The QDF Handbook
The following is a public edition of the QDF handbook. This holds general guidelines that all QDF Operatives follow and can answer any questions you may have about QDF operations.
If you ever feel a QDF Operative acts against these guidelines, please report it to a member of QDF leadership.
What is the Handbook for?
The QDF Handbook is a first-hand resource for all QDF operatives. It contains all rules, general guidelines, in game protocols, and other information essential to know during your time as an operative.
Section 1: RULES
Rule 1: No leaking.
ALL QDF operations and communications are strictly classified. This includes ANYTHING sent in the QDF Discord servers, ANYTHING sent in the Security team chat in-game, and ANYTHING said in QDF voice channels. If it has the QDF logo on it or anything to do with QDF, nothing about it should leave official QDF channels.
The ONLY EXCEPTION is for sending evidence to QSOC or QIAD for official investigations. To request permission to post images with QDF imagery, please contact a member of Pre-Command.
Rule 2: Do not be stupid.
As a member of QDF, you are now held to a higher professional standard. As such, you are expected to apply common sense in all situations. Just because an action is not explicitly banned in this document, that is not a green light to do it. As a general rule of thumb, if you know it would get you in trouble or embarrassed in real life, don't do it online either.
This rule also applies on and off duty. Inappropriate messages in DMs or servers, as well as inappropriate actions in games where you can be recognized as a QDF member are subject to this rule.
Rule 3: Do not be disrespectful.
This rule applies to ALL QS RELATED SERVERS/GROUPS. Regardless of rank or achievements in any part of QS, you are to remain respectful to one another. Discourse and discussion are welcome within QDF/QS, but please do not turn it into a shouting match about who is right. We all hold different perspectives regarding different topics, so please try to respect them. Disrespect to anyone in or out of QDF on an extreme level will not be tolerated and may result in a strike or dismissal based on Pre-Command's judgment. We're a relatively small niche of QS. Let's try to all get along.
Rule 4: Follow orders.
All QDF are expected to listen to any member of a higher rank without question.
Rule 5: No NSFW.
Information removed for brevity.
Rule 6: Mind your microphone.
Information removed for brevity.
Rule 7: Use full grammar.
When speaking in the [QDF] On Duty Discord channel category or public chat in-game, you MUST always use full grammar. Google what full grammar is if you do not know how to use it.
Rule 8: Restricted groups.
Members of the following groups are banned from QDF. If you are in ANY of these groups, ANY of their subsidiaries, or ANY group related to them, leave them immediately. These groups have been named as threats to Quantum Science:
Any Quantum Science group "rip-off".
Rule 9: Follow quota requirements.
Whether or not there is a defined quota, you are always expected to be somewhat active in the group. While real life will always come first, QDF still expects activity from you since you chose to join.
If there is a defined quota, you must meet it. If you fail to meet it multiple times, you may be struck, suspended, or removed from QDF.
If there is no defined quota, please continue to log patrols and chat in the Discord server so leadership knows you aren't inactive.
See Section 2.5 for more information.
Rule 10: Raider team restrictions.
Do not join the Raider team when QDF is drastically outnumbered or is hosting an ongoing special event.
"Drastically outnumbered" is defined as there being more than 2 Raiders per 1 QDF. For example, if there are 8 Raiders and 4 QDF, you cannot join the Raider team.
"Ongoing special events" include QDF facility tours and any other special event that Pre-Command+ may host. They do not include normal events like meltdown evacuations. If you are unsure if there is a special event going on, contact a QDF member who is in game.
You are generally discouraged from joining the Raider team when QDF is struggling. However, the above criteria are hard limits that must be followed.
You are exempt from this rule if:
You are joining the raider team to participate in a Kleiner Oil Group squadron rally or whole-group raid that you agreed to participate in prior.
You are going to participate in an unplanned KOG flash raid/rally of some sort - however, if you are already on the Security team when the event is announced, you may not swap from the Security team to the raider team.
All present on-duty members from that server have agreed to let you join.
Rule 11: Do not bend the rules.
We know that some of you like to be clever and exploit loopholes or ambiguities in the rules to get away with anything. This will not be tolerated. Anyone who tries to manipulate the rules will be punished swiftly and harshly. Do not test us. This is your warning.
Rule 12: Control your emotions.
