Brotherhood

Home is Where the Heart Is
The Southern 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 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, supermutants 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 may rarely be brought into the Brotherhood, but this requires not just allegiance but obedience, discipline and sacrifice. Very few wastelanders–among those that know about it at all–are likely to be allowed into the bunker at all, let alone be granted the status of initiate. It can be guaranteed that any such Brotherhood members will have a very unique and unusual backstory.

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."

The Codex
The Codex is the set of laws, principles and history which defines the Brotherhood as what it is. It includes not just protocols the organization must follow but also Roger Maxson's principles and the history and deeds of its various members. Initiates must take the Oath of Fraternity (is not strictly defined but exists for RP purposes) to become full-fledged members, and to defy the Oath is to be struck from the Codex.

Protocols
The Brotherhood of Steel, as the descendants of part of the U.S. military which went rogue, abides by protocols which resembles that of the U.S. Army, or at least the Army of Fallout's universe. These include but are not limited to:

The Chain That Binds–one of the Brotherhood's most central tenets, it delineates that orders must be passed down from one rank to another sequentially. For example, the Knight-Captain cannot directly order knights to mine if there are ranks in between. What he could do is tell the Senior Knight to get more minerals, who can then tell knights to mine. The knights in turn can pass the responsibility to the initiates though the knights themselves will be personally held responsible for the order being carried out. Conversely a subordinate cannot raise issues with anyone other than his direct superior who can bring it up the chain. The demands of the Chain That Binds are waived if intermediate ranks are unavailable, are the subject of inquiry, are unresponsive or are otherwise incapacitated.

Areas of authority–the caste system delegates authority in specific areas to the different castes. The scribe caste has full authority over medicine and research. The knight caste has full authority over the operation of the bunker itself, its defense, and the maintenance of equipment. The paladin caste has full authority over interaction with the outside world, including the decision to bring outsiders into the bunker.

Discipline & Duty
As the Southern Chapter has laxer standards of discipline it is not strictly required for members to salute superiors, but it is considered highly courteous to do so. However, if a superior salutes a subordinate it is highly encouraged that the subordinate answer the salute. The Brotherhood salute consists of the following: the right elbow is extended to the side at a 60º angle with the forearm bending towards the body horizontally, and the fist touching the right breast.

Brotherhood members should not be slavish to their superiors but must be obedient and respectful. If a direct order is issued only two questions are permitted in reply: how it may be carried out and a request for justification/purpose of the order. Asking how to do something is highly recommended, if not mandatory, if clarification is essential for carrying out the mission. Regardless, if issued the order again subordinates are expected to carry it out without further inquiry. If an objection exists toward this order it may be privately discussed with one's direct superior in a time and place designated by the superior. The only time a Brotherhood member can refuse a direct order is if it contravenes the Codex. The situation will be reviewed by leadership, but if the order is deemed valid the subordinate should expect and accept punishment. Under no circumstances should a subordinate use accusatory or defamatory language in public in regards to a superior.

Superiors also have a responsibility to their subordinates and, unless if there is a more urgent matter at hand, should not leave them without orders or instruction, or lacking the means to fulfill orders. In the event of misbehavior they have the right to punish subordinates but ideally should ask their own superiors for recommendations on appropriate punishment. If a subordinate demonstrates incompetence in an assigned area, and if he does not improve from instruction or instruction cannot be given at the time, the subordinate should be transferred to a different task.

Discretion over the use of communication equipment, or comms discipline, is extremely important. Talking over public wavelengths is not permitted unless authorized by a superior; this restriction does not apply to junior paladins or higher. However, when publicly communicating the Brotherhood should be portrayed in the best light possible and as little information should be revealed as possible. The Brotherhood communications channel should be kept free of small-talk and contradictory information or orders. All members should report name, rank, and current status when requested by a superior, and individual members should do so immediately when their shift starts. If the communications channel is compromised it must no longer be used and a new, secret frequency should be determined.

