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Post by Freddie on Jul 27, 2019 0:20:59 GMT 1
Scout Association of Japan From Wikipedia, the free encyclopedia Jump to navigationJump to search This article may be expanded with text translated from the corresponding article in Japanese. (December 2014) Click [show] for important translation instructions. Wiki letter w.svg This article is missing information about response to the 2011 Tōhoku earthquake and tsunami. Please expand the article to include this information. Further details may exist on the talk page. (March 2011) Scout Association of Japan Scout Association of Japan.svg Japanese: ボーイスカウト日本連盟 Headquarters Hongō, Bunkyō, Tokyo Country Japan Founded 1922 Membership 99,779[1] (2017) Affiliation World Organization of the Scout Movement Website www.scout.or.jpWikiProject Scouting uniform template male background.svg Beaver Scout WikiProject Scouting uniform template female background.svg Cub Scout WikiProject Scouting uniform template male background.svg Scout, Venturer, Rover and leader Scouting portal The Scout Association of Japan (ボーイスカウト日本連盟 Bōi Sukauto Nippon Renmei) is the major Scouting organization of Japan. Starting with boys only, the organization was known as Boy Scouts of Japan from 1922 to 1971, and as Boy Scouts of Nippon from 1971 to 1995, when it became coeducational in all sections, leading to neutral naming. Scouting activity decreased radically during World War II but slowly recovered; membership at the end of May 2017 was 99,779.[2] Contents 1 History 1.1 Early years 1.2 World War II and aftermath 1.3 Modern period 1.4 Chief Scouts 2 Scouting program and ideals 2.1 Scout Promise and Oath 2.2 Scout Law 2.3 Ranks 2.4 Councils 3 Decline in membership 4 Notable Scouts 5 International Scouting 6 See also 7 References 8 External links History Early years Japanese Boy Scouts – Yokohama, 1912 (from The Japan Gazette, 3 April 1912) A 1916 photograph of Japanese Boy Scouts drilling with rifles (from 13 January 1916 Leslie's Illustrated Weekly Newspaper) Scouting was introduced to Japan in the autumn of 1909[3] by ambassador Akizuki Satsuo and Japanese teacher Hōjō Tokiyuki, who had visited England in 1908. A Japanese text based on Scouting for Boys was published as early as 1910,[3] and a few sporadic troops sprang up, without any cohesion and without a proper grasp of the principles and aims of Scouting. In 1911, General Maresuke Nogi went to England in attendance on Prince Yorihito Higashifushimi for the coronation of King George V. The general, also known as the "Defender of Port Arthur" was introduced to General Robert Baden-Powell, the "Defender of Mafeking". The Scout troop in Yokohama welcomed Baden-Powell during his visit on 2 April 1912. The troop consisted primarily of British boys, but, from the beginning, also included a small number of American, Danish, and Norwegian boys and was led by a British Scouter, merchant Clarence Griffin. The 1st Yokohama, as it was called, had its first meeting on October 16, 1911 and was registered as a British Troop Abroad. The Troop charter and a Scoutmaster Warrant for Clarence Griffin were issued by Baden-Powell. With this registration only those with British nationality were able to "officially" join the troop, although this rule seems to have been loosely enforced. The Scout Association of Japan recognizes Clarence Griffin as Japan's first Scoutmaster and the "1st Yokohama", now the International Boy Scouts, Troop 1, as Japan's first recognized Boy Scout troop with a marker placed on his grave in the Yokohama Foreign General Cemetery. In 1918, at the urging of missionary Bro. Joseph Janning, the Group registration was changed to "international" and boys of all nationalities were officially allowed to join the troop. In 1923 this Group became the first directly registered Group of the newly formed Boy Scout International Bureau (now World Scout Bureau).[4] The Troop remains active in Yokohama as the International Boy Scouts, Troop 1. seal of the Nippon Kenjidan, precursor to the modern association During his short 1912 visit to Japan Baden-Powell did, however, see something of the Kenjinsha, an old time youth movement. During this period homegrown Japanese troops began to develop and existed alongside expatriate troops in Yokohama, Kobe and Osaka. Hiroshi Koshiba started a Tokyo-based group in 1913. At the time of the coronation of the Taishō Emperor in 1915, Scouts were organized in Tokyo, Shizuoka, Kyoto and Hokkaido. In 1920 three delegates, Toyomatsu Shimoda, Hiroshi Koshiba, and Richard Suzuki, attended the 1st World Scout Jamboree at Olympia, London. Shimoda and Koshiba were both adults and, when they met Richard Suzuki aboard ship and learned he was a Scout, they invited him to join. Richard was the son of a Japanese father and a British mother and was traveling to England for study. Richard was a member of the Yokohama international troop and, being the only Scout aged delegate, Richard carried the Japanese placard in the "Procession of the Nations" during the opening ceremonies.[5] Seiichiro Furuta with Cub Scouts ca. 1924 In 1920 Crown Prince, later Emperor, Hirohito also visited Great Britain, experienced Scouting first hand and expressed the hope that Scouting would develop fully in Japan and join the world movement. The Nippon Kenjidan, forerunner of the "Boy Scouts of Japan" was founded in 1921, when Shimoda began a national group that was restructured and merged with other groups in April 1922.[3] The organization was reformed as the Boy Scouts of Japan in April 1922 by Count Futara Yoshinori and Viscount Mishima Michiharu. Japan was admitted as a member of the World Organization of the Scout Movement later in 1922.[6] The 1923 Great Kantō earthquake brought the work of the Scouts of Tokyo and Kobe to the notice of the general public. Count Gotō Shimpei, a doctor and a statesman, was made the first Chief Scout of Japan and tasked with the rebuilding. As Minister of Railways, Count Gotō travelled around the country, and was able to promote Scouting in his spare time. In 1924, Japan fielded a full contingent of 25 to the 2nd World Scout Jamboree in Denmark under Rear Admiral Count Sano Tsuneha, during which Count Sano attended a Wood Badge course at Gilwell Park. Count Sano returned to Japan and created Japan's own training course, called Jisshu-jo, for both Cub and Scout leaders, which is still used to this day, after completion of two preliminary courses, Koshu-kai and Kenshu-kai. Count Futara Yoshinori was the first Japanese member of the World Scout Committee of the World Organization of the Scout Movement from 1931 until 1939. In February 1937, Isamu Takeshita was appointed head of the Boy Scouts of Japan, the Sea Scouts, and the YMCA, as part of the general militarization of Japanese sports and athletics taking place at that time.[7] Japanese military authorities did not consistently encourage the Scouting movement in occupied territories. Where local conditions were favorable, authorities would permit local Scouting or introduce Japanese-style Scouting, or Shōnendan, and sometimes even made this compulsory. On the other hand, where conditions were not favorable, and anti-Japanese sentiments were likely to be nurtured through Scouting, the authorities would prohibit it entirely.[8] World War II and aftermath Scouting in Japan suffered almost complete eclipse in World War II, and took time to recover. Occupation authorities had blacklisted the ex-military officers, disregarding age or sympathies. This held Count Sano and others back from their sincere desire to restore Boy Scouts of Japan to its former correct basis. Gradually, military supervision was relaxed and the original group began to take over, with beneficial results. The occupation period was difficult on Scouting, just as it was on Japanese daily life. The participant patch (usually embroidered or woven) for the first National Scout Rally was printed on paper, because of the financial situation of that time. Period pieces of Scouting memorabilia from that time are rare and highly prized. Japan was re-admitted as a full member of the World Organization of the Scout Movement in 1950, remarkable and unique in the history of nations in which Scouting has been interrupted. Within ten years of World War II, Scout membership had grown to 80,000. In 1957, the first Wood Badge course by that name was held in Japan. In 1959, Japan held the Second Nippon Jamboree, shortly after the conclusion of the 10th World Scout Jamboree in the Philippines. Modern period In 1961, Viscount Michiharu Mishima was awarded the Bronze Wolf, awarded by the World Scout Committee for exceptional services to world Scouting. Other recipients from Japan include Hidesaburō Kurushima, chairman of the national board and international commissioner, in 1967, Taizō Ishizaka in 1971, Saburō Matsukata in 1972, Shintarō Negishi in 1975, Akira Watanabe in 1977, Yorihiro Matsudaira in 1981, August S. Narumi in 1984, Ichirō Terao in 1985, and Yoritake Matsudaira in 2012. In 1971, BSJ hosted three major World Scouting events, the 13th World Scout Jamboree and the 1st World Scout Forum in Shizuoka, and the 23rd World Scout Conference in Tokyo. After the 13th World Scout Jamboree in 1971, there was discussion about the national association's name. The word "Japan" is not Japanese, rather based on a southern Chinese dialect, which Marco Polo heard as "Zippang", eventually becoming "Japan" in English. The Japanese corrected the association's name to match their own language, as "Boy Scouts of Nippon" in 1971. Since 1974, SAJ has every year invited some 45 Scouts from Scout associations in the Asia-Pacific Region to take part in major international events such as Jamborees, Ventures, Agoonorees and Rover Scouting events. In 1995, Japanese Scouting became coeducational and, after that point, to use "Boy Scout" would strictly be incorrect. Further it was decided that the proper national name "Nippon" was not well known worldwide. Japanese Scouting once again changed its national association's name in English to the "Scout Association of Japan" (SAJ). However, there is contradiction in the original charter, that Boy Scouts of Japan (or Nippon) is still used in the writing of the Japanese language Scout Constitution. Therefore, it was decided that the official name is to be in the Japanese language, and the English expression is for the convenience and benefit of overseas Scouts to connect with Japanese Scouting. SAJ celebrated its 75th Anniversary of founding of the National Scout Association in 1997 and hosted the second Asia-Pacific Regional Top Leaders' Summit Conference in Gotemba and Tokyo. Scouting in Japan has grown steadily and established an eminent place for itself in social education for young people. The aim of the Scout Association of Japan is to help young people become responsible humanitarian citizens, who can appreciate and practice loyalty, courage and self-respect in an international perspective. With the support of volunteer leaders, the Scout movement in Japan provides fun-filled, challenging programs, with an emphasis on developing each young person's character, health, abilities and sense of service to others. The Scout Association of Japan is a non-political, voluntary movement, with open subscription. The geographic structure of Japanese Scouting is the Council, generally conforming to prefecture boundaries. Japanese Scouting also exists abroad, in communities with large native Japanese populations, such as Amsterdam (Netherlands) and Singapore[9] In recent years, SAJ held several international events, which include the sixth Nippon Agoonoree in Ehime in August 1999, the 5th Nippon Venture in Ōita in August 2000, the National Rover Moot 2001 in Aichi in August 2001, and the 23rd Asia-Pacific/13th Nippon Jamboree in Osaka in August 2002. Japanese Scouts are actively involved in international understanding and cooperation programs, such as the ORT twinning project by Rovers with the Bangladesh Scouts, and nationwide fundraising activities for refugees in UNHCR camps. Scout Association of Japan celebrated its 90th anniversary in 2012 The 23rd World Scout Jamboree took place at Kirara Beach, Yamaguchi, in 2015. The theme was "和 Wa: A Spirit of Unity". Chief Scouts 1st Shimoda Toyomatsu, 1924–1929 2nd Gotō Shinpei, 1935–1936 3rd Isamu Takeshita, 1937–1945 4th Mishima Michiharu, 1951–1965[10] 5th Hidesaburō Kurushima, 1966–1970 6th Saburō Matsukata, 1971–1973[11] 7th Akira Watanabe, 1974–2003[11] 8th Shōichi Saba, 2003 – April 1, 2006[12] 9th Tsunao Hashimoto, April 1, 2006 – March 31, 2010 10th Takayasu Okushima, April 1, 2010 – present Scouting program and ideals Scouts asking for donations after the 2011 Tōhoku earthquake and tsunami See also: Ranks in the Scout Association of Japan The Scout Motto is Sonaeyo Tsuneni (そなえよつねに), translating as "Be Prepared" in Japanese. The Scout emblem incorporates the sacred mirror Yata no Kagami, which represents wisdom and honesty. The Japanese Scout uniform consists of a brown vest, brown pants with light blue pockets, and light blue cap for Beaver Scouts; a blue shirt, pants, and cap for Cub Scouts; khaki with green line edge shirt and pants, and a green beret for Boy Scouts; and a khaki shirt and pants, and green beret for Venture, Rover, and adult Scouts. Prior to the 23rd World Scout Jamboree, the SAJ introduced new uniforms and phased in new insignia for all sections. Standardized council insignia were introduced for the first time in 2015. The new council badges are 4.8 cm x 11 cm, smaller than the standard US version. The program sections are: Beaver Scouts (Japanese: ビーバースカウト), age 6 to 8 Cub Scouts (Japanese: カブスカウト), age 8 to 11 Boy Scouts (Japanese: ボーイスカウト), age 11 to 14 Venture Scouts (Japanese: ベンチャースカウト), age 14 to 20 Rover Scouts (Japanese: ローバースカウト), age 18 to 24 Scout Promise and Oath In the Scout Association of Japan, Beaver Scouts and Cub Scouts use the term "Promise" (やくそく). Scouts above are use the term "Oath" (ちかい).[13] However, in the official English website of the Scout Association of Japan, these are all called "Promise".[14] Beaver Scouts Japanese[13] ぼく(わたくし)は みんなとなかよくします ビーバー隊のきまりをまもります Translation I will be friendly for everyone and protect the Beaver Scout Law. Cub Scouts Japanese[13] ぼく(わたくし)は まじめにしっかりやります カブ隊のさだめを守ります Translation[14] I promise to behave honestly and steadily, and to follow the Pack Laws. Scouts and above Japanese[13] 私は、名誉にかけて、次の3条の実行をちかいます。 #神(仏)と国とに誠を尽くしおきてを守ります。 #いつも、他の人々をたすけます。 #からだを強くし、心をすこやかに、徳を養います。 