As a QDF operative, you will have to deal with unfair fights. You will be outnumbered, outgunned, and outspoken most of the time. We understand this can be frustrating, but please remember that this is a ROBLOX group at the end of the day. Repeated outbursts of anger are not tolerated and will be dealt with accordingly. This is not to say you are not allowed to be upset, but please consider the operatives working with you and voice yourself in a semi-calm manner. Regarding if raiders/employees are breaking a rules:
Report them. This is the point of QSOC. Do not make it your sole mission to harass them or complain about it constantly in VC. Report it and move on. Said reports should be submitted using the
#🆘reportschannel which can be found in the Quantum Community Outreach Department server.Remember: Raiders are able to buy their weapons. While this may be frustrating, there is nothing to be done regarding their arsenal from our side. Always remember that it is okay to take a loss; we are usually at a disadvantage.
Be the bigger person. If a raider or any person is clearly attempting to goad you into an argument or to do the wrong thing. Take a step back, take a breath, report them, and go on with your day. We're QDF because we're a step above the rest, don't let others drag you down.
Rule 13: No usage of Substances/Alcohol on Duty or within the QDF Discord server.
Information removed for brevity.
Rule 14: You are not better by being in QDF.
Treat all others, even if they are not in the group, with respect. Do not talk down to others simply because you believe you know more about the game or they are confused by something.
You do not gain the right to be a member of Corporate or other QS departments because you are QDF. Anyone using QDF as a major reason they should be Corporate will be punished. Mentioning QDF in passing, maybe such as how it helped you learn about QSERF and/or get involved with the community, is fine. Just do not use being in QDF as a major reason for why you should be Corporate or in another QS department.
Rule 15: The handbook is not the bible.
Sometimes there will be situations you have not been trained for and are not in this handbook. Use your best judgment. If you are unsure of an action, ask Pre-Command first!
Section 2: GUIDELINES
2.1 In-Game Communications
These guidelines govern communication in Roblox, specifically on all QS games. In general, when communicating, abide by all QDF and QS rules, especially QDF Rule 2. As stated in Rule 1, anything sent in the in-game team chat may not be shown to anyone outside of QDF without approval from Pre-Command.
2.1.1 Spatial Voice
Pre-Command and above are permitted to use Spatial Voice with due diligence but are strongly discouraged from using it due to its functionality.
2.1.2 When Off Duty
Grammar and team chat restrictions do not apply when you are not on the team and not on duty. However, please abide by QDF and QS rules.
2.1.3 When can I speak in public chat?
QDF Operatives should use public chat only when necessary. Such situations include and are limited to:
Issuing warnings to employees. See Section 3.2 for more info.
Answering legitimate questions from employees. A "legitimate question" usually pertains to the game (how something works, what to do during a situation, etc.) and will not result in much further conversation. You can make a Q&A thread if you have a question about if something qualifies. Answering questions is not mandatory. When answering a question, try to have only one nearby person respond. Some examples (non-exhaustive) are:
"What was the server vote?"
"How do I do X in the game?"
A CBD is in effect, and employees are wondering what to do
"How do I join QDF/be an Employee/etc.?" (Note - "community server" will usually not get censored, unlike "Discord")
Conducting a facility tour.
Announcing events like Code Black occurring or Tartarus sealing. See Section 3.1 for more info.
Junior Specialists and above have fewer restrictions for speaking. Namely, they may start and engage in conversations if the following criteria are met:
Full grammar and professionalism are maintained.
The conversation's topic is not outlandish, disrespectful, or something that would break the rules in QDF or QS.
Raiders are not spoken to, unless they are off-team. However, if they change teams for the express purpose of talking to you, do not talk with them.
QDF-related communications remain in team chat.
Note: QDF members are allowed to perform light roleplay with others in game to enhance the player experience. Example: Giving in universe answers to questions or performing roleplay tasks. Just remember to keep all QS and QDF guidelines in mind.
2.2 Discord Communications
These guidelines govern communication in the QDF Discord. In general, when communicating, abide by all QDF and QS rules, especially QDF Rule 2. All these guidelines also apply to the text channels built into voice channels. As stated in Rule 1, nothing from ANY channel in the Discord may be shown to people who are not QDF without Pre-Command approval.
2.3 Merits, Demerits, & Strikes
We strive to support our operatives and reward members when we see them going above and beyond to make QDF a better team. However, we're a highly visible department of QS. So we have high standards that must be upheld at all times. On and off team.