Use of addictive substances or "chems" is strictly forbidden and any sort of chemical dependency, once discovered, will result in enforced medical leave with possible disciplinary action. Consumption of alcohol or cigarettes is permitted while on rest and recreation, as long as it is not done to an extent which affects effectiveness in the short or long-term. Pursuing romantic or sexual relationships is likewise not permitted while on active duty, though they are permitted off-duty or on rest leave so long as they do not affect personal effectiveness. Although not expressly forbidden and personal attitudes may vary, homosexual or other non-procreative relationships tend to be frowned upon within the Brotherhood. The Brotherhood of Steel is of the belief that if a lifestyle may potentially hamper the furtherance of itself or its ideals it should not be practiced.

Punishment
Punishment may be applied to any action which violates the Codex, depending on its severity. Punishment may include the following: menial labor, confinement to quarters, removal of comm access, brigging, permanent reprimand, demotion, exile, execution. Exile is typically the most severe punishment exercised and many Brotherhood members consider it worse than death, but execution by firing squad may be conducted if the continued existence of an individual seriously threatens the security of the chapter bunker or the wider Brotherhood.

Daily Grind
The Brotherhood of Steel requires more setup than other factions to reach full effectiveness. Usually it falls to the knights and scribes to produce materials and technology for the bunker, while the paladins look for mutfruit, sand, and other needed components. Different areas of the bunker depend on each other to get ahead, meaning it takes far longer to complete "morning duties" when short-staffed.

Mining
At round start a knight or knight-aspirant should equip stock mining gear and look for one of each mineral (excluding iron). When this is done one piece of each ore should be dropped in front of the ORM. A scribe will use these materials to produce stock parts to upgrade the ORM and then the rest of the haul should be deposited. With the accumulated points purchase a kinetic accelerator, a range mod and a cooldown mod, and print a mining AOE explosion mod with the protolathe. A kinetic accelerator with these upgrades is the most efficient way to mine. If no ore box or wood is around one may cut up bedsheets with wirecutters into cloth, then use this for more mining satchels.

Sufficient minerals for a typical shift consist of:

Research
Prioritize Futuristic Parts, Quantum Technology and. A rapid part dispenser should be printed and loaded with ten quantum matter bins, ten femto-manipulators and five each of the other most advanced parts. Machines in RnD should be prioritized first, followed by Sickbay. Hydroponics should have the biogenerator and the seed extractor upgraded.

Power
Barely a task in itself, as it involves wrenching down the generator, inserting uranium and turning it on. It's recommended to wait until the generator is upgraded as power won't run out until an hour into the round.

Hydroponics
Usually it's best to wait until research has produced both a Plant DNA Manipulator along with five DNA data disk and a farming robot. 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 first thing to do is to break all the racks in the center and feed them into the workshop. Put all weapons in the top left rack, followed by ballistic ammunition, non-Brotherhood armor, and miscellaneous technology (like siege cannon boards).

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.

(NOTE: a current bug will result in crafting super-stimpaks using up other supers instead of regular super-stimpaks, wasting time and resources.  To get around this put the super-stim in a bio-bag or box as soon as it's crafted).

Although Brotherhood members are strongly encouraged not to lose their gun it's entirely possible it can happen. To prevent it from being immediately turned on its former owner it's recommended to replace the firing pins of every lethal weapon with mindshield firing pins, permitting only mindshielded users to use them. Mindshield firing pins can be printed in the Protolathe. When doing this remember to tell the rest of the bunker so everyone can get mindshield implants; have their personal weapons modified.

Every Brotherhood member is expected to carry night-vision goggles. To prevent delay during a sudden mission it's recommended to have at least five pairs in the Armory. Either night-vision meson goggles or night-vision medical HUDs are advisable. These can be printed in the Protolathe.

Shoulder holsters are recommended for use by every Brotherhood member as they have four slots for sidearm and ammunition storage. They can be easily made by the Biogenerator in Hydroponics.