Translation[14] On my honor, I promise I will do my best to do my duty to God/Buddha and the country, and to obey the Scout Laws, to help other people at all times, and to keep myself physically strong, mentally awake and morally straight. Scout Law A Scout is faithful. (スカウトは誠実である。) A Scout is friendly. (スカウトは友情にあつい。) A Scout is courteous. (スカウトは礼儀正しい。) A Scout is kind. (スカウトは親切である。) A Scout is cheerful. (スカウトは快活である。) A Scout is thrifty. (スカウトは質素である。) A Scout is courageous. (スカウトは勇敢である。) A Scout is thankful. (スカウトは感謝の心をもつ。) Ranks The ranks are: Tenderfoot (Sho-kyū 初級スカウト) 2nd Class (Ni-kyū 2級スカウト) 1st Class (Ikkyū 1級スカウト) Chrysanthemum (Kiku 菊スカウト) The highest rank of the Boy Scouts is the Kiku Scout (菊スカウト). "Kiku" is the Japanese word for chrysanthemum. The highest rank of the Venture Scouts is the Fuji Scout (富士スカウト). It is named after Mount Fuji. Councils The SAJ operates and maintains 48 councils, each corresponding to prefectural borders and a National Council for top-level staff and employees. prefecture 2015 membership[15] founding year council badge or totem Aichi 11,143 1949 prefectural flower Kakitsubata (Iris laevigata) with two shachihoko as supporters Akita 392 Akita Kantō bamboo pole hoisting rice paper lanterns, which hang from horizontal bars; traditional symbols of the council include namahage done in aizome (藍染め), the Japanese process of indigo dyeing Aomori 440 prefectural map superimposed with two Bewick's swans (Cygnus bewickii) in flight and an apple, as Aomori Prefecture is Japan's largest producer of apples Chiba 6,113 the Sun surmounted with many seiyō aburana blossoms, as the name of Chiba Prefecture in Japanese is "thousand" and "leaves" Ehime 1,314 Kurushima-Kaikyō Bridge, prefectural flag, and Mount Ishizuchi Fukui 794 two dinosaur silhouettes, Fukuiraptor facing left, and Fukuisaurus facing right, representing the Fukui Prefectural Dinosaur Museum, superimposed with the prefectural flower Narcissus (Narcissus tazetta), on a background of dark blue as the prefectural flag Fukuoka 2,923 plum blossom representing Dazaifu Tenman-gū, known for its 6,000 ume (Asian plum) trees belonging to 167 varieties, similar to the prefectural flag Fukushima 1,025 stylized hiragana of ふ (fu), the central design of the prefectural flag and Mount Bandai with Polaris to the right and Lake Inawashiro/Goshiki-numa-in 1924, the venue was used as a place for social education through activities conducted by the Boy Scouts of Japan, it was the first time for the royal family to participate and it was the site of the first All Japan Youth Federation Conference (少年団日本連盟大会) Gifu 1,838 traditional housing called gassho-zukuri, as well as a bird effigy of a rock ptarmigan (Lagopus muta, known as the raichō (雷鳥), which means "thunder bird", the official bird of Gifu Prefecture and is a protected species nationwide[16] Gunma 1,582 horse caricature 群馬ちゃん "Gumma-chan" and map, as ancient Gunma was a center of horse trading and breeding, as well as stables for the emperor Hiroshima 1,082 1950 a ribbon bearing the English words "Character Health Handicraft Service" in all directions in the form of a traditional Japanese mizuhiki knot, to suggest the shape of a dove in flight, flanked by coordinates 34°23'48"N 132°27'35"E, which are the Prefectural Offices (Kencho) for Hiroshima; traditional symbols of the council include a dove symbolizing peace and the torii gate of Itsukushima Shrine Hokkaidō 1,594 1950 Tanchō (red-crowned crane, Grus japonensis) and map of the island Hyōgo 6,623 1950 Port of Kobe, Mount Rokkō, Akashi Kaikyō Bridge, Himeji Castle and Oriental white stork (Ciconia boyciana) Ibaraki 2,433 1951 sailboat, Mount Tsukuba and Lake Kasumigaura, Scout caricature in traditional campaign hat, wearing a backpack and whistling Ishikawa 1,473 Ishikawa kanji (石川) stylized to form Scout sign Iwate 538 train from the children's story "Night on the Galactic Railroad" written by Kenji Miyazawa who was born in Iwate, Mount Iwate, kanji (岩手) stylized into train tracks, Japanese green pheasant, and salmon-there are good catches of salmon off the coast of Iwate and some spawn upriver in Morioka, about 200 km from the Pacific Ocean in the fall Kagawa 625 an olive branch, as Shōdoshima is famous for being the first place in Japan to successfully cultivate olives, and the Great Seto Bridge, the first bridge across the Seto Inland Sea-almost all of the bridge is part of Kagawa Prefecture, almost all the way to Okayama Kagoshima 470 1946 Kagoshima kanji in green edomoji on orange, representing the local mikan, hence the name Satsuma orange, and map of the prefecture made from the same kanji, with Sakurajima volcano and the sun wheel kamon symbol of the Shimazu clan of Satsuma Domain Kanagawa 8,234 Common gull (Larus canus), golden-rayed lily (Lilium auratum) and a stylized wave representing Shōnan beach Kōchi 111 Sakamoto Ryōma in white on red, the colors of its most famous dish, katsuo tataki, made by lightly searing and seasoning tuna Kumamoto 919 Mount Aso volcano, Kumamoto Castle signature curved stone walls, known as musha-gaeshi, as well as wooden overhangs, designed to prevent attackers from penetrating the castle, and Gentian (Gentiana scabra var. buergeri) flower Kyōto 2,452 1915 Daimonji, maple leaves, and Kinkakuji Mie 740 Ise ebi, Suzuka Mountains-named in the song of Mie Council, and three shuriken, as Mie is the birthplace of the ninja and home to the Iga-ryū Ninja Museum Miyagi 998 caricature of Date Masamune as an onigiri–Sendai is known for its rice Miyazaki 655 an ukiyo-e-style ocean wave and kagura god dancer 神楽, as Amenominakanushi primordial god of Japan creation-Miyazaki is famous for ocean views at Cape Toi, and Seagaia Ocean Dome, once the world's biggest indoor water park and artificial beach; and is connected with Amanoiwato Shrine, where the sun goddess Amaterasu was found hiding in a cave by Tajikarao and enticed out by a comic and bawdy dance by Ame-no-Uzume-no-Mikoto, thus creating the world Nagano 1,188 1948 Hida Mountains Nagasaki 533 Dragon dancer and ball representing the Sun or the Moon which the dragon chases at the Nagasaki Kunchi festival's Ja-odori—when the dragon consumes the ball, the sky is dim, calling the rain clouds, carried out as a rainmaking ritual thousands of years ago in China—representing Nagasaki Chinatown Nara 2,520 Daibutsu at Tōdai-ji, fireworks on Mount Wakakusa in an annual festival known as Yamayaki the fourth Saturday of each January, when the entire mountain between two temples, Tōdai-ji and Kōfuku-ji, is set ablaze Niigata 884 Crested ibis (Nipponia nippon), tulip (Tulipa gesneriana) and Mount Myōkō Ōita 505 stylized onsen map symbolization ♨, Bungo-ume blossom (Prunus mume var. bungo) and Japanese white-eye (Zosterops japonica) Okayama 1,025 Momotarō and cohorts dog, monkey, and pheasant, Okayama Castle and a red oni, based on local legend Okinawa 574 1956-Scouting in the Ryukyu Islands Shureimon gate-the four Chinese characters framed on the gate read 守禮之邦 Shu, rei, no, and kuni, which mean 'Land of Propriety', however the kanji are written right-to-left 邦之禮守 in pre-World War II reading order Ōsaka 8,797 1949 hyotan calabash bottles representing Toyotomi Hideyoshi, sakura blossoms Saga 412 1949 Black-billed magpie (Pica pica) Saitama 6,509 map superimposed with primrose (Primula sieboldii) Shiga 1,278 map of Lake Biwa superimposed on three blue geometrics symbolizing the waves of Lake Biwa, and which represent the three districts of Shiga Council Shimane 446 1950 Izumo-taisha shimenawa, Shimane's mascot "Mikoto-kun" based on Susanoo-no-Mikoto, and Yamata no Orochi Shizuoka 5,319 1921 Mount Fuji and Scout silhouette with hiking staff waving traditional campaign hat Tochigi 1,244 map, Japanese horse chestnut (Aesculus turbinata), blue-and-white flycatcher (Cyanoptila cyanomelana) and Nikkō Tōshō-gū Tokushima 373 Awa Odori dancer and rectangle inkan of old Awa Province, reading 阿波 Tōkyō 12,577 Tokyo Station Tottori 506 Mandarin duck (Aix galericulata) on a backdrop of the Tottori Sand Dunes; traditional symbols of the council include Kitarō caricature in Scout beret, Medama-oyaji seated atop Toyama 1,672 bird effigy of a rock ptarmigan (Lagopus muta, known as the raichō (雷鳥), which means "thunder bird", the official bird of Toyama Prefecture and is a protected species nationwide,[16] as well as mountains for the stylized logo based on the prefectural flag which form a rebus of Toyama representing Mount Tateyama, enclosing a tulip (Tulipa)[17] in the "o" Wakayama 812 whale tail representing the Taiji Whale Museum in Taiji Yamagata 221 benibana Safflower (Carthamus tinctorius), cherries as Yamagata Prefecture is the largest producer of cherries in Japan, and a stylized map of the prefecture Yamaguchi 1,020 1948 Choruru caricature in Scout beret, and amanatsu, a yellowish orange citrus hybrid fruit discovered in 1740 in Yamaguchi, and seven bitter summer mandarin (Citrus natsudaidai) blossoms representing the council's 70th anniversary in 2018 Yamanashi 755 two Scouts in traditional campaign hats canoeing toward Mount Fuji Decline in membership Per SAJ records[18], membership dropped from 332,000 in 1983 to 115,000 in 2016. Total membership at the end of March 2012 was 143,272.[19] By the end of March 2015, membership was 105,676[15] SAJ statistical data as of May, 2017 is 99,779, a loss of 9,749 from 2016, the first time to drop below 100,000 since the 1960s.[20] Notable Scouts Ryutaro Hashimoto, the 82nd and 83rd Prime Minister of Japan Yukio Hattori, the fifth president of the Hattori Nutrition College, commentator on the Japanese cooking competition program Iron Chef Soichi Noguchi, Japanese astronaut Makoto Raiku, manga artist (Zatch Bell!) Shigeru Miyamoto, Japanese video game designer International Scouting The Scout Association of Japan hosted the 13th World Scout Jamboree on the Asagiri Plateau, Shizuoka Prefecture, in 1971, and the nearly simultaneous 23rd World Scout Conference. Since then, it has hosted numerous other international activities, including the Asia Pacific Top Leaders Summit in 1997, the Asia-Pacific Multi-Purpose Workshop in 2000, and the 23rd Asia-Pacific/13th Nippon Jamboree in 2002. Japan also hosted the 23rd World Scout Jamboree in 2015 in Yamaguchi. An exchange program between the Scout Association of Japan and the Boy Scouts of America was started in 1998, at the suggestion of then-Prime Minister Ryutaro Hashimoto in a 1996 meeting with U.S. President Bill Clinton.[21] See also Kurushima Takehiko Koshiba Hiroshi Hōjō Tokiyuki Isamu Takeshita Girl Scouts of Japan Baden-Powell Scouts Association-Japan World Buddhist Scout Brotherhood Boy Scouts of Manchukuo References Scouting 'Round the World, J. S. Wilson, first edition, Blandford Press 1959 Facts on World Scouting, Boy Scouts International Bureau, Ottawa, Canada, 1961 悲しいメールも1通届きました 平成29年度加盟員登録数(平成29年5月末現在) ●加盟員(1号会員) 団 数= 2,040団(対前年度▲62団) 加盟員数=99,779人(対前年度▲9,749人) (参考)4月末 加盟員98,676人(対前年度▲10,852人) 悲しいメールも1通届きました 平成29年度加盟員登録数(平成29年5月末現在) ●加盟員(1号会員) 団 数= 2,040団(対前年度▲62団) 加盟員数=99,779人(対前年度▲9,749人) (参考)4月末 加盟員98,676人(対前年度▲10,852人) Scouting 'Round the World, J. S. Wilson, first edition, Blandford Press 1959 "Letter of 1950 from R. T. Lund, Secretary BSIB". International Boy Scouts. Retrieved 21 February 2012. The Jamboree Book, 1920. London, England: The Scout Association. 1920. p. 10. www.scout.or.jp/e/history.html Abe, Ikuo, Kiyohara, Yasuharu, and Nakajima, Ken. "Sport and physical education under fascistization in Japan", Bulletin of Health and Sport Sciences, University of Tsukuba, 13, 1990, pp. 25-46.[1] www.scout.org.hk/article_attach/14529/p14.pdf War and Occupation, 1941-1945 by Paul Kua, Deputy Chief Commissioner (Management), Scout Association of Hong Kong, 2010 Boy Scouts of Japan in Singapore.. McKinney, W. Arthur. "About stamps," Boys' Life (US). December 1956, p. 75; retrieved 25 August 2011 Sakashita's Scouting Collection, About late Former Chief Scout Akira Watanabe" Archived 2011-09-28 at the Wayback Machine; retrieved 25 August 2011 "Japan, Leadership Changes and long-term planning for SAJ", inbox@apr (e-Newsletter of World Scout Bureau, Asia Pacific Region), June 2003; retrieved 25 August 2011 Archived 26 March 2012 at the Wayback Machine Scout Association of Japan (2016-05-27). 教育規程 (PDF). 公益財団法人 ボーイスカウト日本連盟諸規程 (in Japanese). pp. 33–34. "Scout Promise & Law". Scout Association of Japan. www.scout.or.jp/_userdata/org/h26plan.pdf ja:ライチョウ 富山県の魅力・観光>シンボル. Toyama Prefectural website (in Japanese). Toyama Prefecture. Retrieved 9 September 2011. www.scout.or.jp/ 2018 PDF "The number of person" 日本連盟について (in Japanese). Scout Association of Japan. Retrieved 13 June 2012. 悲しいメールも1通届きました 平成29年度加盟員登録数(平成29年5月末現在) ●加盟員(1号会員) 団 数= 2,040団(対前年度▲62団) 加盟員数=99,779人(対前年度▲9,749人) (参考)4月末 加盟員98,676人(対前年度▲10,852人) "Boy Scout leader urges knife safety". Japan Times. 9 March 1998. Retrieved 24 April 2010. External links Official website of Scout Association of Japan ‹See Tfd›(in Japanese) Official website of Scout Association of Japan vte Members of the Asia-Pacific Scout Region of the World Organization of the Scout Movement Full members Australia Bangladesh Bhutan Brunei Cambodia Republic of China (Taiwan) East Timor Fiji Hong Kong India Indonesia Japan Kiribati South Korea Macau Malaysia Maldives Mongolia Myanmar Nepal New Zealand Pakistan Papua New Guinea Philippines Singapore Sri Lanka Thailand Vietnam Associate members French Polynesia Potential members Afghanistan People's Republic of China Iran Nauru Samoa Solomon Islands Tonga Tuvalu Vanuatu Without Scouting North Korea Laos Categories: Scouting in JapanWorld Organization of the Scout Movement member organizationsYouth organizations established in 19131913 establishments in Japan Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages العربية Čeština Français 日本語 中文 Edit links This page was last edited on 11 June 2019, at 11:40 (UTC). 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Post by Freddie on Jul 27, 2019 0:24:29 GMT 1
Chief Scouts 1st Shimoda Toyomatsu, 1924–1929 2nd Gotō Shinpei, 1935–1936 3rd Isamu Takeshita, 1937–1945 4th Mishima Michiharu, 1951–1965[10] 5th Hidesaburō Kurushima, 1966–1970 6th Saburō Matsukata, 1971–1973[11] 7th Akira Watanabe, 1974–2003[11] 8th Shōichi Saba, 2003 – April 1, 2006[12] 9th Tsunao Hashimoto, April 1, 2006 – March 31, 2010 10th Takayasu Okushima, April 1, 2010 – present
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Post by Freddie on Jul 27, 2019 0:27:16 GMT 1