2.3.1 Earning Merits
Merits are the main way leadership recognizes and acknowledges the positive contributions an operative makes. They are awarded to reinforce good performance, support members, and encourage them to continue their excellent work.
2.3.2 Earning Demerits
Demerits are the lightest form of formal punishment in QDF. These do not negatively affect your rank, but can affect your promotion eligibility. These are handed out to warn operatives that have performed minor to moderate infractions. Demerits cannot be contested nor reviewed, but do expire after one (1) year.
2.3.3 Earning Strikes
Strikes are the standard form of punishment for infractions. These can affect your rank and will affect your promotion eligibility. These are handed out to operatives that have performed moderate to major infractions that must be corrected or else further administrative action will be taken.
2.3.4 Getting Strikes Removed
This information is not public.
2.4 KOS Guidelines and Raiders
2.4.1 KOS Guidelines
"KOS" means "Kill on Sight". This means that if you see someone who is on KOS, then you kill them. Temporary KOS orders will be posted in a private channel in the QDF server, while permanent ones are listed in the Immediate Termination Actions section.
There are some limiations you have to be aware of regarding KOS:
- You may not prioritise anyone on KOS over raiders. Raiders are the top priority.
- You may only chase anyone on KOS for a short amount of time.
Only Command can issue KOS orders.
The only KOS that you may enact on your own is an "Event KOS". An Event KOS is a temporary KOS order that lasts until the current event (i.e. meltdown or maintenance mode) finishes. Employees may be placed under an Event KOS for a few reasons:
Continually doing prohibited actions that go against the server vote (i.e. repeatedly turning the relief valves when the vote was meltdown).
Continually annoying/harassing QDF, even after following the proper warning chain (see Section 3.2).
If you place someone on Event KOS within a minute or two of the current event ending, the KOS may be extended until the end of the next event.
If you place someone under Event KOS, inform them of what is happening and why as best you can.
2.4.2 Immediate Termination Actions
There are certain actions that players could do that will result in an immediate termination order.
Some examples are but not limited to:
Intentionally inappropriate actions against you or other operatives (Ex: WS'ing).
Blatant nudity or avatars with a clear inappropriate theme (A screenshot of the player character and their name should be reported to QSOC).
Absurdly large avatars that interfere with gameplay, either UGCs or altered avatars from the GEMD (If required, send evidence to QSOC).
Employees or Visitors inside QDF only zones.
Employees or visitors in SL-4 during a warhead event.
Any player in an official and current KOG uniform.
Note: If there is ever any doubt if someone is performing an ITA, message a member of Pre-Command+. Additionally, if you do terminate someone for any of the reasons above, attempt to notify them why in game through
/whisper.
2.4.3 Raiders
Raiders are KOS. Always.
Sublevel 1 is currently a no combat area. The only exceptions to this rule are:
- If both you and the raider are re-entering Sublevel 1 from another area.
- If raiders are directly in front of our spawn and do not appear to be passing through (for example, heading to elevators).
2.4.3.1 Special Notes About Raider Combat
Certain features in QSERF become available if a certain amount of QDF are on duty in a server. Raiders can override blast doors and the Tartarus lockdown if there are five (5) or more JFO+ on duty, and the warhead data heist is available if six (6) or more JFO+ are on duty. For these features that require a certain number of QDF to be present, this point must be made incredibly clear:
Do not leave the server to prevent events from triggering or to prevent Raiders from doing certain things only to rejoin after they can't occur.
This is a petty and cowardly tactic. It also frustrates many Raiders, who spent a hefty amount of Robux on their game pass(es). If you call for backup, be prepared for an influx of Raiders and be ready to fight. We are more coordinated than the Raiders and can gather backup faster than them. Use these to your advantage.
Don't forget that sometimes, we will lose. Losing is okay. Do not be a sore loser.
2.5 Activity Logs and Quotas
Activity logs demonstrate your activity in QSERF. Your activity is an essential metric that Pre-Command and Command use to determine how committed you are to the group. Of course, it is not the only thing that we measure.
2.5.1 Current Quota
The current quota, for Junior Field Operatives and above is: over two (2) weeks, patrol at least twice and for at least 70 minutes total.
Section 3: OPERATIONS
3.1 QSERF Manual
This section of the Handbook covers most things that you'll need to know while patrolling in-game.