Upgraded toolbelts are a blessing for knights and can greatly speed up an infiltration/defense mission. Toolbelts themselves (if using a box is too crass) can be crafted with leather from the Biogenerator. For speed and to ensure plentiful supply (they are a sought-after trading item) it's recommended to print out five of each advanced tool to fill out five toolbelts, but keep an eye on available resources!

It's rare that ammunition available at roundstart will be enough, so print microfusion cells, energy cells, and electron charge packs at the Protolathe and keep a healthy inventory in the Armory. Ballistic ammunition is more challenging as it requires Guns & Bullets books, blackpowder, and metal. Blackpowder will be made by a scribe if the bunker is lucky, but a ghetto way to obtain it is to print 60 shotgun shells at the protolathe and use a wrench to disassemble them. 60 remnants can be made into a bottle of blackpowder which is enough for 1 1/2 boxes of ammunition. Produce ammo that's most needed (if there's a Knight-Captain, he'll probably want 5.56mm) and exclusively full metal jacket (FMJ) unless otherwise specified.

Cooking

High Elder
The High Elder is the leader of the Brotherhood. Regardless of where our journeys take us, the High Elder always remains the same and always has ultimate authority.

Elder
The Elders are the Brotherhood's ruling council. Individual Elders are occasionally leaders of localized splinter chapters of the Brotherhood.

Marshal
The Marshal commands the whole of the Brotherhood's military forces. They report to the High Elder and the Elder Council and will only dispense orders if it's approved by them. They obtain the title of Marshal by showing outstanding performance in military tactics and combat. They help decide the titles of the most promising recruits from Initiates and Squires all the way up to the Head Paladin and Head Knight.

Head Paladin
The Head Paladin is responsible for dealing with the paladins in the same way the Head Knight does, but the Head Paladin chooses which paladins should lead each knight squad and which areas may prove to be suitable HQ's. The Head Paladin holds meetings with the High Elder, Elders, Head Scribe, Marshal and Head Knight. Both the Head Knight and Head Paladin report to the High Elder and Marshal, no one else. The Head Paladin and Knight don't tend to go out into the field of battle, although they may in critical circumstances. When they do enter a battle it is almost certain that they will have an impressive contingency protecting them and will very rarely be positioned on the front line, usually stationed back with the Marshal, planning strategic maneuvers and tactical advancement.

Star Paladin
Star Paladins are Paladins which show promise to become Marshal, Head Paladin or Sentinel. They are very well respected among other Paladins and Knights, and can increase the morale of soldiers greatly.

Paladin
Paladins are a class of members of the Brotherhood of Steel. They are likened to the Scribes and Knights of the Brotherhood as being on the same level, but with a different purpose. They are the protectors of the Brotherhood, fighting and protecting its interests across the wasteland, equipped with power armor and an array of lethal weapons.

Journeyman Paladin
Unlike a Journeyman Knight or a Journeyman Scribe, Journeyman Paladins are taken from fully fledged Knights instead of Initiates to be trained as Paladins. They are trained in excessive use of Power Armor combat including a large array of weaponry from small arms, laser and plasma weaponry, heavy weaponry, and explosives. This coupled with training in tactics, leadership, and CQC makes them a lethal asset upon the battlefield and the Proctors of the Brotherhood.

Head Knight
The Head Knight is responsible for allocating knights to missions. The Head Knight is also responsible for reporting all incidents involving the knights to the Generals, Elders or High Elder. The Head Knights are also present at meetings with the High Elder, Elders, Head Scribe, Generals and Head Paladin.

Star Knight
Star Knights are Knights which show promise to move up to be Paladins, Marshals or Knight Captains. They are very well respected among the other Knights.

Knight
Knights are responsible for manufacturing and repairing combat equipment, maintaining the bunker, bolstering base defenses and supporting the front line when necessary. After many years of service and experience, it is common for the strongest leaders and fighters to be transferred to the Paladin caste. The most efficient of the Knights are promoted to Star Knight, and finally, the leader of the caste is the Head Knight. Knights wear mostly power armor and military combat armour. The large gear in the Brotherhood of Steel symbol represents the knights.