University of Tokyo From Wikipedia, the free encyclopedia Jump to navigationJump to search "Todai" redirects here. For the restaurant chain, see Todai (restaurant). Coordinates: 35°42′48″N 139°45′44″E The University of Tokyo 東京大学 UnivOfTokyo logo.svg Wikimedia | © OpenStreetMap Latin: Universitas Tociensis Former names Imperial University (1886–1897) Tokyo Imperial University (1897–1947) Type Public (National) Established 1877 Academic affiliations IARU APRU AEARU AGS BESETOHA AALAU President Makoto Gonokami (五神真) Academic staff 2,209 full-time 276 part-time (2017)[1] Students 28,253 (2017)[2] Undergraduates 14,002 Postgraduates 14,251 Doctoral students 5,771 Other students 804 research students Location Bunkyō, Tokyo, Japan Campus Urban Colors Light Blue Athletics 46 varsity teams Website www.u-tokyo.ac.jpUnivOfTokyo logo full.svg The University of Tokyo (東京大学 Tōkyō daigaku), abbreviated as Todai (東大 Tōdai)[3] or UTokyo,[4] is a public research university located in Bunkyo, Tokyo, Japan. Established in 1877 as the first imperial university, it is one of Japan's most prestigious universities. The university has 10 faculties and enrolls about 30,000 students, 2,100 of whom are international students. Its five campuses are in Hongō, Komaba, Kashiwa, Shirokane and Nakano. It is among the top echelon of the select Japanese universities assigned additional funding under the MEXT's Top Global University Project to enhance Japan's global educational competitiveness.[5] As of 2018, University of Tokyo's alumni, faculty members and researchers include 17 Prime Ministers, 16 Nobel Prize laureates, 3 Pritzker Prize laureates, 3 astronauts, and 1 Fields Medalist.[6] Contents 1 History 2 Academics 2.1 Graduate programs 2.2 Research 2.2.1 Research institutes 2.3 Rankings and reputation 3 Campus 3.1 Hongo Campus 3.1.1 Sanshiro Pond 3.2 Komaba Campus 3.3 Shirokanedai Campus 4 Notable alumni and faculty members 5 See also 6 References 7 External links History Faculty of Law building in 1902, before its destruction by the 1923 Great Kantō earthquake The university was chartered by the Meiji government in 1877 under its current name by amalgamating older government schools for medicine, various traditional scholars and modern learning. It was renamed "the Imperial University (帝國大學 Teikoku daigaku)" in 1886, and then Tokyo Imperial University (東京帝國大學 Tōkyō teikoku daigaku) in 1897 when the Imperial University system was created. In September 1923, an earthquake and the following fires destroyed about 700,000 volumes of the Imperial University Library.[7] The books lost included the Hoshino Library (星野文庫 Hoshino bunko), a collection of about 10,000 books.[7][8] The books were the former possessions of Hoshino Hisashi before becoming part of the library of the university and were mainly about Chinese philosophy and history. In 1947, after Japan's defeat in World War II, it re-assumed its original name. With the start of the new university system in 1949, Todai swallowed up the former First Higher School (today's Komaba campus) and the former Tokyo Higher School, which thenceforth assumed the duty of teaching first- and second-year undergraduates, while the faculties on Hongo main campus took care of third- and fourth-year students. Although the university was founded during the Meiji period, it has earlier roots in the Astronomy Agency (天文方; 1684), Shoheizaka Study Office (昌平坂学問所; 1797), and the Western Books Translation Agency (蕃書和解御用; 1811).[9] These institutions were government offices established by the 徳川幕府 Tokugawa shogunate (1603–1867), and played an important role in the importation and translation of books from Europe. Kikuchi Dairoku, an important figure in Japanese education, served as president of Tokyo Imperial University. For the 1964 Summer Olympics, the university hosted the running portion of the modern pentathlon event.[10] On 20 January 2012, Todai announced that it would shift the beginning of its academic year from April to September to align its calendar with the international standard. The shift would be phased in over five years.[11][12] But this unilateral announcement by the president was received badly and the university abandoned the plans. According to the Japan Times, the university had 1,282 professors in February 2012. Of those, 58 were women.[11] In the fall of 2012 and for the first time, the University of Tokyo started two undergraduate programs entirely taught in English and geared toward international students — Programs in English at Komaba (PEAK) — the International Program on Japan in East Asia and the International Program on Environmental Sciences.[13][14] In 2014, the School of Science at the University of Tokyo introduced an all-English undergraduate transfer program called Global Science Course (GSC).[15] University of Tokyo School of Law Building Komaba Library Main Building of Institute for Solid State Physics of the University of Tokyo Koishikawa Botanical Gardens Komaba research campus Academics The University of Tokyo is organized into 10 faculties[16] and 15 graduate schools.[17] Faculty of Agriculture College of Arts and Sciences Faculty of Economics Faculty of Education Faculty of Engineering Faculty of Law Faculty of Letters Faculty of Medicine Faculty of Pharmaceutical Sciences Faculty of Science Graduate School of Agricultural and Life Sciences Graduate School of Arts and Sciences Graduate School of Economics Graduate School of Education Graduate School of Engineering Graduate School of Frontier Sciences Graduate School of Humanities and Sociology Graduate School of Information Science and Technology Graduate School of Interdisciplinary Information Studies Graduate Schools for Law and Politics Graduate School of Mathematical Sciences Graduate School of Medicine Graduate School of Pharmaceutical Sciences Graduate School of Public Policy Graduate School of Science Graduate programs Todai Law School is considered as one of the top Law schools in Japan, ranking top in the number of successful candidates of Japanese Bar Examination in 2009 and 2010.[18] Eduniversal ranked Japanese business schools, and the Faculty of Economics in Todai is placed 4th in Japan (111th in the world).[19] Research The University of Tokyo is considered a top research institution of Japan. It receives the largest amount of national grants for research institutions, Grants-in-Aid for Scientific Research, receiving 40% more than the University with 2nd largest grants and 90% more than the University with 3rd largest grants.[20] This massive financial investment from the Japanese government directly affects Todai's research outcomes. According to Thomson Reuters, Todai is the best research university in Japan.[21] Its research excellence is especially distinctive in Physics (1st in Japan, 2nd in the world), Biology & Biochemistry (1st in Japan, 3rd in the world), Pharmacology & Toxicology (1st in Japan, 5th in the world), Materials Science (3rd in Japan, 19th in the world), Chemistry (2nd in Japan, 5th in the world), and Immunology (2nd in Japan, 20th in the world).[22] In another ranking, Nikkei Shimbun on 2004/2/16 surveyed about the research standards in Engineering studies based on Thomson Reuters, Grants in Aid for Scientific Research and questionnaires to heads of 93 leading Japanese Research Centers, and Todai was placed 4th (research planning ability 3rd/informative ability of research outcome 10th/ability of business-academia collaboration 3rd) in this ranking.[23] Weekly Diamond also reported that Todai has the 3rd highest research standard in Japan in terms of research fundings per researchers in COE Program.[24] In the same article, it's also ranked 21st in terms of the quality of education by GP funds per student. Todai also has been recognized for its research in the social sciences and humanities. In January 2011, Repec ranked Todai's Economics department as Japan's best economics research university.[25] And it is the only Japanese university within world top 100.[26] Todai has produced 9 presidents of the Japanese Economic Association, the largest number in the association.[27] Asahi Shimbun summarized the amount of academic papers in Japanese major legal journals by university, and Todai was ranked top during 2005-2009.[28] Research institutes [29] Institute of Medical Science Earthquake Research Institute Institute of Oriental Culture Institute of Social Science Institute of Industrial Science Historiographical Institute Institute of Molecular and Cellular Biosciences Institute for Cosmic Ray Research Institute for Solid State Physics Atmosphere and Ocean Research Institute Research Center for Advanced Science and Technology The University's School of Science and the Earthquake Research Institute are both represented on the national Coordinating Committee for Earthquake Prediction.[30] Rankings and reputation University rankings Toyo Keizai National[31] General 1 Kawaijuku National[32] General 1 T. Reuters National[21] Research 1 WE National[33] Employment 12 NBP Greater Tokyo[34][35] Reputation 2 Shimano National[36] Selectivity SA QS Asia (World Ranking version)[37] General 5 QS Asia (Asian Ranking version)[38] General 13 THE Asia[39] General 7 ARWU Asia[40] Research 1 THE World[41] General 46 QS World[37] General 28 ARWU World[40] Research 24 Program rankings Social Sciences & Humanities LAW Asahi National[28] Research 1 BE Success National[42] Qualification 1 BE Pass rate National[43] Qualification 3 ECONOMICS RePec National[44] Research 1 RePec World[26] Research 92 BUSINESS & MANAGEMENT Eduni MBA National[45] General 4 Eduni MBA World[46] General 111 CPA Success National[47] Qualification 4 Natural Sciences & Technology Engineering MATERIALS SCIENCE T.Reuters National[48] Research 3 T.Reuters World[48] Research 19 PHYSICS T.Reuters National[48] Research 1 T.Reuters World[48] Research 2 CHEMISTRY T.Reuters National[48] Research 2 T.Reuters World[48] Research 5 BIOLOGY & BIOCHEMISTRY T.Reuters National[48] Research 1 T.Reuters World[48] Research 3 MATHEMATICS ARWU National[49] Research 2 ARWU World[49] Research 51-71 COMPUTER SCIENCE ARWU National[50] Research 1 ARWU World[50] Research 76-100 Life Sciences IMMUNOLOGY T.Reuters National[48] Research 2 T.Reuters World[48] Research 20 PHARMACOLOGY & TOXICOLOGY T.Reuters National[48] Research 1 T.Reuters World[48] Research 5 * T. Reuters World rankings include non-educational institutions University of Tokyo (Todai) is considered to be the most selective and prestigious university in Japan and is counted as one of the best universities in the world.[51][52][53] Nikkei BP has been publishing a ranking system "Brand rankings of Japanese universities" every year, composed by the various indications related to the power of brand, and Todai has been 2nd in 2009-2010 in Greater Tokyo Area.[54][34] The university has been ranked 1st during 2006-2010 in the ranking "Truly Strong Universities" by Toyo Keizai.[31] In another ranking, Japanese prep school Kawaijuku ranked Todai as the best university in Japan.[32] Todai was ranked second in the world, behind Harvard University, in Mines ParisTech: Professional Ranking of World Universities (2011), which measured universities' numbers of alumni holding CEO positions in Fortune Global 500 companies. Academic Ranking of World Universities ranked the University of Tokyo 1st in Asia and 20th in the world in 2012. Times Higher Education World University Rankings ranked the University of Tokyo 27th in the world in 2013[55] and 1st in the Asia University ranking in 2013.[56] In 2015, Times Higher Education World University Rankings ranked the institution 23rd in the world.[57] It ranks 12th in the world according to the Times Higher Education World Reputation Rankings 2016. QS World University Rankings[58] in 2011 ranked the University of Tokyo 25th in the world (in 2010 Times Higher Education World University Rankings and QS World University Rankings parted ways to produce separate rankings). In the 2011 QS Asian University Rankings, which employs a different methodology, the University of Tokyo came 4th.[59] Currently, University of Tokyo holds ranks 9th & 11th respectively for Natural Sciences & Engineering, two of its traditionally strong disciplines.[60][61] In 2019, University of Tokyo ranked 24th among the universities around the world by SCImago Institutions Rankings.[62] Times Higher Education World Reputation Rankings ranked the University of Tokyo 12th in the world also 1st in Asia in 2016. Global University Ranking ranked the University of Tokyo 3rd in the world and 1st in Asia.[63] Human Resources & Labor Review, a human competitiveness index & analysis published in Chasecareer Network, ranked the university 21st internationally and 1st in Asia in 2010.[64] Nature Index ranked the University of Tokyo #6 in 2015 and #8 in 2017 in its Annual Tables, which measure the largest contributors to papers published in 82 leading journals.[65][66][67] In November 2018 Expertscape recognized it as #9 in the world for expertise in Pancreatic Cancer. [68] University of Tokyo was ranked 26th among the world's best universities and 1st in Asia and Japan in 2019 according to the Top 500 Global Universities Rankings produced by CEOWORLD magazine. [69][citation needed] Todai alumni are distinctively successful in Japanese industries. According to the Weekly Economist's 2010 rankings, graduates from Todai have the 12th best employment rate in 400 major companies in Japan.[70] However, this lower ranking position is because of the large number of alumni who become government bureaucrats, which is more than double of alumni from any other universities.[71] In fact, alumni of Todai have the highest average salary in Japan, according to PRESIDENT.[72] Campus Hongo Campus The main Hongo campus occupies the former estate of the Maeda family, Edo period feudal lords of Kaga Province. One of the university's best known landmarks, Akamon (the Red Gate), is a relic of this era. The symbol of the university is the ginkgo leaf, from the trees found throughout the area. The Hongo campus also hosts the University of Tokyo's annual May Festival.[73] Yasuda Auditorium Akamon (the Red Gate) Letters building Information Center First Medical Building Second Medical Building Medical Experimental Research building Medical Library General Library The Experimental Tank Faculty of Engineering Sanshiro Pond Sanshiro Pond (三四郎池 Sanshirō ike), university's Hongo campus, dates to 1615. After the fall of the Osaka Castle, the shōgun gave this pond and its surrounding garden to Maeda Toshitsune. With further development of the garden by Maeda Tsunanori, it became known as one of the most beautiful gardens in Edo (Now Tokyo), with the traditional eight landscapes and eight borders, and known for originality in artificial pond, hills, and pavilions. It was at that time known as Ikutoku-en (Garden of Teaching Virtue). The pond's contours are in the shape of the character kokoro or shin (heart), and thus its official name is Ikutoku-en Shinjiike. It has been commonly called Sanshiro Pond after the title of Natsume Sōseki's novel Sanshiro. Komaba Campus Main article: University of Tokyo, Komaba Campus One of the five campuses of the University of Tokyo, the Komaba Campus is home to the College of Arts and Sciences, the Graduate School of Arts and Sciences, the Graduate School of Mathematical Sciences, and a number of advanced research facilities and campus services. This is the campus where all the freshmen and sophomores of the University of Tokyo spend their college life. The University of Tokyo is the only university in Japan which has a system of two years of general education before students can choose and move on to special fields of study.