3.1.1.1 Normal Operations (NO)
NO is the scenario you'll be in most of the time. During NO, you only need to be concerned with normal duties, such as patrolling the facility, killing Raiders when you see them, conducting server votes (and tours occasionally), and so on. Key areas include the DMR Control Room (DMR CR / RCR) and chamber, Pump Station Alpha, and the Warhead Control Room (WCR).
If there are no Raiders online or QDF outnumbers Raiders by at least 2:1, you may also be more proactive in helping employees manage the DMR. How the DMR is managed depends on the server vote (see Section 3.1.4 for more details). For example, if the vote is "preserve," you may help employees fulfill power orders. You may speak to do so. This is not required, and you should not punish employees for going against what you say unless the majority of players in the RCR are clearly working to complete them.
3.1.1.2 Protocol Saletum (PSL)
Protocol Saletum is more commonly known as "the warhead". It is probably the second most common scenario you'll be in.
Once you hear any warhead announcement, you should immediately drop whatever you are doing and respond. Your objective is to either disarm the warhead using the red "Cancel" button in the WCR or otherwise prevent the warhead from detonating. While the warhead is active, you are permitted to kill anyone who is not an Administrator in Sublevel-4 and only in Sublevel-4. If the warhead is inactive, you must follow the proper warning protocol in Section 3.2.
This is a general overview of the warhead priming/detonation sequence:
Raiders begin priming the warhead. This is when the first announcement plays.
Raiders are locked out for 40 seconds. This is the only time you can use the red "Cancel" button in the WCR.
Raiders must search for detonation keys. Their locations will be revealed to you and Raiders. You should either guard these keys or guard the WCR.
The raiders confirm detonation. In order to finish confirming detonation, Raiders must press the detonation button after turning the keys and then use their keycard one last time. If the Raiders are about to finish confirming detonation, switch your focus to securing and defending Tartarus. You may try to "engage cancel" or let the warhead time out right before detonation, but that does not happen often. Act like a CBD (Code Black Directive, see sections below) was just activated. Begin following COD (Code Omni Directive) protocol sometime before the 60-second detonation announcement.
During each phase, if the warhead sits idle for too long, it will automatically cancel. This is a valuable tool since the red "Cancel" button is only available for about 40 seconds in the beginning of the sequence.
3.1.1.3 Code Red Directive (CRD)
A CRD is announced in the first phase of DMR meltdown. The warhead will be disabled, so you do not need to worry about it. At this point, two options lie ahead of you, depending on the server vote:
The server voted for a DMR shutdown. If this is your situation, focus on shutting down the DMR. To shut down, the DMR must be below 3000K, none of the power lasers can be broken, and the EFSS tanks must be filled to at least 80%. You may help direct the employees on how to shut the DMR down, but do not abuse them or be overly bossy. If you need to, follow the warning protocol in Section 3.2.
If a shutdown ever becomes impossible (i.e., a power laser breaks), initiate a Pre-emptive Code Black Directive (PCBD, see below).
The server voted for a DMR meltdown. If this is your situation, initiate a PCBD.
3.1.1.4 Pre-emptive Code Black Directive (PCBD)
A PCBD is the same thing as a Code Black Directive (CBD), except that you may not lock Tartarus down (tip: if you keep one Tartarus fan on and one-off, you can soft-lock Tartarus. Keep at least one fan off so you can turn it on when someone else turns the other fan off). Otherwise, begin heading to Tartarus and encourage others to start evacuating. A PCBD may only occur if:
The server voted for a meltdown.
The server voted for a Phase 1 shutdown, but a Phase 1 shutdown is impossible (temperature too high, power laser broken, etc.).
If the server voted for a meltdown (and only a meltdown), you may initiate the Radiation Seal from the DMR CR. The Radiation Seal prevents anyone from entering the DMR chamber or performing a Phase 2 shutdown.
3.1.1.5 Code Black Directive (CBD)
A CBD happens at the beginning of the second meltdown phase whenever the Phase 1 shutdown fails, or the Phase 1 shutdown timer expires. At this point, you may engage the Tartarus security lockdown. You may also do so should power go out during any phase of the meltdown. Again, you have two paths ahead of you, depending on the server vote:
- The server voted for a DMR shutdown. If this is your situation and a Phase 2 shutdown looks possible, gather enough people on the DMR superstructure to perform the shutdown. A Phase 2 shutdown requires at least three people to eject all fuel cells within 1-3 seconds of the others. Do not spam the fuel cell levers when ejecting. If a Phase 2 shutdown does not become available (the announcement about blast shelters will play) or fails, abandon the shutdown and follow item #2 on this list.