Journeyman Knight
Journeyman knight is the one small step rank before becoming a full-fledged knight though have been initiated into the Knight Caste. Tutelage in the Knight caste is a joint effort, therefore no apprentices are needed. All Journeyman Knights are taught equally and prepared for the future in a uniform fashion that will best support their Brothers on the field and in the bunker. It is an important step in advancement as they continue to serve the Brotherhood.

Head Scribe
The Head Scribe is the highest ranking Scribe in the Brotherhood. The Head Scribe is responsible for choosing which Scribes work on which project and which scribes should be assigned to each order. The Head Scribe also chooses the varied Proctors of each order and must also oversee the projects each order is working on. The Head Scribe is a  highly intelligent person who has mastered the orders of the Sword, Shield and Quill, and may also take on a project of their own interest. The Head Scribe is one of the people who must attend the meetings with the High Elder, Elder Council, Marshal, Head Paladin and Head Knight. The Head Scribe Reports to the High Elder and Elder Council only.

Proctor
Proctor’s are some of the most advanced Scribes. They are always chosen for the most important projects and are the leaders of the Scribe orders. They often take on the most promising Scribes to be their apprentices and choose what order they should be in. Proctor’s teach their apprentices everything they know and will continue to teach them until they are equivalent or directly beneath them in the chain.

Scribe
Scribes are tasked with creating and keeping records of the technology recovered and used by the Brotherhood and experimenting with new weapons and other useful devices to be used in the field by the Knights and Paladins. Scribes rarely leave the safety of the bunkers, but they are sometimes called into the field to examine a piece of technology or perform a task beyond the skills of the Brotherhood soldiers. The attitude of many scribes in the Brotherhood can be described as techno-centric. While a great number study history and cultures, the majority of scribes focus their studies on subjects related to the acquisition, repair, or creation of technology.

There are three major Scribe orders: Each is headed by a Proctor, designated by the Head Scribe.


 * The Order of the Sword is responsible for weapons research and development. Guns, ammunition and anything of an offensive nature.
 * The Order of the Shield is responsible for defensive research. Power Armor, defensive structures, anything that is intended to protect.
 * The Order of the Quill preserves the written knowledge of the ancients, seeking out all manner of books and holotapes.

Journeyman Scribe
Journeyman scribes are scribes-in-training, however are trained enough to have been initiated into the Scribe Caste. They are often taken in by one of the Proctors and made apprentices, where they are then taught to be full scribes. If they are not taken in by a Proctor, they are often chosen to work on projects that are very insignificant. Journeyman scribes don't initially belong to an order but will either pick one for themselves, or their master may choose for them.

Initiate
The Brotherhood uses the term to indicate a mere trainee as having been initiated into the Brotherhood of Steel but has not been accepted into any caste yet. Whilst an Initiate they will be trained on the prime principles of the Brotherhood of Steel along with beginning their Caste Training which suits their knowledge, and skillset. A Initiate who has decided which Caste they wish join, and to be trained into is commonly known as either a Knight-Aspirant or Scribe-Aspirant, however they still fall under the Initiate title, and still answer to all Castes if given an lawful order.

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 either 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 during a raid for the element of surprise.  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.
 * Civvie: An archaic term sometimes used to describe someone not part of the Brotherhood or any other military.  May also be used to describe scribes.
 * 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.
 * Coven: Short for Iron Coven, former Brotherhood who have experimented with FEV and become psychic pseudo-witches.  They are considered a high-level threat and even confirmation of their presence is grounds for high alert.
 * 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.  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 of FEV is a high priority for the Brotherhood.
 * 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.
 * 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.  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.
 * Off-Duty: May mean either of the following:  a Brotherhood character filling a faction slot but excused from all duties for the round (A-Help for permission!); a Brotherhood character filling a faction slot but on RnR during part of a round; a Brotherhood character in a non-faction role such as wastelander.
 * 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: 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.