[citation needed] The Komaba Campus is the cornerstone of general education, and was designated as the "center of excellence" for three new areas of research by the Ministry of Education and Science. There are currently over 7,000 students (freshmen and sophomores) enrolled in the general education courses, about 450 students (juniors and seniors) pursuing their specialties in the College of Arts and Sciences, and 1,400 graduate students in the advanced study. Komaba Campus Building Main Auditorium Southern Complex Shirokanedai Campus The relatively small Shirokanedai Campus[74] hosts the Institute of Medical Science of the University of Tokyo (IMSUT), which is entirely dedicated to postgraduate studies. The campus is focused on genome research, including among its facilities the Human Genome Center (HGC), which have at its disposal the largest supercomputer in the field.[75] Notable alumni and faculty members Main article: List of University of Tokyo people See also: List of Nobel laureates affiliated with the University of Tokyo The university has produced many notable people. 15 prime ministers of Japan have studied at the University of Tokyo.[76] Former prime minister Kiichi Miyazawa ordered Japanese government agencies to reduce the rate of employees who had attended the university's law faculty to below 50 percent due to concerns about diversity in the bureaucracy.[77] Ten alumni of University of Tokyo have received the Nobel Prize.[78] Yasunari Kawabata, Literature, 1968 Leo Esaki, Physics, 1973 Eisaku Satō, Peace, 1974 Kenzaburō Ōe, Literature, 1994 Masatoshi Koshiba, Physics, 2002 Yoichiro Nambu, Physics, 2008 Ei-ichi Negishi, Chemistry, 2010 Takaaki Kajita, Physics, 2015 Satoshi Ōmura, Medicine, 2015 Yoshinori Ohsumi, Medicine, 2016 Two alumni of University of Tokyo have received the Fields Medal or Gauss Prize. Kunihiko Kodaira, 1954 Kiyosi Itô, 2006 Four have received the Pritzker Architecture Prize: Toyo Ito Kenzo Tange Fumihiko Maki Arata Isozaki Nobel laureates Yasunari Kawabata Literature, 1968 Leo Esaki, Physics, 1973 Eisaku Satō, Peace, 1974 Kenzaburō Ōe, Literature, 1994 Masatoshi Koshiba, Physics, 2002 Yoichiro Nambu, Physics, 2008 Ei-ichi Negishi, Chemistry, 2010 Takaaki Kajita, Physics, 2015 Yoshinori Ohsumi, Physiology or Medicine, 2016 Scientists Tadatoshi Akiba Mathematician Kiyoshi Itō mathematician Tosio Kato Mathematician Hantaro Nagaoka physicist Ukichiro Nakaya physicist Yoshio Nishina physicist Yoji Totsuka physicist Katsusaburō Yamagiwa pathologist Kitasato Shibasaburō physician and bacteriologist Kikunae Ikeda chemist Teiji Takagi Mathematician Jōkichi Takamine chemist Charles Dickinson West mechanical Engineer Umetaro Suzuki chemist Kōsaku Yosida Mathematician See also Tokyo portal University portal Imperial College of Engineering Earthquake engineering Kikuchi Dairoku Koishikawa Botanical Gardens Nikko Botanical Garden The University of Tokyo Library International Journal of Asian Studies published in association with the Institute for Advanced Studies on Asia, University of Tokyo References "Academic and Administrative Staff". u-tokyo.ac.jp. Retrieved 2018-12-04. "Enrollment". u-tokyo.ac.jp. Retrieved 2018-12-04. "The Todai-Yale Initiative". Todai-yale.jp. Retrieved 12 June 2015. "UTokyo Mini Brochure" (PDF). U-tokyo.ac.jp. Retrieved 18 April 2017. "Archived copy". Archived from the original on August 21, 2016. Retrieved July 29, 2016. "The University of Tokyo". The University of Tokyo. Retrieved 2019-07-12. LOST MEMORY - LIBRARIES AND ARCHIVES DESTROYED IN THE TWENTIETH CENTURY ( Archived September 5, 2012, at the Wayback Machine) 漢籍関係年表. Chinese classics (in Japanese). Tokyo University General Library. Archived from the original on 29 March 2012. Retrieved 5 September 2011. 東大と天皇-大日本帝国の生と死 (Todai and Emperors - Life and Death of Imperial Japan), by 立花 隆(Takashi Tachibana), (pp 22-62), ISBN 4-16-367440-3 1964 Summer Olympics official report. Volume 2. Part 2. p. 761. Brasor, Philip, "Todai calls for change, but will others follow?", Japan Times, 5 February 2012, p. 9. Aoki, Mizuho, "Reform means the world for Todai", Japan Times, 18 February 2012, p. 3. "The University of Tokyo, PEAK - Programs in English at Komaba - HOME". Peak.c.u-tokyo.ac.jp. Retrieved 15 November 2018. "The University of Tokyo, PEAK - Programs in English at Komaba - Introduction". Web.archive.org. Archived from the original on 16 August 2015. Retrieved 12 June 2015. "Global Science Course". S.u-tokyo.ac.jp. Retrieved 15 November 2018. "The University of Tokyo". The University of Tokyo. Retrieved 15 November 2018. "The University of Tokyo". The University of Tokyo. Retrieved 15 November 2018. "2010年(平成22年)新司法試験法科大学院別合格率ランキング -法科大学院seek-". Laws.shikakuseek.com. Retrieved 15 November 2018. "University and business school ranking in Japan". Eduniversal-ranking.com. Retrieved 15 November 2018. "Archived copy". Archived from the original on 2016-09-13. Retrieved 2017-09-24. "Thomson Reuters 20 Top research institutions in Japan". Thomson Reuters. 2011. Retrieved April 29, 2011. (this raking includes 5 non-educational institutions) "Thomson Reuters 20 Top research institutions in Japan" (in Japanese). Thomson Reuters. Archived from the original on 2011-06-13. (this ranking includes non-educational institutions) "Archived copy". Archived from the original on 2015-05-07. Retrieved 2015-07-15. "週刊ダイヤモンド2010年2月27日号 : 特集「大学 真の教育力と研究力ランキングGP 教育力トップ30 : 学生1人あたり競争的資金の獲得額第1位にランキングされました" (PDF). Web.sapmed.ac.jp. Retrieved 15 November 2018. "Within Country and State Rankings at IDEAS: Japan". Ideas.repec.org. Retrieved 15 November 2018. "Top 25% Economics Departments". REPEC. 2011. Retrieved May 11, 2011. "Japanese Economic Association - JEA Global Site". Jeaweb.org. Retrieved 15 November 2018. Asahi Shimbun University rankings 2010 "Publification rankings in Law (Page 4)" (PDF) (in Japanese). Asahi Shimbun. 2010. Retrieved May 11, 2011. "Departments". The University of Tokyo. Archived from the original on 2008-02-22. Retrieved 2009-11-12. Organizations with ties to CCEP CCEP, accessed 2011-03-19 "Truly Strong Universities" (in Japanese). Toyo Keizai. 2010. Retrieved April 29, 2011. "Kawai 30 Top Japanese Universities". Kawaijuku. 2001. Retrieved April 29, 2011. "Employment rate in 400 major companies rankings" (in Japanese). Weekly Economist. 2011. Retrieved April 29, 2011. "Nikkei BP Brand rankings of Japanese universities" (in Japanese). Nikkei Business Publications. 2010. Retrieved April 29, 2011. "Nikkei BP Brand rankings of Japanese universities" (in Japanese). Nikkei Business Publications. 2009. Retrieved April 29, 2011. "GBUDU University Rankings" (in Japanese). YELL books. 2009. Retrieved April 29, 2011. "QS World University Rankings". QS Quacquarelli Symonds Limited. 2018. Retrieved September 24, 2017. "QS Asian University Rankings". QS Quacquarelli Symonds Limited. 2016. Retrieved September 24, 2017. "Times Higher Education Asia University Rankings". Times Higher Education. 2017. Retrieved September 24, 2017. "Academic Ranking of World Universities". Institute of Higher Education, Shanghai Jiao Tong University. 2017. Retrieved September 24, 2017. "THE World University Rankings". Times Higher Education. 2018. Retrieved September 24, 2017. "Bar Exam Successful Applicants rankings" (in Japanese). Shikaku Seek. 2010. Retrieved May 11, 2011. "Bar Exam Pass rate rankings" (in Japanese). Shikaku Seek. 2010. Retrieved May 11, 2011. "Top 25% Institutions and Economists in Japan, as of January 2011". REPEC. 2011. Retrieved May 11, 2011. "Business School Ranking in Japan". Eduniversal. 2010. Retrieved May 11, 2011. "University and business school ranking in 5 palms (Top100)". Eduniversal. 2010. Retrieved May 11, 2011. "University and business school ranking in 4 palms (Top101-300)". Eduniversal. 2010. Retrieved May 11, 2011. "University and business school ranking in 3 palms (Top301-696)". Eduniversal. 2010. Retrieved May 11, 2011. "University and business school ranking in 2 palms (Top697-896)". Eduniversal. 2010. Retrieved May 11, 2011. "CPA Successful Applicants rankings" (in Japanese). Yutaka Honkawa. 2010. Retrieved May 11, 2011. "Thomson Reuters 10 Top research institutions by subject in Japan" (in Japanese). Thomson Reuters. 2010. Retrieved May 11, 2011. "ARWU in Mathematics". Shanghai Jiaotong University. 2011. Retrieved May 11, 2011. "ARWU in Computer Science". Shanghai Jiaotong University. 2010. Retrieved May 11, 2011. Japanese journalist Kiyoshi Shimano ranks its entrance difficulty as SA (most selective/out of 10 scales) in Japan. 危ない大学・消える大学 2012年版 (in Japanese). YELL books. 2011. ISBN 4-7539-3018-1. "Japan University Rankings 2017". Times Higher Education (THE). 2017-03-23. Retrieved 2017-05-29. "World University Rankings". Times Higher Education (THE). 2016-08-17. Retrieved 2017-05-29. "Archived copy". Archived from the original on 2011-06-24. Retrieved 2011-04-30. "World University Rankings". The Times Higher Educational Supplement. 2013. Retrieved 2013-07-24. "Asia University Rankings Top 100". The Times Higher Educational Supplement. 2013. Retrieved 2013-07-24. "World University Rankings 2014-15". The Times Higher Education. Retrieved 9 September 2015. "QS World University Rankings". Topuniversities.com. Archived from the original on 2011-10-01. Retrieved 2011-10-01. "QS World University Rankings". Topuniversities.com. Retrieved 2011-10-01. "QS World University Rank for Natural Sciences". Topuniversities.com. Retrieved 2017-03-23. "QS World University Rank for Engineering & Technology". Topuniversities.com. Retrieved 2017-03-23. "SCImago Institutions Rankings - Higher Education - All Regions and Countries - 2019 - Overall Rank". www.scimagoir.com. "TOP - 100 (Global universities ranking)". Global Universities Ranking. 2009. "300 Best World Universities 2010". ChaseCareer Network. Archived from the original on 2011-05-11. "Ten institutions that dominated science in 2015". Retrieved May 28, 2019. "10 institutions that dominated science in 2017". Retrieved May 28, 2019. "Introduction to the Nature Index". Retrieved May 28, 2019. "Expertscape: Pancreatic Neoplasms, November 2018". expertscape.com. November 2018. Retrieved 2018-11-26. "Best Universities In The World For 2019". CEOWORLD magazine. 2018-12-31. Retrieved 2019-04-22. "Employment rate in 400 major companies rankings" (in Japanese). Weekly Economist. 2011. Retrieved Apr 29, 2011. "He gave the university ranking from the national civil servant comprehensive professional passing examination who will become a state bureaucratic elite". 2.ttcn.ne.jp. Retrieved 15 November 2018. "年収偏差値・給料偏差値ランキング(2006・10・16):稼げる大学はどれ?". Hensachi-ranking.seesaa.net. Retrieved 15 November 2018. 第86期五月祭常任委員会. "トップページ|東京大学 第86回五月祭". 第86回五月祭公式ウェブページ. Archived from the original on 5 September 2015. Retrieved 12 June 2015. "Shirokanedai Campus, The Institute of Medical Science, The University of Tokyo". Ims.u-tokyo.ac.jp. Retrieved 15 November 2018. Human Genome Center, the Institute of Medical Science, the University of Tokyo. "Human Genome Center". Hgc.jp. Retrieved 12 June 2015. "大学別総理大臣リスト List of prime ministers by graduated universities". Daigaku-ranking.net (in Japanese). Archived from the original on 2011-08-14. Retrieved 2009-11-13. McGregor, Richard (15 May 2010). "China's Private Party". The Wall Street Journal. "The University of Tokyo". The University of Tokyo. Retrieved 15 November 2018. External links Media related to University of Tokyo at Wikimedia Commons University of Tokyo Kato, Mariko, "Todai still beckons nation's best, brightest but goals diversifying", Japan Times, August 11, 2009, p. 3. vte University of Tokyo Links to related articles Authority control Edit this at Wikidata BNF: cb140294201 (data) GND: 37826-4 ISNI: 0000 0001 2169 1048 LCCN: n79072779 NDL: 00305733 NLA: 35551978 ULAN: 500312868 VIAF: 139113954 WorldCat Identities (via VIAF): 139113954 Categories: Venues of the 1964 Summer OlympicsVenues of the 2020 Summer OlympicsOlympic modern pentathlon venuesOlympic weightlifting venuesUniversity of TokyoJapanese national universitiesNational Seven UniversitiesBunkyōEducational institutions established in 18771877 establishments in JapanUniversities and colleges in TokyoAmerican football in Japan Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page In other projects Wikimedia Commons Print/export Create a book Download as PDF Printable version Languages Español Français हिन्दी Latina 日本語 Suomi Svenska اردو 中文 61 more Edit links This page was last edited on 12 July 2019, at 02:22 (UTC). 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Post by Freddie on Jul 27, 2019 0:32:09 GMT 1
Scout Law
Scout Promise and Oath In the Scout Association of Japan, Beaver Scouts and Cub Scouts use the term "Promise" (やくそく). Scouts above are use the term "Oath" (ちかい).[13] However, in the official English website of the Scout Association of Japan, these are all called "Promise".[14]
Beaver Scouts Japanese[13] ぼく(わたくし)は みんなとなかよくします ビーバー隊のきまりをまもります Translation I will be friendly for everyone and protect the Beaver Scout Law.
Cub Scouts Japanese[13] ぼく(わたくし)は まじめにしっかりやります カブ隊のさだめを守ります Translation[14] I promise to behave honestly and steadily, and to follow the Pack Laws.
Scouts and above Japanese[13] 私は、名誉にかけて、次の3条の実行をちかいます。 #神(仏)と国とに誠を尽くしおきてを守ります。 #いつも、他の人々をたすけます。 #からだを強くし、心をすこやかに、徳を養います。
Translation[14] On my honor, I promise I will do my best to do my duty to God/Buddha and the country, and to obey the Scout Laws, to help other people at all times, and to keep myself physically strong, mentally awake and morally straight. Scout Law A Scout is faithful. (スカウトは誠実である。) A Scout is friendly. (スカウトは友情にあつい。) A Scout is courteous. (スカウトは礼儀正しい。) A Scout is kind. (スカウトは親切である。) A Scout is cheerful. (スカウトは快活である。) A Scout is thrifty. (スカウトは質素である。) A Scout is courageous. (スカウトは勇敢である。) A Scout is thankful. (スカウトは感謝の心をもつ。)
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Post by Freddie on Jul 27, 2019 0:33:55 GMT 1
Ranks in the Scout Association of Japan
Ranks in the Scout Association of Japan From Wikipedia, the free encyclopedia Jump to navigationJump to search The advancement program for the Scout Association of Japan (ボーイスカウト日本連盟の進歩制度 Bōi Sukauto Nippon Renmei no shinpo seido) is symbolized by the earning of several rank badges.[1]
Contents 1 Rank insignia 1.1 Beaver and Cub Scouts 1.2 Scouts 1.3 Venture Scouts 1.4 Fuji Scout 1.5 Rover Scouts 2 See also 3 External links 4 References Rank insignia Beaver and Cub Scouts Cub Scout rank insignia Cub Scouting ranks (Scout Association of Japan).png Squirrel, Rabbit, Deer, Bear
Beaver Scouting is the youngest section of Scouting with members younger than Cub Scouts, aged five to eight. The program is based on the Scouts Canada concept of co-operating and sharing. Members normally wear a brown vest as a uniform with a blue Beaver cap. The program is based around a specially written story called Friends of the Forest. Badges are elongate light blue ovals with turquoise or vermilion borders, based on their Canadian counterparts.