Note: Some Operatives should secure the Tartarus Control Rooms during this phase if possible.
- The server voted for a DMR meltdown. If this is your situation, securing the Tartarus Control Rooms is your priority. You should already have positive control of both TCRs, so activate the Tartarus security lockdown and continue the evacuation until Code Omni Directive (COD) is announced.
Note: The security lockdown will prevent employees from using the Tartarus controls, so only terminate them if they are being extreme nuisances.
Requirements for automatic early sealing of Tartarus are a maximum of 4 QDF, with a minimum 1:2 QDF:Raider ratio, where QDF are unable to gain any control room for an extended period of time.
For an automatic early seal, QDF are authorized to lock down Tartarus during any point during meltdown and to seal Tartarus after the Code Black announcement.
3.1.1.6 Automatic Early Seal Requirements (AESR)
QDF are permitted to lock down seal Tartarus after Code Black Directive announcement right away if the following requirements are met:
A maximum of 4 QDF and 1:2 Ratio minimum.
Unable to gain control of any control room for an extended period of time.
3.1.1.7 Code Omni Directive (COD)
A COD happens approximately two (2) minutes before the DMR explodes. You may still have people evacuating, but you should begin preparing to seal Tartarus. Be sure to clear out any Raiders or have people designated to fight them so you may continue unimpeded.
Commonly, the lift should be sent up at the 30 second warning, after which the Tartarus door is closed. However, the Tartarus seal may be closed at any time after the COD announcement. Announcements that can be used can be found at the top of Section 3.1. Be sure to guard both the topside and bottom side from Raiders, even after the door seals, especially if there are 5 or more QDF on. If Tartarus seals before/as the DMR is detonating and Raiders don't override it, then congratulations, you have saved the day!
3.1.2 Power System
QDF Operatives have access to adjust the power system/the grid. Since the grid is connected to many things in QSERF, like lights and elevators, do not abuse this privilege.
3.1.3 Door Controls
Senior Field Operatives and above can control all the hydraulic blast doors and automatic sliding doors in QSERF (not push-bar doors). This allows for greater control over the flow of friendly and hostile units within the facility. However, it also impedes gameplay for regular players, so use these controls sparingly.
3.1.3.1 Methods of Door Control
Doors can be controlled in four ways:
Each hydraulic blast door has a keycard reader next to it that can manually override the door's current state. The override lasts for ~160 seconds.
There is a panel of switches in the upper level of QDF spawn that has a switch for each controllable blast door in QSERF. The "Open" and "Closed" states force the door in question to be either open or closed, and the "automatic" state enables the cooldown for hydraulic blast doors mentioned in item 1.
Next to the manual blast door switches in the QDF spawn, there is a switch to override the facility sliding doors. Overriding sliding doors causes all sliding doors in the facility to be locked in their open state. Do not forget to unflip this switch to bring the sliding doors back to their normal operation.
There is a "CR lockdown" button (also referred to as Intruder Alert) in both the Security room and the Security bypass inside of DMR CR. This button sounds an alarm, seals all entrances to the DMR CR for ~90 seconds, disables the blast door keycard readers, and has a cooldown of ~40 seconds after the lockdown finishes.
The DMR radiation seal can be activated in DMR CR at the chamber seal control console. Guidelines for which can be found in Section 3.1.1.3.
3.1.3.2 Permissions
OiT+ are permitted to use the diagional elevator lockdown, which can only be used during the tours or during a keyphase only if necessary.
SFO+ are permitted to individually override hydraulic blast doors if there are 4+ Raiders online or if Pre-Command+ authorizes it.
SFO+ are also permitted to use the switch in the spawn door control room that forces the sliding doors open, but only when a meltdown starts or the warhead's key phase begins. Closing blast doors significantly impedes gameplay for non-combatants, so only close them when absolutely necessary and re-open them as soon as possible.
JSPC+ are permitted to use the Intruder Alert button in the following secenarios:
- 3+ Raiders are conducting an extended attack on the DMR CR.
