this, though priority depends on who is in charge.
 * Comms: Short for communications, may indicate talking over either Brotherhood radio or public radio.
 * Comms compromised: An outsider has access to the Brotherhood radio frequency, making it unsafe to disclose information.  Ways of dealing it include changing frequencies, apprehending the eavesdropper or even talking with coded language.
 * Covert ops: Operations done with secrecy to hide the presence of Brotherhood.  Usually entails night deployment or wearing inconspicuous gear.
 * Dangerous technology: That considered obligatory to collect from the wasteland.  Exact definitions vary but such things as FEV, mediguns, plasma weapons, laser weapon blueprints, and advanced power armor definitely are considered "dangerous."
 * Decontamination: Mandatory procedure for confirmed or potential contact with spilled FEV or heavy doses of radiation, or the contents of a super mutant hideout, or any of the other more disgusting and  contagious parts of the wasteland.  Involves ungracefully running to the showers and scrubbing every part of one's gear.
 * Dorms: The rooms with beds and personal lockers, where most personnel spawn in at the start of the round.
 * Downstairs: The IC explanation for the matrix in the bunker, where off-duty personnel live.
 * Farm bot: A robot that scribes can make which will automatically water, fertilize, and weed crops, making your life in hydroponics much, much easier.
 * FEV: Forced Evolutionary Virus, a pre-war top-secret government project responsible for many of the wasteland's woes.  Safely destroying bottles and sources of FEV is a high priority for the Brotherhood, as is the elimination of hostile FEV-related creatures such as Super Mutants.
 * Field Fortification: The construction of temporary structures to help defend a position, usually on the surface.  Remember to bring sandbags!
 * Fireteam: Part of a squad separated to accomplish or secure a separate objective.
 * Fortification: The construction of permanent or semi-permanent structures to enable more efficient defense, usually done in the bunker.
 * Foyer: The topmost part of the bunker just behind the main entrance. Also known as the garage.
 * FUBAR: Short for F***ed Up Beyond All Relief.  A succinct and military way to say that everything that could go wrong, has gone wrong.
 * High alert: Any and all personnel must be ready for action.  Being armed is mandatory as is being watchful and prepared.
 * Hydro: Short for hydroponics, this is where not only food is grown but also the ingredients for ever-crucial stimpaks.  May also be used to describe the most boring part of morning duties.
 * Jackhammer: Short for sonic jackhammer, a high-tech device used for mining but more commonly used to breach walls.  This qualifies as "dangerous technology" and must be kept secured at all times.  Should not be confused for the Pancor Jackhammer, a rare automatic shotgun.
 * Lounge: A part of the bunker meant to relax and play cards in.
 * KIA: Short for Killed-in-Action, any member of the Brotherhood whose heart has stopped or been stopped while on an operation.  As the Brotherhood will move earth and moon to recover and revive its members, the sweet embrace of death will usually only be temporary, though after-effects may be painful.
 * Medbay/Sickbay: The top-of-the-line medical facilities in the bunker, manned by scribes and where serious casualties are brought.
 * Medical leave: A purely RP term where a character may be excused from combat duty or heavy labor due to recuperating from a previous round.
 * Mess hall: The room adjoining the kitchen where meals and rations are picked up and usually eaten.
 * MIA: Short for Missing-in-Action; a Brotherhood on-duty member who cannot be located.  Ironically worse than KIA, because scribes can revive a corpse but cannot materialize someone who cannot be found.
 * Mining entrance: The lower and usually southern airlock which opens into rock.  Usually a lower priority for defense but should not be neglected.
 * Morning duties: Chores that must be done every shift to bring the bunker up to full effectiveness.  Shirking these will only come back to bite you later and are grounds to be charged with negligence. Can be considered 'quite dull', so liven them up with RP or music.
 * Off-Duty: A Brotherhood character who is playing as the 'off-duty' role: excused from duties, but also unable to issue orders if they would normally be able to do so, and not allowed to go running off.
 * ORM: The Ore Reclamation Machine, this is where collected minerals are processed into finished materials.
 * Outsider: General term to describe a non-Brotherhood individual.
 * Overt ops: "Going loud" or engaging in operations without concern for stealth.
 * Muties: Slang for super-mutants, particularly the hostile variety.
 * NVGs: Night-vision goggles, the meson and MedHUD varieties once having being a staple of Brotherhood equipment.  As this has been ruled non-canon and NVGs severely curtailed as a result, most Brotherhood must rely on conventional light sources now.
 * PA: Abbreviation for power armor, the bread and butter of the Brotherhood and a major target for technology reclamation.
 * Patrol: A low-intensity operation to gauge the general situation of an area and/or to ensure it is clear of hostile activity.
 * Raid: Entering a hostile or neutral compound by force with the element of surprise to accomplish an objective.  Some uncooperative outsiders claim this makes the BoS akin to raiders, but raids by the Brotherhood are usually done after negotiations fail.  May also be used for NPC bunkers.
 * Recon: Getting an estimation of neutral or hostile numbers, their position and equipment.  Highly advisable to avoid surprises.
 * Report: Can mean either a radio report or an after-action report.  A radio report consists of rank, name, and status given over Brotherhood comms.  An after-action report is a general account of an operation's performance, and may be obtained from a superior (if willing) in a following round.
 * RnD: Short for Research and Development, this is the room where advanced technological components are manufactured.
 * RnR: Short for Rest & Recreation, personnel assigned to this are no longer required to perform duties and may carry on with casual activities.  They still need to be in a state of readiness unless otherwise specified.
 * Siege cannon: Renamed emitters from base SS13, this constructible emplacements can be used to bring a world of hurt down a corridor or break down heavy fortifications.
 * Squad/Lance: Brotherhood personnel assigned to a single mission.  The number of Brotherhood members on a mission outside the bunker should never exceed 12 so larger unit formations are unnecessary.
 * Tech reclamation: Recovering technology from the wasteland, either by scavenging, negotiation or coercion.
 * Tech trade: Meeting with an outsider to trade for a dangerous piece of technology, usually with a less dangerous piece of technology.
 * Tinny: Wastelander slang to describe a BoS member, usually one wearing power armor.
 * Wastie: Slang term to describe wastelanders.