All Cub Scouts first work on their Squirrel badge to complete the Cub Scout joining requirements, which include knowing the Cub Scout motto and salute. The Squirrel badge is dark blue ringed in gold, with a button loop. Once the Squirrel badge requirements have been completed, the Cub Scout will continue with the age appropriate program. The next three ranks are diamond-shaped red badges based upon the Boy Scouts of America Cub system from the 1940s through 1972. Rabbit Cub Scouts (second grade) work toward the Rabbit badge. Deer Cub Scouts (third grade) work toward the Deer badge. Initially, Bear work toward the Bear Badge. After earning the Bear badge, Scouts work toward earning activity badges. Finally, Bear Cub Scouts work toward the Arrow of Light. The Arrow of Light award is the highest award available to Cub Scouts. It requires the Scout to have earned the Bear Scout badge and eight activity badges.[2] In addition to the skill and activity requirements of the preceding ranks, the Arrow of Light requires Scouts to learn the Scout Promise and Scout Law, in preparation for advancing to the Scout level. Earning the Arrow of Light will help earn many of the requirements for the lower ranks of the Scout level. Cub Scouts wear the badge above the left pocket.[3]
The ranks are:
Squirrel (Risu) Rabbit (Usagi) Deer (Shika) Bear (Kuma) Arrow of Light Scouts Scout rank insignia Scouting ranks (Scout Association of Japan).png Scout, Tenderfoot, Second Class, First Class, Chrysanthemum
The rank program uses a series of medals and patches as emblems. The left-pocket badge oval shape and coloration is based on the rank badges used by the Boy Scouts of America between 1972 and 1990. The badge for the Apprentice or Scout rank consists of a simple fleur-de-lis, which symbolizes a compass needle. The needle points the Scout in the right direction, onward and upward.[4] This is the only badge to have a button loop, to emphasize its temporary status and that a Scout should soon move on to Tenderfoot. The next two ranks show the rank highlighted with the rest of the emblem subdued into the background. The Tenderfoot badge takes the fleur-de-lis of the Scout badge and incorporates the sacred mirror Yata no Kagami, which represents wisdom and honesty. The stars symbolize truth and knowledge. The Second Class badge features a scroll inscribed with the Scout Motto, with the ends turned up and a knotted rope hanging from the bottom. The knot reminds each Scout to remember the Scout slogan, Do a Good Turn Daily, and the upturned ends of the scroll symbolize cheerfulness in service.[5] The First Class badge combines the elements of the Tenderfoot and Second Class badges. The First Class badge is essentially the same as the emblem of the SAJ. Chrysanthemum has a First Class symbol on a stylized white chrysanthemum, the symbol of the Japanese Royal Family. Fuji Scout was originally the ultimate rank at the Scout level, and thus of Japanese Scouting itself, prior to the creation of Venture Scouting. Now it is the highest level in Venturing, still the highest youth rank overall.[6]
The rank insignia predate World War II, but the symbolism at that time included each of the Three Sacred Treasures of Japan, with the left and right petals of the fleur-de-lis symbolizing the sacred jewel Yasakani no Magatama, and the central petal symbolizing the sacred sword Kusanagi-no-Tsurugi. The current design postdates World War II, and the current design of the rank badges dates from the 1980s.[7]
In the SAJ a formal troop advancement ceremony is held once a year where Scouts receive rank advancement, merit badges, and other awards, and Scouts in the same school year receive the same rank advancement. It is uncommon for the Scouts' family members to attend, as it is a regular troop meeting.
The advancement program for members of the SAJ for Scout and Venture Scout sections will dramatically change from September 1, 2017, in concern that the previous advancement system failed in consistency and continuity of progress in Scouting activities. The major change is that this advancement program continues through the Scout section to the Venture Scout section, rather than separating the two. The Scout section program at present has five ranks, Scout, Tenderfoot, Second Class, First Class and Chrysanthemum, and the Venture Scout section has four ranks including Fuji Scout. After four years in the Scout section, Scouts presently move into Venture Scouting automatically and begin progress toward earning the four Venture program badges-Venture Second Class, Venture First Class, Peregrine Falcon and Fuji Scout-over the course of three years. However, from November 1, 2017, Venture Scouts will be required to earn just one more rank-Peregrine Falcon-above the badge they earned in the Scout section, before working toward Fuji Scout.
SAJ leaders are explaining this new advancement program prior to roll-out at Roundtable meetings for Scout leaders of Tokyo Scout Council, and there is some difficulty to understand the advancement program changes fully because of complexity.[8]
The ranks are:
Apprentice Scout Tenderfoot (Sho-kyu) Second Class (Ni-kyu) First Class (Ikkyu) Chrysanthemum (Kiku) Venture Scouts Venture Scout rank insignia Venture ranks (Scout Association of Japan).png Venture Second Class, Venture First Class, Peregrine Falcon
A Venture Second Class Award may be earned for each of several categories. After earning the Venture Second Class Award and meeting tenure, leadership, personal growth, and other requirements, or having previously reached the Chrysanthemum rank, the Venturer may earn the Venture First Class Award. To earn the Peregrine Falcon Award, the Venturer must earn the Venture First Class Award. Venturers may also earn expert awards that build on one of the focus areas of the Venture Second Class Awards.[9]
The ranks are:
Venture Second Class Venture First Class Peregrine Falcon (Hayabusa) Fuji Scout Fuji Scout Fuji Scout insignia Fuji Venture Scout (Scout Association of Japan).png previous version for Scout section; knot (still in use), present version for Venture section
The Fuji Scout is the highest rank and award a Venture Scout can achieve in the Scout Association of Japan. Named for Mount Fuji, the iconic symbol of Japan, it was formerly the highest rank in the Scout section prior to the creation of Venture Scouts. A Scout who attains this rank is also called a Fuji Scout or Fuji. This award has an earn rate of .5%, or 1 in 200 Scouts who stay with the program, as with the BSA, but since membership numbers are only about 3% of the BSA, issuance of the Fuji Scout is much rarer. Since its introduction, the Fuji Scout rank has been earned by less than 3000 Scouts. Venture members under the age of 18 may earn the Fuji Scout Award if they earned at least First Class rank in a Scout group.
Rover Scouts Rover Scout insignia Rover Scout (Scout Association of Japan).svg Rover Scout hat brush
Rovering is the college-age program of the Scout Association of Japan. Usually a distinctive group emblem or the university logo is worn on the right sleeve or as a neckerchief pattern. The level itself is signified by a golden hat brush on a deep sky blue background, encircled by a rope annulus, symbolic of the World Scout Emblem.[10]
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Post by Freddie on Jul 27, 2019 0:42:48 GMT 1
Lone Scouts From Wikipedia, the free encyclopedia Jump to navigationJump to search Lone Scouts are members of the Scout movement who are in isolated areas or otherwise do not participate in a regular Scouting unit or organization. A Lone Scout must meet the membership requirements of the Scouting organization to which they belong and have an adult Scout leader or counselor who may be a parent, guardian, minister, teacher, or another adult. The leader or counselor instructs the boy and reviews all steps of Scouting advancement. Lone Scouts can be in the Scout Section or sections for older young people, and in some countries in the Cub section or sections for younger boys. They follow the same program as other Scouts and may advance in the same way as all other Scouts.
Lone Scouts exist in many countries in the world, including Australia, the United Kingdom, Canada and the United States.
Contents 1 History 2 US Criteria 3 See also 4 References History John Hargrave was the inspirator of the Lone Scouts. Hargrave wrote a series of articles for "Lone Scouts", held Lonecraft Camps and wrote Lonecraft, the handbook for Lone Scouts, published in 1913.[1] Hargrave's book referred to individual Lone Scouts and Lone Patrols. Hargrave dedicated his book to naturalist Ernest Thompson Seton, founder of the Woodcraft League. Hargrave was an early Boy Scout and, in 1917, became Commissioner for Woodcraft and Camping in the Baden-Powell Boy Scouts but Baden-Powell and his organization refused to recognize Hargrave's Lone Scouts and Woodcraft Scouting.[2] Hargrave, a Quaker pacifist and medical corps war veteran of the disastrous 1915 Gallipoli Campaign, became increasingly disenchanted with the military dominated leadership and militarism of the Baden-Powell Boy Scouts and in February, 1919, he held a meeting of like-minded Scout leaders. In 1920 Hargrave formed the Kindred of the Kibbo Kift and in January 1921 he was expelled from Baden-Powell's organization. Many Lone Scouts disassociated from the Baden-Powell organization, some joined Hargrave's Kibbo Kift while others joined the British Boy Scouts, other National Peace Scouts or remained independent Scouts and patrols.
The term "Lone Scout" was later officially adopted by Baden-Powell's Boy Scouts Association.
The Lone Scouts of America were formed in 1915 by William D. Boyce, a Chicago newspaper entrepreneur.[citation needed] This organization merged with the Boy Scouts of America in 1924; its mission has been carried on through the BSA Lone Cub Scout and Lone Boy Scout programs.[citation needed]
US Criteria Boys/girls (in the USA) who are eligible to become Lone Scouts include:[3]
Children of American citizens who live abroad Exchange students away from the United States for a year or more Boys/girls with disabilities that might prevent them from attending regular meetings of packs or troops Boys/girls in rural communities who live far from a Scouting unit Sons/daughters of migrant farmworkers Boys/girls who attend night schools or boarding schools Boys/girls who have jobs that conflict with troop meetings Boys/girls whose families travel frequently, such as circus families, families who live on boats, missionaries, etc. Boys/girls who alternate living arrangements with parents who live in different communities Boys/girls who are unable to attend unit meetings because of life-threatening communicable diseases Boys/girls whose parents believe their child might be endangered by getting to Scout unit meetings Boys/girls being home schooled whose parents do not want them in a youth group See also icon Scouting portal Lone Guides Lone Scouts of America References John Hargrave, Lonecraft, the handbook for Lone Scouts, Constable and Company Ltd, London, 1913 Tim Jeal, Baden-Powell, Hutchinson, London, 1989 pp501-502 "Scouting". scouting.org. "Boy Scouts of America Fact Sheet: What Is the Lone Scout Plan?". Boy Scouts of America. Retrieved February 4, 2006. Peterson, Robert (October 2001). Scouting Alone. Scouting Magazine. Lone Scouts of South Australia vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Movement Scouting Scouting for Boys Scouting Round the World Scout method Scout Law Scout Promise Scout Motto Wood Badge Girl Guides Ranger Guides Jamboree World Scout Jamboree Scout Leader Non-aligned organisations Scouting controversy and conflict Scouting in popular culture List of Scouts List of highest awards in Scouting Sections Age groups in Scouting and Guiding Beavers Cub Scout Scout Venture Scout Rover Scout Rainbow Guides Brownie Guides Girl Guides Ranger Guides Air Scouts Extension Scouting Lone Scouts Lone Guides Sea Scout Pioneers Robert Baden-Powell Olave Baden-Powell Agnes Baden-Powell Daniel Carter Beard Frederick Russell Burnham Lawrie Dring Bear Grylls William Hillcourt László Nagy Ernest Thompson Seton Jacques Sevin Francis Vane J. S. Wilson Places Baden-Powell House Brownsea Island Edith Macy Conference Center Foxlease Gilwell Park Kandersteg Our Cabaña Our Chalet Pax Hill Pax Lodge Philmont Sangam International organisations Confederation of European Scouts International Catholic Conference of Scouting International Union of Guides and Scouts of Europe International Scout and Guide Fellowship Order of World Scouts Scouts-in-Exile World Association of Girl Guides and Girl Scouts World Federation of Independent Scouts World Organization of Independent Scouts World Organization of the Scout Movement Other B-P's footprint Ging Gang Goolie International Scouting Collectors Association Oldest Scout groups Outdoor education Leave No Trace (outdoor ethics) Tread Lightly! (outdoor ethics) Religion in Scouting Scout handshake Scout prayers Scout sign and salute Scout Spirit The Handbook for Girl Guides The Hackney Scout Song Book World Scout Emblem World Scout Moot WikiProject Scouting fleur-de-lis dark.svg Scouting portal Categories: Scouting Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version
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Post by Freddie on Jul 27, 2019 0:45:21 GMT 1
Scout sign and salute From Wikipedia, the free encyclopedia Jump to navigationJump to search This article is about the Scouts. For other meanings, see Three-finger salute (disambiguation). Scout sign and salute Ukrainian Girl Scout from Plast making the Scout Sign Ukrainian Girl Scout from Plast making the Scout Sign Scouting portal The three-finger salute is used by members of Scout and Guide organizations around the world when greeting other Scouts and in respect of a national flag at ceremonies. In most situations, the salute is made with the right hand, palm face out, the thumb holding down the little finger, and with the fingertips on the brow of the head. There are some variations of the salute between national Scouting organizations and also within some programme sections. A "half-salute", known as the Scout Sign, is also used in certain situations. The hand is still held palm facing out, and the thumb holding the little finger, but the hand is held at the shoulder instead. Other organizations with historical ties to Scouting such as Scouts Royale Brotherhood and Alpha Phi Omega use it as well. Contents 1 Meaning of the three fingers 1.1 Cub Scouts' two-finger salute 2 Salute or sign? 3 Canada 4 Switzerland 5 United Kingdom 6 United States of America 6.1 Baden-Powell Service Association 6.2 Boy Scouts of America 6.3 Girl Scouts of the USA 7 Worldwide 8 References Meaning of the three fingers Scouts using the three-finger salute as the Scout Sign. A Christmas cookie as three-finger salute. In his book, Scouting for Boys, Robert Baden-Powell chose the three-finger salute for Scouts to represent the three aspects of the Scout Promise: Honor God and Country Help Others Obey the Scout Law[1] Cub Scouts' two-finger salute Cub Scout sections can use a two-finger salute, depending on the national Scouting organization they belong to. This is done to represent the two rules of the original Cub Scout / Wolf Cub law. The salute is performed with the right hand. In The Wolf Cub's Handbook, Baden-Powell wrote: "Why two fingers? Well, you know what a Wolf's head looks like with two ears cocked up. It is used as the badge of the Wolf Cub. Your two fingers in the salute are the two ears of the Wolf."[2] Salute or sign? Originally, Baden-Powell intended for Scouts to salute each other in greeting when they first saw each other for the first time using the "secret sign", or half-salute. This was regardless of whether the Scouts knew each other or not. Officers, such as Patrol Leaders, Scoutmasters, or members of the armed forces, were to be saluted with a full-salute.[3][4] Full-salutes were also required at the hoisting of the Union Flag, the playing of the national anthem, or at funerals.[1] Canada In Scouts Canada the Salute is rendered vertically, palm out similar to British Army/Commonwealth salutes, except if the member is a Sea Scout where it is palm in/angled down. (Traditionally, to hide your 'dirty hands' from the ship's captain). Beaver Scouts in Canada use a variant of the two-fingered sign with the fingers bent forwards forming "teeth". When they move up to Cub Scouts part of the ceremony sometimes includes a Scouter straightening the fingers to change from the Beaver to Cub sign.[citation needed] Switzerland The half-salute is used by Swiss Scouts when shaking (left) hands with other Scouts or leaders on greeting or parting. Additional meaning of the thumb holding down the little finger as explained in Switzerland: the big and strong protects the weak and little. United Kingdom The Scout Association uses the three-fingered salute for all sections, including Cub Scouts. The two-fingered Cub salute was abandoned by the Scout Association following a recommendation by the Advance Party Report in 1966, that "there should be only one salute for the whole Movement".[5] The Scout Sign is used while making or reaffirming the Beaver Scout, Cub Scout or Scout Promise and at no other time.[6] The Baden-Powell Scouts' Association uses both the three and two fingered salutes. Girlguiding UK only uses the Guide Sign (half salute), though historically the full salute was used.[7] United States of America Texas Cub Scouts Saluting Baden-Powell Service Association As a member of WFIS and part of the international Traditional Scouting movement. the scout sign and salute differs by section in the BPSA-US. The Timberwolf (cub) section uses the two-finger (spread) salute, and the two finger scout salute as defined in the 1938 PO&R,[8] while the Pathfinder (scout) and Rovers use the traditional three-finger sign and salute. Boy Scouts of America Cub Scouts use the two finger Scout sign and salute— the sign is presented with the fingers apart to represent the ears of Akela the wolf. Scouts BSA, Venturers and Sea Scouts use the three finger sign and salute. The Scout Sign is performed with the upper arm parallel to the ground and the forearm vertical, forming a right angle at the elbow.[9] The Scout Sign is used when reciting any of the ideals of the BSA such as the Scout Oath and Scout Law. It is also used to gain the attention of the group. The salute is rendered in the American style with the palm in and is only used to salute the flag of the United States. Early BSA protocol required Scouts to salute each other, but this was discontinued in 1972.[citation needed] Girl Scouts of the USA As a member of WAGGGS, the Girl Scouts of the USA use the three-fingered sign at shoulder height. The three fingers represent the person's own spiritual beliefs, other people and the Girl Scout Law. This differs from the 1913 version where the first finger represented God and Country.[10] Worldwide All World Association of Girl Guides and Girl Scouts members share the three fingered sign, with the palm facing out held at shoulder height, elbow by the side and the thumb holding the little finger. This is used in numerous situations of respect including when making or reciting the Promise, receiving awards, honouring a flag, honouring the dead and meeting other Girl Guides and Girl Scouts. In the latter case, it may be used in conjunction with the left handshake.[citation needed] References icon Scouting portal Wikimedia Commons has media related to Scout salutes. Baden-Powell, Robert (2005) [First published 1908]. Scouting for Boys. Oxford. p. 37. The Wolf Cub's Handbook (p.15) Prahran Chronicle (Vic. : 1914 - 1918)(Saturday 17 July 1915, page 5 P.O.R. iX. General Rules, Rule 352 The Advance Party Report '66 (Recommendation 10, p.14) The Scout Association - Policy, Organisation and Rules - January 2011: Rules 12.5 and 12.6 GirlguidingUK: World Association of Girl Guides and Girl Scouts (WAGGGS) - Symbols of Unity "IX. General Rules". www.inquiry.net. Retrieved 18 October 2016. Wendell, Bryan (17 October 2012). "BSA to use Scout Oath and Scout Law for all programs". Bryan on Scouting. Scouting. Cadette Girl Scout Handbook. Girl Scouts of the USA. 1995. ISBN 0-88441-283-0.