- to trap Raiders inside after QDF have entered to clear them out.
- if Pre-Command authorizes it.
JOFC+ may use all the switches in the spawn door control room, under the following conditions:
- There is no Dataheist ongoing.
- There is no Warhead ongoing.
- With the exception of the CR Blast Doors, in case of fake warhead.
- Only one door may be sealed at a time via this method.
- At least 4 QDF operatives are on-duty.
- Ratio must be at least 1:1.5.
- Use your absolute best judgement when considering the use of door control.
Note: If there are 5 or more JFO+ online, Raiders are able to override hydraulic doors as well as Tartarus. Don't bet on the hydraulic doors staying open or closed.
3.1.3.3 Additional Restrictions
The Sublevel-1 Blast Doors have a separate set of requirements listed below.
You may only use the SL-1 Blast Door if there is a ratio of 1:1.5 or higher, rounding up.
There needs to be 5 or more JFO+ on-duty.
The use of intruder alert during RCR Data Heists is forbidden. The same would apply to sealing the SL-1 blast doors in the same circumstance. This is to uphold the fair-play standards by giving raiders a realistic fighting chance. You may still use the standard blast door override in RCR by interacting with a keypad, but do so only in absolute necessity.
3.1.4 Server Votes
Server votes are relatively easy to conduct. The command !qdfvote sends a prompt to all players asking for their vote. It will tally the results and report back to you.
There are three options for the vote:
Meltdown. If this wins, attempt to melt the DMR down completely. Do not attempt any shutdowns.
Shutdown. If this wins, attempt both a Phase 1 shutdown (using the shutdown code) and a Phase 2 shutdown (chance to be able to eject all the DMR fuel cells).
Preserve. If this wins, do not let the DMR meltdown. You may ensure this in any way you see fit aside from bossing around employees. Harassing employees is not tolerated. You may only harm employees if they are going against the vote and after you follow the proper warning ladder (see Section 3.2).
3.1.5 DMR Emergency Cooling Controls
All QDF members are authorized to utilize the EFSS and EPRS systems to cool down the DMR as necessary. Please use them with caution to not cause the DMR to stall.
3.2 Warnings
This section refers to giving warnings in QSERF. For strikes (punishments for Operatives), see Section 2.3.
Warnings are what you issue to people when they are severely misbehaving in QSERF. There is a clear process for giving warnings so that they are only given to those who need them.
3.2.1 When Can I Give Warnings?
You may only give warnings under these circumstances:
Someone is in your face, on your head, pushing you around, or deliberately trying to annoy you. Someone is too close if the barrel of your gun touches them while you are standing still.
Someone is tampering with the controls, usually to resist the server vote.
Someone is deliberately being a nuisance to others in-game.
You should NOT give warnings in the following circumstances:
Someone is hacking/exploiting, spamming, has an inappropriate username, is being extremely toxic, or is otherwise doing something that needs a moderator. Call QSOC by opening a ticket in QCOD!
Someone is using controls in a manner that requires said controls to be spammed.
Please note that these lists of conditions are not comprehensive. If you have questions, ask QDF Pre-Command or Command.
3.2.2 How do I Give Warnings?
Warnings are issued in QSERF public chat. As such, grammar rules must be followed. Some example warnings are provided below. A ✔️ marks a proper warning and a ❌ marks an improper warning.
✔️ Please stop spamming the controls.
✔️ Please get off of my head.
✔️ Back away.
❌ get off (does not have full grammar)
❌ Warning 1, don't mess with the controls. (We never say "Warning 1", "Warning 2","Final warning", etc.)
If escalation is necessary, progress along the following ladder:
Attempt at verbal warning + Baton
Baton
Warning Shot
Termination
You may only skip steps in this ladder if someone is on KOS (either global KOS or Event KOS), if someone is actively interfering with a QDF task (covering the Tartarus lockdown button during a meltdown, blocking your view during combat, ect.), or performing inappropriate actions that authorize immediate KOS. Otherwise, do not skip steps.
Section 4: DRESS CODE AND LOADOUTS
4.1 Dress Code and Proper Attire
Many groups similar to QDF maintain strict dress codes, and QDF is no different. The dress code is designed to keep our appearance consistent with our values and to distinguish us from other players while in-game. All ranks must follow the dress code.
