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Mighty Armed States of Honor


Kaikora

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Mighty Armed States of Honor is is a moderately sized alliance, looking for more members to increase its strength and popularity. We currently have over 70 members. We are a green alliance and incourage, green nations, however we do accept you if you are not green.

Mighty Armed States of Honor Forum Link

Date founded: June 28th, 2007

Charter of Mighty Armed States of Honor

Preamble:

This document is to define the government and rules of The Mighty Armed States of Honor hereby referred to as M*A*S*H. All members must abide by this document.

Article I

Admission:

1. No member of M*A*S*H can be a part of another Alliance

2. Spying is not allowed; if you are caught spying you will be ZI'ed and expelled

3. All recruits are required to switch to the Green Team (unless you have been grandfathered in)

4. All recruits are required to put M*A*S*H in their Alliance Affiliation

5. M*A*S*H will not accept anyone who is in a active war or on a ZI list come back after its settled

6. As of 8/24/07 IAFC is now apart of M*A*S*H

Article II

Structure:

1. Joint Chiefs of Staff:

The Joint Chiefs of Staff consists of 4 senior member groups of M*A*S*H. And also include the C.O., Executive officers, Foreign Affairs Officer, and Senior Drill instructor. Advisors can also be appointed and fall under the name of The Elders Council

2. Officer Corps:

1. Executive Officer's - Second in Command

2. Drill Instructor - Head of Military Command

3. Economic Officer - Controls all economic on goings within M*A*S*H

4. Foreign Affairs Officer - Runs all foreign affairs

5. Personnel Officer - Runs all recruiting programs and manages applications

6. Internal Affairs Officer - manages internal matters

7. Intelligence Officer - secret stuff

* Officer Corps positions can appoint 1 or 2 deputies to help manage their departments

3. Non Commissioned Officers

1. Company Commanders - 1 for each of the 6 company's

2. Deputy company commanders - 2 for each company

4. Assistants:

1. Department heads can also appoint assistants

5. Soldiers

1. Basic unit in M*A*S*H can either fight wars or work in banking

Article III

Expulsion:

Members can be thrown out for the following:

1. Spying

2. Bad behavior- racists remarks, belittling of others, etc..(in alliance, Open World Forum, or other offsite forum boards)

3. Rogue activities

4. Being a member of two alliances

Expulsions are decided by the M*A*S*H Supreme Court

Article IV:

War, Aid, and Trade

War:

1. There will be no offensive wars unless approved by a Company commander or the deputy/ Senior Drill Instructor

2. Tech Raiders must read and understand the following

- You can not raid a target that is in an alliance

- If they return you must pay reps to them *exception if they attack back then no reps

If you break these rules you will be on your own to deal with the consequences.

3. All members must report to their barracks to sign in after becoming a member

4. Report any attacks on you or another member's nation in the sentry reports thread, they will not be dealt with unless posted there!

Aid:

1. You are encouraged to aid other members in the alliance.

2. War Aid is top priority

3. The Economic officer over sees all affairs in trades and aid

4. Helping other nations outside of M*A*S*H is encouraged but must be cleared by the C.O. and/or Economic Officer

Trade:

1. Try to trade within the alliance when you can. But it is recommended to trade within the Green team

Article V

Loyalty and Authority:

1. All members must be loyal to the leadership and follow orders

2. This document is the law of our alliance. It can be amended by majority vote of the officers and a special representative appoint by the membership to vote on the amendment.

3. Don't forget to have fun though!

4. The Leader of M*A*S*H can make or change all policies.

1st Amendment

Adoption of JAG:

Objective:

1. The Judge Advocate General of M*A*S*H has been set up to deal with all conflicts within or outside of the alliance pertaining to any M*A*S*H members

Jurisdiction:

1.The JAG can expel or punish members for the following

1.Rogue Activities (not following orders, unauthorized offensive wars)

2.Charter violations (being apart of 2 alliances, etc...)

3.Spying

4.Flaming, Baiting, Spamming in unauthorized area repeatedly, offensive actions

Structure:

1. One Chief JAG who can break ties and over sees all cases

2. Four Deputy JAG's form panel to try cases

Punishments:

1. Punishments can very from verbal warnings, warning using forum features, suspension, expulsion, or perma ZI

2. All punishments given out are based on personal merit and how bad of crime committed

We would have done this earlier, but we were busy with internal stuff :P

Edited by Kaikora
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We currently have positions available:

Company Commanders

-3 people

Squad Leaders

-2 people

Deputy Co Commanders

-5 people

Immigration Deputy

-1 people

Education Officer

-1 people

Economics Deputies

-2 people

Various deputies

-6 people

Diplomats

-6 people

Also aid gets thrown around in our alliance, if you join you are almost certain to get a lot of aid, cause we want to buff your nation up! :P

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