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Post by Freddie on Jul 27, 2019 0:47:06 GMT 1
Scout leader From Wikipedia, the free encyclopedia Jump to navigationJump to search "Scoutmaster" redirects here. For the Norman Rockwell painting, see The Scoutmaster. Leaders welcome a boy into Scouting, March 2010, Mexico City, Mexico A Scout leader or Scouter generally refers to the trained adult leader of a Scout unit. The terms used vary from country to country, over time, and with the type of unit. Contents 1 Roles 2 Training, screening and appointment of leaders 3 Terminology 3.1 Australia 3.2 Ireland 3.3 Philippines 3.4 South Africa 3.5 United Kingdom 3.5.1 The Scout Association 3.5.2 Baden-Powell Scouts' Association 3.6 United States 3.7 Other countries 4 References Roles There are many different roles a leader can fulfill depending on the type of unit. Positions are usually voluntary and are often divided between 'uniform' and 'lay' roles. For many, this volunteerism is an avocation. Uniformed Scout Leaders are primarily responsible for organizing the activities of the group, and training the youth members through the Scout program. Other roles include liaison with parents, districts, or other parties such as the unit's sponsoring (chartered) organization. Lay supporters are not always termed Scout Leaders; although they may assist with activities and training, they do not always hold a formal position and may not have received training. Beyond the Scout programme, lay supporters may take responsibility for administrative tasks such as budgets, managing properties, recruitment, equipment, transport, and many other roles. The roles of leaders in senior units like Venture Scout, Explorer Scout and Rover Scout sections tend to be consultative, with much of the administration and activity planning in the hand of older Scouts, while in junior units like Cub Scout and Scout sections, the adult leaders need to take a more central role. Beyond the group are further uniformed positions (sometimes called Commissioners) at levels such as district, county, council or province, depending on the structure of the national organisation. They also work along with lay teams and professionals. Training teams and other related functions are often formed at these levels. Some countries appoint a Chief Scout or Chief Commissioner as the most senior uniformed member. Training, screening and appointment of leaders Scout Leaders participate in a series of training courses, typically aiming for the Wood Badge as the main qualification of an adult leader in Scouting.[1] In most countries, Wood Badge holders can wear a Gilwell scarf, Turk's head knot woggle, and Wood Badge beads.[2] Scout Leaders are given a formal appointment (called a warrant in many countries). Before appointing an adult leader, most associations perform background checks on candidates to ensure their suitability for working with children.[3][4] Terminology This section possibly contains original research. Please improve it by verifying the claims made and adding inline citations. Statements consisting only of original research should be removed. (May 2018) (Learn how and when to remove this template message) Robert Baden-Powell initially used the terms Scoutmaster and Cubmaster for adult leaders (coming from the English usage of the word "master" as a synonym for "teacher"), and these terms are still used in some countries and units, including the United States. As the word master picked up old-fashioned connotations,[clarification needed] it was replaced by other terms such as Scout Leader or Scouter in many Commonwealth countries, following The Scout Association in the United Kingdom. Australia In Scouts Australia, all five sections have a Leader, although a Joey Leader has a much more driving role than a Venturer Leader, who should be standing back and assisting the elected Unit Chair. Rover Leaders stepped back during the 1970s, becoming Rover Advisors, the responsibility for the Crew passing to the elected Crew Leader. There are several different types of Leader in Australia, all of them (and all members of the Rover Section) have the opportunity to complete the Wood Badge training scheme Sectional Leaders Run a Troop, Pack, Unit or Mob each week. They are the ones who go away every weekend with the Scouts and sign off badgework each week. Group Leaders Run the Group as a whole, liaising between the Committee, who see to the needs of the Group, hall, power, gear, etc. and the Sectional Leaders. Activity Leaders Have qualifications in activities from Water Activities to Abseilling to Radio and Four Wheel Driving and First Aid, who put these skills at the disposal of a Region or Branch. These leaders often have another role in Scouting at the same time. Leader Trainers Provide the Training to other Leaders and usually have been in Scouting for several years. Training is not usually their only role in Scouting. District Leaders Provide help and assistance to local groups. Most Districts try to have at least one District Leader for each Section, as well as Public Relations, Adult Training & Development and Water Activities. Commissioners are responsible for the management of an aspect of Scouting and/or the leadership of other adults, as opposed to sectional leaders who run the youth program. The Scout Fellowship Is a group of former Leaders who no longer have the time or desire to be a part of Scouting every week. They have the opportunity to help out occasionally when leaders are needed temporarily because of hospital or travel, at large camps such as Jamborees and are still covered by Scout Insurance. All Leader positions are appointments for three years, when the appointment is reviewed and the Leader is renewed, reassigned or resigns. When a new Probationary Leader begins, they are presented with a Certificate of Adult Membership and complete a three-hour seminar called Intro to Scouting (or Rovering) which outlines the basic structure and procedures. After this comes the Basic Sectional Techniques course, which gives the Leader the right to wear the two-strand Turks Head or "Gilwell" Woggle. After the 2007 review of the Venturer Section, Venturer Scouts will soon be allowed to complete Venturer Basic. Leaders are then presented with a Certificate of Adult Leadership, and this is where most people stop their training, but after at least six months, Leaders then are eligible to complete the Advanced Sectional Techniques Course, which allows them to conduct more advanced activities, network with other experienced Leaders and then after successful completion of the Course be presented with the Wood Badge. Scouts Australia is an Enterprise Registered Training Organisation (RTO:5443) and Leaders can apply to be granted a Certificate III in Business after completing the Basic Course, and a Certificate IV in Leadership and Management after the Advanced Course. Later they can also complete a Diploma of Leadership and Management or Certificate Qualifications in Outdoor Recreation through the Scouts Australia Institute of Training. Ireland Main article: Scouting Ireland § Role of the Scouters A uniformed adult member of Scouting Ireland who commits to the Scout Promise and Law is known as a "Scouter".[5] Rover Scouts can also be adults, and an eligible member can be a Scouter or Rover or both. Adult members are subject to police vetting (in either jurisdiction). Scouters who provide Youth Programme are known as "Programme Scouters". Various Group, County, Provincial and National appointment holders in general need to be Scouters. Associate members are adult members who do not take the Scout Promise, and may include supporting Officers such as Group Secretary or County Treasurer. Philippines In the Boy Scouts of the Philippines, all uniformed adults, including office employees, are "Scouters." Not all Scouters are Unit Leaders, but all Unit Leaders are Scouters. The generic term for an adult in charge of a Scout unit is "Unit Leader." There are five types: 1. A "Langkay Leader" takes charge of KID Scouts. 2. A "Kawan Leader" takes charge of KAB Scouts. 3. A "Troop Leader" takes charge of Boy Scouts. 4. An "Outfit Advisor" takes charge of Senior Scouts. 5. A "Circle Manager" advises Rovers and Roverettes. Langkay Leaders and Kawan Leaders are women. Troop Leaders, Outfit Advisors, and Circle Managers may be men or women, and are often informally called "Scoutmasters."[6] South Africa Scouts South Africa (then called Boy Scouts of South Africa) decided in the early 90s to change the name of a Scoutmaster to Scouter. The reason for this change was due to negative connotations of the word master. The terms Troop Scouter and Pack Scouter are used for adult leaders of Scout Troops and Cub Packs.[7] Rover Crews are mentored by a Rover Scouter.[8] United Kingdom The Scout Association The Scout Association used the term Scoutmaster originally, but the term Scout Leader is now used. Other adult leaders in the Scout Troop are called Assistant Scout Leaders. Terms used in other sections are Beaver Scout Leader, Assistant Beaver Scout Leader, Cub Scout Leader, Assistant Cub Scout Leader, Explorer Scout Leader, Assistant Explorer Scout Leader, and so on. The Scout Group is led by a Group Scout Leader and who may be assisted by an appointed Assistant Group Scout Leader. When Rover Scouts existed, there were Rover Scout Leaders and Assistant Rover Scout Leaders. Collectively all adult leaders are called Scouters. One of the leaders may take on the role of Quartermaster, although this role can also be taken on by a parent or other member of the Group Committee.[9] At District level a District Commissioner may appoint a District Beaver Scout Leader, District Cub Scout Leader and a District Scout Leader to assist the Assistant District Commissioners for Beavers, Cubs and Scouts. A District Explorer Scout Leader may also be appointed to assist a District Explorer Scout Commissioner. A District Scout Network Leader may be appointed to lead a District Scout Network. At County Level a County Commissioner may appoint a County Beaver Scout Leader, County Cub Scout Leader and a County Scout Leader to assist the Assistant County Commissioners for Beavers, Cubs and Scouts. A County Explorer Scout Leader may also be appointed to assist an Assistant County Commissioner for Explorers. A County Scout Network Leader may be appointed to assist a County Scout Network Commissioner. The most well-known active scout leader is author John Hemming-Clark. [10] Explorer Scouts can help out at younger sections as a Young Leader. Baden-Powell Scouts' Association Adult leaders The Baden-Powell Scouts' Association continue to use the traditional title of Scoutmaster. Other adult leaders in the Scout Troop are called Assistant Scout Masters. Other titles include Cub Scout Master, Assistant Cub Scout Master and so on. The Group is led by a Group Scout Master. In common with The Scout Association, adult leaders are sometimes referred to as Scouters.[11] Youth leaders In the Scout and Senior Scout sections, youth leaders include Senior Troop Leader, Senior Patrol Leader, Assistant Senior Patrol Leader, Patrol Leaders, Assistant Patrol Leaders, Quartermaster, and Instructor. United States In the Boy Scouts of America, in all Scouting units above the Cub Scout pack, units serving adolescent Scouts, leadership of the unit comprises both adult leaders (Scouters) and youth leaders (Scouts). In fact, this is a critical component of the program. In order to learn leadership, the youth must actually serve in leadership roles. Adult leaders may be either men or women in all positions. A properly run Boy Scout troop is run by the Senior Patrol Leader, who is elected by the troop, and his assistant, who may either be elected or appointed. These and the other youth leaders are advised and supported by the adult leaders. Adult leaders Among the volunteers who provide troop level adult leadership and support (in the United States, collectively called Scouters), there are Scoutmasters and their uniformed adult leadership (including assistant Scoutmasters and unit chaplain), and committee members. All positions require adults to join the troop by registration. The registration process for adult leaders includes a personal reference and criminal background check, nomination by the committee chairman, followed by appointment by the chartering organization and concluding with acceptance by the district executive (a professional Scouter who is an employee of the local Scout council). A Scouter may be a registered member of more than one unit. Example: a Webelos den leader in a Cub Scout pack also volunteers as an advancement committee member in an older son's Boy Scout troop. Both Scoutmasters and committee members are encouraged at specific events to wear their uniforms. Scoutmasters are normally required to be at least twenty-one years of age, although there have been some notable exceptions. E. Urner Goodman (the founder of the Order of the Arrow) was appointed as a Scoutmaster when he was still nineteen.[citation needed] Assistant Scoutmasters are often older Scouts who have turned 18 and can no longer serve in a youth capacity. There is a training continuum for both Scoutmasters and committee members. The training continuum for both positions includes "Youth Protection", "Fast Start" and "New Leader's Essentials". At this point the two continuums divide. In order to be "trained" (and entitled to wear the "Trained" patch on their uniform) Committee Members must complete a fourth course "The Troop Committee Challenge." In order for Scoutmasters/Assistant Scoutmasters to wear the "Trained" patch they must complete "Scoutmaster/Assistant Scoutmaster Leader Specific Training" and "Introduction to Outdoor Leadership." Within 12–18 months of obtaining the status of "Trained", both Committee Members and Scoutmasters are encouraged to enroll in "21st Century Wood Badge" training. Scoutmasters are responsible for developing and delivering the "program" or the training of youth leadership in how to plan and run a Scout troop's activities. The members of the committee are responsible for "service" or provisioning the troop with the necessary goods and services that allow the Scoutmasters to focus solely on the program. Committee members may interact with Scouts. For example, they may be assisted by youth leaders (see quartermaster) or they may provide technical training to the Scouts as merit badge counselors. Committee members most important direct interaction with Scouts occurs during boards of review. Committee members assemble in groups of 3 to 6 in order to constitute boards of review. After a Scoutmaster has conducted a Scoutmaster conference with the Scout and determined he is ready for advancement, a Scout must meet with a board of review. An important function of the board of review is to allow the committee to collect data from the individual Scouts about the success of the Program and deliver that feedback to the Scoutmasters. In this role, a board of review may also meet with a Scout whose advancement progress has stalled. The Scoutmaster for a troop is first nominated by the committee, then appointed by the chartering organization and then finally accepted by the district executive. The committee members elect a committee chairman. In the event that the Scoutmaster is unavailable, the committee chairman steps in until a new Scoutmaster is obtained. The committee also accepts the troop schedule and budget as developed each year by the patrol leader's council advised by the Scoutmaster. While it is true that in some troops, the Scoutmaster may be the person with the most tenure and committee membership may be transitory and in other cases the opposite may be true, effective troops work to ensure there is balance of experienced adults working together as a team to deliver both the best possible service and program to the troop. There are similar