Each rank has specific uniforms and accessories that they may wear, outlined below. The general dress code that applies to all members regardless of rank is as follows:
Skin color must be reasonably realistic (a natural color you could expect someone to have in real life).
Accessories and hairstyles are only permitted if they:
Are simple and conservative (meaning "not outlandish, not extremely large, not overly flamboyant, and not extremely distracting").
They are relatively realistic and do not cover large parts of the uniform.
Due to roblox removing classic faces, you may now also use Roblox's 3D faces. When doing so, make sure your webcam is turned off.
Any 3D faces should still look somewhat professional. If able, we would recommend you get a UGC face that mimics 2D faces.
Any UGC faces must be approved by Pre-Command+, though generally if they adhere to the following guidelines, they should be fine.
- UGC faces must not have any exaggerated features, meaning they should not be anime-like.
- No overly exaggerated movements.
- Should pass as "normal looking".
Operatives may also opt to use a faceless head, while their eyes are covered, and they may use a fitting accessory as a mouth. This however must be a approved by a Pre-Command member on a case-by-case basis.
For questions or to request approval, members should inquire in the designated channels.
Display names must be professional and appropriate (nothing that would break QDF or QS rules).
Note: Do not "clone" display names by setting yours to the same as others. This is unprofessional, and those found doing this will be suspended until their display names are changed.
4.2 Rank-Specific Dress Codes and Arsenals
Each rank is permitted to wear and carry what the ranks below it may wear and carry.
4.2.1 Operative in Training (OiT)
Primary weapon(s): None
Secondary weapon(s): G-17
Melee weapon(s): Baton
Armor: T1 armor
Uniform: Blue uniform with tie, formals for special occasions
Accessories: ONLY simple, conservative glasses; medical face masks
4.2.2 Junior Field Operative (JFO)
Primary weapon(s): M4, R870
Secondary weapon(s): No change
Armor: No change
Uniform: Blue uniform without tie
Accessories: Anything that adheres to the general dress code EXCEPT tactical visors, goggles, tactical masks, and helmet-like accessories
4.2.3 Field Operative (FO)
Primary weapon(s): M4A1, Kriss Vector
Secondary weapon(s): No change
Armor: No change
4.2.4 Senior Field Operative (SFO)
Primary weapon(s): P90
Secondary weapon(s): No change
Armor: T2 armor
Accessories: Partial face coverings (face masks can only cover half the face)
4.2.5 Junior Specialist (JSPC)
Primary weapon(s): No change
Secondary weapon(s): G-18
Extra: Frag grenade
Armor: No change
Accessories: Tactical visors and goggles
4.2.6 Specialist (SPC)
Primary weapon(s): MIN-134
Secondary weapon(s): No change
Armor: No change
4.2.7 Senior Specialist (SSPC)
Primary weapon(s): AA12, L1A1
Secondary weapon(s): No change
Armor: No change
4.2.8 Junior Officer (JOFC)
Primary weapon(s): No change
Secondary weapon(s): Desert Eagle
Armor: T3 armor
Uniform: QDF Tactical uniform
Accessories: Full-face coverings (balaclava, tactical masks, etc.) and helmet-like accessories
4.2.9 Officer (OFC)
Primary weapon(s): HK416, Riot Shield
Secondary weapon(s): No change
Armor: No change
4.2.10 Senior Officer (SOFC)
Primary weapon(s): M60, RPG-7
Secondary weapon(s): G-18s
Armor: No change
4.2.11 Pre-Command+
Primary weapon(s): Vector-45, Winchester M70
Secondary weapon(s): No change
Armor: Juggernaut Suit
Section 5: QDF Squadrons
The sub-departments of QDF are called the Squadrons. These units are specialized groups with experienced and skilled QDF operatives who train in specific combat techniques to win any engagement, regardless of the odds.
5.1 Admittance
This information is not public.
5.1.1 Transparency Notice
Naturally, all squadrons are still part of QDF. Transparency between everyone is made to prevent toxicity and drama and ensure operatives know if a Squadron operative is going against the squadron's terms. If you see a Squadron member disobeying base QDF or Squadron guidelines, we urge you to contact any member of Squadron leadership. Furthermore, if you believe there is an issue with Squadron leadership, please contact a member of Unified Squadron Command. Squadron Leadership's and Unified Commands' DMs are always open to answer any further questions you may have.