service and program splits for adult leadership in Cub Scouts, Venturing and Varsity. While there is only limited opportunity for youth leadership in Cub Scouting (see den chief), youth leadership takes an even stronger role in providing both service and program in Venturing. The leader of a Cub Scout pack is referred to as Cubmaster and he or she may be assisted by assistant Cubmasters. Since almost all program leadership at the Cub Scouting level is adult, the Cubmaster is also assisted by any number of den leaders. Varsity Scout teams have a Coach, Venturing crews have an Advisor, and Sea Scouting ships have a Skipper. All of these terms are used for the men or women who fill the role as the adults responsible for maintaining the program by advising the unit's youth leaders on how to plan and lead the unit's activities. Youth leaders In the Boy Scout troop, youth leaders include Junior Assistant Scoutmaster, Senior Patrol Leader, Assistant Senior Patrol Leader, Patrol Leaders, Assistant Patrol Leaders, scribe, quartermaster, librarian, chaplain aide, bugler, historian, den chief, Troop Guide, Order of the Arrow representative and instructor. There have even been cases of co Senior Patrol Leaders in the case of a tie during an election, or on purpose to manage a large troop. In an ideal setting, the Scoutmaster will give a command to the Junior Assistant Scoutmaster, or the Senior Patrol Leader(s). The Senior Patrol Leader gives the command then to Assistant Senior Patrol Leaders, who give it to the Troop Guides. The Troop Guides in turn go to the Patrol Leaders, who finally give the command to their patrols. The Senior Patrol Leader can serve a quarter to full year term, depending on the troop. In many troops, the ASPL has little or no responsibility while the SPL is present. However, when the SPL is not present, the ASPL takes over all of the SPL's responsibilities. In most troops, the SPL is the ultimate authority on nearly all troop matters, while many times he will take input from other troop members, just as a senator should listen to his constituents. The Scoutmaster, Assistant Scoutmaster, and Adult Leaders' main roles are to give advice to the SPL, supervise the scouts, and deal with paperwork. Remember this: "Boy Scouts is boy-led." Other countries In other countries, Scouter refers to any adult leader, professional Scout employee, or any Scout alumnus. References icon Scouting portal B-PSA Ireland: Leader Training Archived 2009-02-21 at the Wayback Machine Policy, Organisation and Rules (POR): Adult Leader Training (PDF). The South African Scout Association. 2008 [1979]. p. 19. Archived from the original (PDF) on 2008-10-13. Policy, Organisation and Rules (POR): The Appointment Process (PDF). The Scout Association. 2008 [1979]. BPSA British Columbia: Leader Screening Archived 2010-07-24 at the Wayback Machine "Scouting Ireland Constitution" (PDF). section 18. Retrieved 6 March 2015.[permanent dead link] Published BSP references: Langkay Leader's Manual. Kawan Leader's Manual. Troop Leader's Manual. Introduction to Adult Leadership. Cape Town: South African Scout Association. 1995. "Job Description: Rover Scouter" (PDF). Scouts South Africa. Retrieved 18 February 2016. Policy, Organisation and Rules (POR) (PDF). The Scout Association. 2008. www.johnhemmingclark.com/media. Missing or empty |title= (help) Policy, Association & Rules (PAR). Baden-Powell Scouts' Association. 2007. vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Movement Scouting Scouting for Boys Scouting Round the World Scout method Scout Law Scout Promise Scout Motto Wood Badge Girl Guides Ranger Guides Jamboree World Scout Jamboree Scout Leader Non-aligned organisations Scouting controversy and conflict Scouting in popular culture List of Scouts List of highest awards in Scouting Sections Age groups in Scouting and Guiding Beavers Cub Scout Scout Venture Scout Rover Scout Rainbow Guides Brownie Guides Girl Guides Ranger Guides Air Scouts Extension Scouting Lone Scouts Lone Guides Sea Scout Pioneers Robert Baden-Powell Olave Baden-Powell Agnes Baden-Powell Daniel Carter Beard Frederick Russell Burnham Lawrie Dring Bear Grylls William Hillcourt László Nagy Ernest Thompson Seton Jacques Sevin Francis Vane J. S. Wilson Places Baden-Powell House Brownsea Island Edith Macy Conference Center Foxlease Gilwell Park Kandersteg Our Cabaña Our Chalet Pax Hill Pax Lodge Philmont Sangam International organisations Confederation of European Scouts International Catholic Conference of Scouting International Union of Guides and Scouts of Europe International Scout and Guide Fellowship Order of World Scouts Scouts-in-Exile World Association of Girl Guides and Girl Scouts World Federation of Independent Scouts World Organization of Independent Scouts World Organization of the Scout Movement Other B-P's footprint Ging Gang Goolie International Scouting Collectors Association Oldest Scout groups Outdoor education Leave No Trace (outdoor ethics) Tread Lightly! (outdoor ethics) Religion in Scouting Scout handshake Scout prayers Scout sign and salute Scout Spirit The Handbook for Girl Guides The Hackney Scout Song Book World Scout Emblem World Scout Moot WikiProject Scouting fleur-de-lis dark.svg Scouting portal Authority control Edit this at Wikidata LCCN: sh93006379 Categories: ScoutingPositions of authority Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages العربية فارسی Français Italiano Polski Svenska Tiếng Việt 中文 Edit links This page was last edited on 28 June 2019, at 10:20 (UTC). 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Post by Freddie on Jul 27, 2019 0:51:29 GMT 1
This is a featured article. Click here for more information. Listen to this article Wood Badge From Wikipedia, the free encyclopedia Jump to navigationJump to search This article is about World Scouting's Wood Badge program. For the Wood Badge program in the United States, see Wood Badge (Boy Scouts of America). Wood Badge Scout woodbadge beads.jpg Wood Badge beads on top of the 1st Gilwell Scout Group neckerchief. Country All Founded 1919 Founder Baden-Powell Awarded for Completion of leadership training Membership > 100,000 Scouting portal Wood Badge is a Scouting leadership programme and the related award for adult leaders in the programmes of Scout associations throughout the world. Wood Badge courses aim to make Scouters better leaders by teaching advanced leadership skills, and by creating a bond and commitment to the Scout movement. Courses generally have a combined classroom and practical outdoors-based phase followed by a Wood Badge ticket, also known as the project phase. By "working the ticket", participants put their newly gained experience into practice to attain ticket goals aiding the Scouting movement. The first Wood Badge training was organized by Francis "Skipper" Gidney and lectured at by Robert Baden-Powell and others at Gilwell Park (United Kingdom) in September 1919. Wood Badge training has since spread across the world with international variations.
On completion of the course, participants are awarded the Wood Badge beads to recognize significant achievement in leadership and direct service to young people. The pair of small wooden beads, one on each end of a leather thong (string), is worn around the neck as part of the Scout uniform. The beads are presented together with a taupe neckerchief bearing a tartan patch of the Maclaren clan, honoring William de Bois Maclaren, who donated the £7000 to purchase Gilwell Park in 1919 plus an additional £3000 for improvements to the house that was on the estate. The neckerchief with the braided leather woggle (neckerchief slide) denotes the membership of the 1st Gilwell Scout Group or Gilwell Troop 1. Recipients of the Wood Badge are known as Wood Badgers or Gilwellians.
Contents 1 Scout leader training course 1.1 History 1.2 Modern curriculum 1.3 Ticket 1.4 On completion 2 Insignia 2.1 Woggle 2.2 Beads 2.2.1 Significance of additional beads 2.3 1st Gilwell Scout Group neckerchief 2.4 Axe and Log 2.5 Other symbols 3 International training centers and trainers 3.1 Great Britain 3.2 Australia 3.3 Austria 3.4 Finland 3.5 Canada 3.6 France 3.7 Belgium 3.8 The Netherlands 3.9 Ireland 3.10 Israel 3.11 United States of America 3.12 Philippines 3.13 Hungary 4 References 5 External links Scout leader training course History
First Wood Badge training at Gilwell Park Soon after founding the Scout movement, Robert Baden-Powell saw the need for leader training. Early Scoutmaster training camps were held in London and Yorkshire. Baden-Powell wanted practical training in the outdoors in campsites. World War I delayed the development of leader training, so the first formal Wood Badge course was not offered until 1919.[1][2][3] Gilwell Park, just outside London, was purchased specifically to provide a venue for the course and the Opening Ceremonies were held on July 26, 1919. Francis Gidney, the first Camp Chief at Gilwell Park, conducted the first Wood Badge course there from September 8–19, 1919. It was produced by Percy Everett, the Commissioner of Training, and Baden-Powell himself gave lectures. The course was attended by 18 participants, and other lecturers. After this first course, Wood Badge training continued at Gilwell Park, and it became the home of leadership training in the Scout movement.[4]
Modern curriculum The main goals of a Wood Badge course are to:[5][6][7]
Recognize the contemporary leadership concepts utilized in the corporate world and leading governmental organizations that are relevant to Scouting's values. Apply the skills one learns from participating as a member of a successful working team. View Scouting globally, as a family of interrelated, values-based programmes that provide age-appropriate activities for youth. Revitalize the leader's commitment by sharing in an inspirational experience that helps provide Scouting with the leadership it needs to accomplish its mission. Generally, a Wood Badge course consists of classroom work, a series of self-study modules, outdoor training, and the Wood Badge "ticket" or "project". Classroom and outdoor training are often combined and taught together, and occur over one or more weeks or weekends. As part of completing this portion of the course, participants must write their tickets.
The exact curriculum varies from country to country, but the training generally includes both theoretical and experiential learning. All course participants are introduced to the 1st Gilwell Scout group or Gilwell Scout Troop 1 (the latter name is used in the Boy Scouts of America and some other countries). In the Boy Scouts of America, they are also assigned to one of the traditional Wood Badge "critter" patrols. Instructors deliver training designed to strengthen the patrols. One-on-one work with an assigned troop guide helps each participant to reflect on what he has learned, so that he can better prepare an individualized "ticket". This part of the training program gives the adult Scouter the opportunity to assume the role of a Scout joining the original "model" troop, to learn firsthand how a troop ideally operates. The locale of all initial training is referred to as Gilwell Field, no matter its geographical location.[8]
Ticket The phrase 'working your ticket' comes from a story attributed in Scouting legend to Baden-Powell: Upon completion of a British soldier's service in India, he had to pay the cost of his ticket home. The most affordable way for a soldier to return was to engineer a progression of assignments that were successively closer to home.
Part of the transformative power of the Wood Badge experience is the effective use of metaphor and tradition to reach both heart and mind. In most Scout associations, "working your ticket" is the culmination of Wood Badge training. Participants apply themselves and their new knowledge and skills to the completion of items designed to strengthen the individual's leadership and the home unit's organizational resilience in a project or "ticket". The ticket consists of specific goals that must be accomplished within a specified time, often 18 months due to the large amount of work involved. Effective tickets require much planning and are approved by the Wood Badge course staff before the course phase ends. Upon completion of the ticket, a participant is said to have earned his way back to Gilwell.[9]
On completion After completion of the Wood Badge course, participants are awarded the insignia in a Wood Badge bead ceremony.[10] They receive automatic membership in 1st Gilwell Park Scout Group or Gilwell Troop 1. These leaders are henceforth called Gilwellians or Wood Badgers. It is estimated that worldwide over 100,000 Scouters have completed their Wood Badge training.[11] The 1st Gilwell Scout Group meets annually during the first weekend in September at Gilwell Park for the Gilwell Reunion.[12] Gilwell Reunions are also held in other places, often on that same weekend.
Insignia
Wood Badge neckerchief, beads, and woggle Scout leaders who complete the Wood Badge program are recognized with insignia consisting of the Wood Badge beads, 1st Gilwell Group neckerchief and woggle.
Woggle The Gilwell woggle is a two-strand version of a Turk's head knot, which has no beginning and no end, and symbolizes the commitment of a Wood Badger to Scouting.[2][3] In some countries, Wood Badge training is divided into more than one part and the Gilwell woggle is given for completion of Wood Badge Part I.
Beads
King Dinuzulu, wearing what is perhaps the necklace from which the original Wood Badge beads came
The monument to the Battle of Isandlwana depicts a beaded Zulu necklace similar to the one used for the original Wood Badge beads The beads were first presented at the initial leadership course in September 1919 at Gilwell Park.
The origins of Wood Badge beads can be traced back to 1888, when Baden-Powell was on a military campaign in Zululand (now part of South Africa). He pursued Dinuzulu, son of Cetshwayo, a Zulu king, for some time, but never managed to catch up with him. Dinuzulu was said to have had a 12-foot (4 m)-long necklace with more than a thousand acacia beads.[13] Baden-Powell is claimed to have found the necklace when he came to Dinuzulu's deserted mountain stronghold.[3][14] Such necklaces were known as iziQu in Zulu and were presented to brave warrior leaders.[15]
Much later, Baden-Powell sought a distinctive award for the participants in the first Gilwell course. He constructed the first award using two beads from the necklace he had recovered, and threaded them onto a leather thong given to him by an elderly South African in Mafeking, calling it the Wood Badge.[1][2][3]
While no official knot exists for tying the two ends of the thong together, the decorative diamond knot has become the most common. When produced, the thong is joined by a simple overhand knot and various region specific traditions have arisen around tying the diamond knot, including: having a fellow course member tie it; having a mentor or course leader tie it; and having the recipient tie it after completing some additional activity that shows he or she has mastered the skills taught to him or her during training.[3]
Significance of additional beads Additional beads are awarded to Wood Badgers who serve as part of a Wood Badge training team. One additional bead is awarded to each Assistant Leader Trainer (Wood Badge staff) and two additional beads are awarded to each Leader Trainer (Wood Badge course directors), for a total of four.[3]
As part of a tradition, five beads may be worn by the "Deputy Camp Chiefs of Gilwell". The Deputy Camp Chiefs are usually the personnel of National Scout Associations in charge of Wood Badge training. The fifth bead symbolizes the Camp Chief's position as an official representative of Gilwell Park, and his or her function in maintaining the global integrity of Wood Badge training.[3] William Hillcourt is one person who wore five beads.