5.2 Unified Squadron Rules
5.2.1: No Elitist Behavior
While Squadron operators may be elite, their attitude toward others is expected to be of elite quality. If they are found to be toxic, condescending, or derogatory towards anyone, they will be removed without warning and face consequences in main QDF.
5.2.2: Professional conduct consistently upheld
Whether on or off duty, you are expected to uphold professionalism. The elites of QDF must exemplify such qualities through their behavior towards others. Anyone found to infringe on their squadron's image will be swiftly reprimanded.
5.2.3: No Leaking
The operations of any squadron are highly classified. All information you are given access to should be held at that level. For example, Squadron command information should not be released outside of the channel unless authorized.
5.2.4: Mutual respect
We are all QDF members and share the goal of defending all Quantum Science property and personnel. We must and are expected to work together as one team to achieve that goal.
5.2.5: Follow all QDF guidelines
This should go without saying: Follow all main QDF guidelines. Those found to have broken them will be dealt with accordingly.
5.3 Squadron Leadership Categories
Squadron ranks do not supersede QDF ranks at any time, except these listed below during Squadron Events.
Squadron leadership is broken down into three tiers.
Unified Squadron Command oversees and reviews all policies from Squadron Leadership. They also directly moderate any miscommunication or disagreements between the squadrons and serve as a direct link between squadron leadership and QDF Pre-Command. Superseded in the game by Pre-Command+.
Squadron Command oversee and coordinate all of their specific unit's operations and operators. They have the final say on everything related to their squadron, and their control over unit members is only being superseded by Unified Squadron Command and QDF Junior Instructor+. Superseded in game by Pre-Command+.
Squadron Officers are talented leaders within the squadrons who host squadron responses and other squadron events. These members are talented tactical leaders tasked with leading and advising QDF members around them during squadron events. Superseded in game by QDF Officer+ if not an officer or above.
5.4 Squadron Loadouts
All Squadrons have their own unit-specific loadouts.
5.5 Squadron Weapon Guidelines
Squadron operators, being the elite combative of QDF, are expected to be lethal with most weapons that they are given. Therefore, operators are expected to use their weaponry within reason. However, there are some scenarios where you can use your weaponry even during some unfair ratios. During PSL/Meltdown, we encourage you to respond to heavy raider weapons, even if QDF outnumbers raiders, with heavy weapons of your own. But be mindful of your situation. Only use the minimum force necessary to achieve victory in an engagement, and always follow weapon restriction guidelines. This is to keep things fair and balanced and to keep combat interesting for both sides.
In saying that, there are some hard limits of the Juggernaut Suit that only QDF Command may override.
There may only be 1 Juggernaut Suit in use when the ratio is below 1:2 QDF:Raiders Ratio. With that maximum being pushed to 2 suits in use during a 1:2 ratio or greater.
The Juggernaut Suit may only be utilized with the following primary weapons: M4, HK416, AA-12, M60 and MIN-134.
There are also additional limits on the Winchester M70 and its use.
A maximum of 1 Winchester M70 may be out at a time.
That limit is raised to 2 Winchester M70s at a ratio of 1:1.5 or greater.
5.6 Uniform Guidelines
The Squadrons are given exceptions from the general QDF dress code. These are outlined below.
Certain members of QDF Squadrons are permitted to wear helmets, usually unlocked at the rank of JOFC. These helmets are optional; however, if you choose to wear them, the following regulations must be followed:
During Squadron responses and events, JOPR+ must wear their Squadron Tactical Uniform unless instructed otherwise by Squadron Command or above. Initiates will continue to wear their respective uniforms as they have yet to be permitted to wear a Squadron Tactical Uniform.
Section 6: Miscellaneous
6.1 VIP Servers
In VIP servers that are not a part of VIP raids or official QS events, normal regulations surrounding patrolling do not apply. You are free to join the Security team and have fun, while still keeping a few things in mind:
While normal patrolling restrictions do not apply, QDF rules do. Don't be an idiot. Your conduct in QSERF represents QDF, VIP server or not.
Respect the wishes of the VIP server owner. Don't abuse your privileges in a manner that upsets the owner of the VIP server. Such conduct is punishable.
Unless authorized by Pre-Command+, you may not log patrols that happen in VIP servers. VIP raids are authorized, though.
In VIP servers that are a part of VIP raids or official QS events, all Handbook regulations apply unless stated otherwise by QDF Pre-Command+.