The founder of the Scouting movement, Robert Baden-Powell, wore six beads, as did Sir Percy Everett, then Deputy Chief Scout and the Chief's right hand. Baden-Powell's beads are on display at Baden-Powell House in London. Everett endowed his six beads to be worn by the Camp Chief of Gilwell as a badge of office. Since that time the wearer of the sixth bead has generally been the director of leader training at Gilwell Park.[3]
Number of beads Worn by 2 Wood Badge recipient 3 Deputy Gilwell Course Leader 4 Gilwell Course Leader 5 Deputy Camp Chief of Gilwell Park, National Training Commissioner (one per country) 6 Camp Chief of Gilwell Park; Chief Scout of the World 1st Gilwell Scout Group neckerchief The neckerchief is a universal symbol of Scouting and its Maclaren tartan represents Wood Badge's ties to Gilwell Park. The neckerchief, called a "necker" in British and some Commonwealth Scouting associations, is a standard triangular scarf made of cotton or wool twill with a taupe face and red back; a patch of Clan MacLaren tartan is affixed near the point.[16] The pattern was adopted in honor of a British Scout commissioner who, as a descendant of the Scottish MacLaren clan, donated money for the Gilwell Park property on which the first Wood Badge program was held.[3][13][17]
Originally, the neckerchief was made entirely of triangular pieces of the tartan, but its expense forced the adoption of the current design. The neckerchief is often worn with the Gilwell woggle.[2][3]
Axe and Log
The totem of Gilwell Park, the axe and log, has come to represent Wood Badge The axe and log logo was conceived by the first Camp Chief, Francis Gidney, in the early 1920s to distinguish Gilwell Park from the Scout Headquarters. Gidney wanted to associate Gilwell Park with the outdoors and Scoutcraft rather than the business or administrative Headquarters offices. Scouters present at the original Wood Badge courses regularly saw axe blades masked for safety by being buried in a log. Seeing this, Gidney chose the axe and log as the totem of Gilwell Park.[18]
Other symbols
A kudu horn The kudu horn is another Wood Badge symbol. Baden-Powell first encountered the kudu horn at the Battle of Shangani, where he discovered how the Matabele warriors used it to quickly spread a signal of alarm. He used the horn at the first Scout encampment at Brownsea Island in 1907. It is used from the early Wood Badge courses to signal the beginning of the course or an activity, and to inspire Scouters to always do better.
The grass fields at the back of the White House at Gilwell Park are known as the Training Ground and The Orchard, and are where Wood Badge training was held from the early years onward. A large oak, known as the Gilwell Oak, separates the two fields. The Gilwell Oak symbol is associated with Wood Badge, although the beads for the Wood Badge have never been made of this oak.[12]
Wolf Cub leaders briefly followed a separate training system beginning in 1922, in which they were awarded the Akela Badge on completion. The badge was a single fang on a leather thong. Wolf Cub Leader Trainers wore two fangs.[13][19] The Akela Badge was discontinued in 1925, and all leaders were awarded the Wood Badge on completion of their training. Very few of the fangs issued as Akela Badges can now be found.[3]
International training centers and trainers Great Britain The first Wood Badge training took place on Gilwell Park. The estate continues to provide the service in 2007, for British Scouters of The Scout Association and international participants. Original trainers include Baden-Powell and Gilwell Camp Chiefs Francis Gidney, John Wilson and, until the 1960s, John Thurman.[20]
Australia Other sites providing Wood Badge training have taken the Gilwell name. The first Australian Wood Badge courses were held in 1920 after the return of two newly minted Deputy Camp Chiefs, Charles Hoadley and Mr. Russell at the home of Victorian Scouting, Gilwell Park, Gembrook. In 2003, Scouts Australia established the Scouts Australia Institute of Training, a government-registered National Vocational & Education Training (VET) provider. Under this registration, Scouts Australia awards a "Diploma of Leadership and Management" to those Adult Leaders who complete the Wood Badge training and additional competencies.[21] The Diploma of Leadership and Management, like all Australian VET qualifications, is recognized throughout Australia by both government and private industry.[22] This is an optional extra that Leaders and Rovers may undertake.
Austria The first Wood Badge Training in Austria took place in 1932. Scoutmaster Joesef Miegl took his Wood Badge training in Gilwell Park and September 8 to 17, 1922, he led a Leader Training near Vienna, one of the first in Austria. Scouters from Austria, Germany, Italy and Hungary took part. He brought in many things he learned in Gilwell Park about International and British Scouting, but it was not a real Wood Badge training.[23]
Finland Alfons Åkerman gave the first eight Wood Badge courses and was from 1927 to 1935 the first Deputy Camp Chief. In lieu of Gilwell training, the Finnish Scouts have a "Kolmiapila-Gilwell" (Trefoil-Gilwell), combining aspects of both girls' and boys' advanced leadership training.[24]
Canada Scouts Canada holds numerous Wood Badge training courses on an annual basis throughout the country. In this NSO, all Scouters (volunteers) are required to complete an online Wood Badge Part I Course[25], and are encouraged to complete a Wood Badge Part II program that includes self-directed learning, conducted through mentorship and coaching in addition to traditional courses and workshops[26]. Upon completion of the Woodbadge Part II[27] program a volunteer is conferred their "beads" and the Gilwell Necker.
France The first Wood Badge training in France was held Easter 1923 by Père Sevin in Chamarande.[28]
Belgium The first Wood Badge training in Belgium was held in August 1923 at Jannée, led by Étienne Van Hoof
The Netherlands
Gilwell Leiderscursus, The Netherlands July 9–21, 1923 The first Wood Badge training in the Netherlands was held in July 1923 by Scoutmaster Jan Schaap, on Gilwell Ada's Hoeve, Ommen. At Gilwell Sint Walrick, Overasselt, the Catholic Scouts had their training. Since approximately 2000, the Dutch Wood Badge training takes place on the Scout campsite Buitenzorg, Baarn, or outdoors in Belgium or Germany under the name 'Gilwell Training'.[29]
Ireland Wood Badge training in Ireland goes back to the 1st Larch Hill of the Catholic Boy Scouts of Ireland, who conducted Wood Badge courses that emphasized the Catholic approach to Scouting. This emphasis is now disappeared since the formation of Scouting Ireland.[30]
Israel The first Wood Badge training in Israel was held in April 1963 by John Thurman and took place at the Israeli Scout Ranch, together with 20 participants, Jews, Arabs and Druze. Since the first training, every Wood Badge course run by the Israel Boy and Girl Scouts Federation is a mutual event for all different religions and organizations in Scouting.
United States of America Main article: Wood Badge (Boy Scouts of America)
Four American Wood Badgers with insignia Wood Badge was introduced to America by Baden-Powell and the first course was held in 1936 at the Mortimer L. Schiff Scout Reservation, the Boy Scouts of America national training center until 1979.[31] Despite this early first course, Wood Badge was not formally adopted in the United States until 1948 under the guidance of Bill Hillcourt who became national Deputy Camp Chief of the United States.[32] Today the national training center of the Boy Scouts of America is the Philmont Training Center, which hosts a few camps each year. Nearly all Wood Badge courses are held throughout the country at local council camps under the auspices of each BSA region.
Philippines Wood Badge was introduced in the Philippines in 1953 with the first course held at Camp Gre-Zar in Novaliches, Quezon City. Today, Wood Badge courses are held at the Philippine Scouting Center for the Asia-Pacific Region, at the foothills of Mount Makiling, Los Baños, Laguna province.[33]
Hungary In 2010, after 13 years of coordination, the WOSM gave permission to the MCSSZ to give the Wood Badge for the participants of the new type course for Scout Officers. The head of the Wood Badge training in Hungary is Balázs Solymosi who can wear the four beads and who has the right to award the Wood Badge to the participiants. Since 2010, in 8 courses more than 50 adult leader performed successfully and awarded.[34]
References Block, Nelson R. (1994). "The Founding of Wood Badge". Woodbadge.org. Archived from the original on August 22, 2006. Retrieved July 20, 2006. Orans, Lewis P. (2004). "The Wood Badge Homepage". Pinetree Web. Archived from the original on August 3, 2006. Retrieved August 1, 2006. "The Origins of the Wood Badge" (PDF). ScoutBase UK. 2003. Retrieved January 4, 2007. "The Wood Badge Homepage". Pinetree Web. Archived from the original on August 3, 2006. Retrieved August 1, 2006. "Rule 3.34: Adult Training Obligations". Policy, Organisation and Rules. The Scout Association. Archived from the original on October 31, 2007. Retrieved January 24, 2007. Barnard, Mike (2002). "The Objectives of Wood Badge". Woodbadge.org. Archived from the original on January 1, 2007. Retrieved January 7, 2007. "Training: The Wood Badge". CATVOG Scout Area (The Scout Association). Archived from the original on April 14, 2013. Retrieved January 21, 2007. Wood Badge for the 21st Century – Staff Guide. Boy Scouts of America. 2001. Barnard, Mike (2003). "What is a Wood Badge Ticket?". Woodbadge.org. Archived from the original on January 1, 2007. Retrieved January 7, 2007. Barnard, Mike (2002). "Wood Badge Presentation Ceremonies". Woodbadge.org. Archived from the original on June 26, 2007. Retrieved January 7, 2007. "History of Wood Badge". Green Mountain Council Boy Scouts of America. 2007. Archived from the original on April 2, 2015. Retrieved March 10, 2015. Rogers, Peter (1998). Gilwell Park: A Brief History and Guided Tour. London, England: The Scout Association. pp. 5–46. "The origins of the Wood Badge". Johnny Walker's Scouting Milestones. 2006. Retrieved January 21, 2007. Hillcourt, William (1964). Baden-Powell: The Two Lives of a Hero. London: Heinemann. p. 358. "iziQu". African History. About.com. Retrieved January 4, 2007. "Clan MacLaren and the Scouting Connection". Clan Maclaren.org. 2004. Archived from the original on July 26, 2007. Retrieved January 21, 2007. "History of Wood Badge". Scouting.org. Archived from the original on May 27, 2008. Retrieved January 5, 2007. Block, Nelson; Larson, Keith (October – November 1994). "Origins of the Wood Badge Axe". Archived from the original on September 22, 2008. Retrieved August 3, 2008. "The history of Cubbing in the United Kingdom 1916–present". ScoutBase UK. Archived from the original on January 1, 2007. Retrieved January 4, 2007. Walker, Johnny (2006). "Gidney, Francis 'Skipper'. 1890–1928". Scouting Personalities. Johnny Walker's Scouting Milestones. Retrieved June 4, 2009. "Wood Badge Training Program". Scouts Australia. Archived from the original on October 5, 2006. Retrieved January 4, 2007. "Training Bulletin: Woodbadge holders" (PDF). Scouts Australia. August 2006. Archived from the original (PDF) on October 30, 2007. Retrieved January 12, 2007. "Jamboree Symposium of World-wide Scouting". 9. January 1923: 137. "History". Partio Scout. Archived from the original on May 7, 2009. Retrieved June 4, 2009. "Wood Badge I - FAQ". Scouts Canada. Retrieved February 20, 2019. "Learning and Development". Scouts Canada. Retrieved February 20, 2019. "Wood Badge II". Scouts Canada. Retrieved February 20, 2019. "Chamarande". Honneur au Scoutisme (in French). Archived from the original on April 15, 2009. Retrieved June 4, 2009. "Cursusvarianten". Gilwell een wereldcurcus (in Dutch). Scouting Nederland. Archived from the original on March 10, 2008. Retrieved June 4, 2009. "Resources: Adult Resources". Scouting Ireland. Archived from the original on February 7, 2007. Retrieved January 4, 2007. Barnard, Mike (2002). "History of Wood Badge in the United States". Woodbadge.org. Archived from the original on January 1, 2007. Retrieved January 7, 2007. Barnard, Mike (2001). "Green Bar Bill Hillcourt's Impact on Wood Badge". Woodbadge.org. Archived from the original on January 1, 2007. Retrieved January 30, 2007. Diamond Jubilee Yearbook. Manila: Boy Scouts of the Philippines. 1996. ISBN 9789719176909. A cserkésztiszti vezetőképzés emlékezetője. Budapest: Magyar Cserkészszövetség. 2015. ISBN 9789638305411. External links Listen to this article (info/dl) MENU0:00
This audio file was created from a revision of the article "Wood Badge" dated 2008-05-11, and does not reflect subsequent edits to the article. (Audio help) More spoken articles Wikimedia Commons has media related to Wood badge. Scouts Australia Institute of Training Site vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Movement Scouting Scouting for Boys Scouting Round the World Scout method Scout Law Scout Promise Scout Motto Wood Badge Girl Guides Ranger Guides Jamboree World Scout Jamboree Scout Leader Non-aligned organisations Scouting controversy and conflict Scouting in popular culture List of Scouts List of highest awards in Scouting Sections Age groups in Scouting and Guiding Beavers Cub Scout Scout Venture Scout Rover Scout Rainbow Guides Brownie Guides Girl Guides Ranger Guides Air Scouts Extension Scouting Lone Scouts Lone Guides Sea Scout Pioneers Robert Baden-Powell Olave Baden-Powell Agnes Baden-Powell Daniel Carter Beard Frederick Russell Burnham Lawrie Dring Bear Grylls William Hillcourt László Nagy Ernest Thompson Seton Jacques Sevin Francis Vane J. S. Wilson Places Baden-Powell House Brownsea Island Edith Macy Conference Center Foxlease Gilwell Park Kandersteg Our Cabaña Our Chalet Pax Hill Pax Lodge Philmont Sangam International organisations Confederation of European Scouts International Catholic Conference of Scouting International Union of Guides and Scouts of Europe International Scout and Guide Fellowship Order of World Scouts Scouts-in-Exile World Association of Girl Guides and Girl Scouts World Federation of Independent Scouts World Organization of Independent Scouts World Organization of the Scout Movement Other B-P's footprint Ging Gang Goolie International Scouting Collectors Association Oldest Scout groups Outdoor education Leave No Trace (outdoor ethics) Tread Lightly! (outdoor ethics) Religion in Scouting Scout handshake Scout prayers Scout sign and salute Scout Spirit The Handbook for Girl Guides The Hackney Scout Song Book World Scout Emblem World Scout Moot WikiProject Scouting fleur-de-lis dark.svg Scouting portal Categories: Spoken articlesScout leader trainingScouting spoken word filesScouting events Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page In other projects Wikimedia Commons Print/export Create a book Download as PDF Printable version
Languages العربية Deutsch Español Français Bahasa Melayu Português Svenska Tiếng Việt 中文 5 more Edit links This page was last edited on 20 February 2019, at 22:56 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki
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Post by Freddie on Jul 27, 2019 0:52:26 GMT 1
Terminology
This section possibly contains original research. Please improve it by verifying the claims made and adding inline citations. Statements consisting only of original research should be removed. (May 2018) (Learn how and when to remove this template message) Robert Baden-Powell initially used the terms Scoutmaster and Cubmaster for adult leaders (coming from the English usage of the word "master" as a synonym for "teacher"), and these terms are still used in some countries and units, including the United States. As the word master picked up old-fashioned connotations,[clarification needed] it was replaced by other terms such as Scout Leader or Scouter in many Commonwealth countries, following The Scout Association in the United Kingdom.
Australia In Scouts Australia, all five sections have a Leader, although a Joey Leader has a much more driving role than a Venturer Leader, who should be standing back and assisting the elected Unit Chair. Rover Leaders stepped back during the 1970s, becoming Rover Advisors, the responsibility for the Crew passing to the elected Crew Leader.
There are several different types of Leader in Australia, all of them (and all members of the Rover Section) have the opportunity to complete the Wood Badge training scheme
Sectional Leaders Run a Troop, Pack, Unit or Mob each week. They are the ones who go away every weekend with the Scouts and sign off badgework each week.
Group Leaders Run the Group as a whole, liaising between the Committee, who see to the needs of the Group, hall, power, gear, etc. and the Sectional Leaders.
Activity Leaders Have qualifications in activities from Water Activities to Abseilling to Radio and Four Wheel Driving and First Aid, who put these skills at the disposal of a Region or Branch. These leaders often have another role in Scouting at the same time.
Leader Trainers Provide the Training to other Leaders and usually have been in Scouting for several years. Training is not usually their only role in Scouting.
District Leaders Provide help and assistance to local groups. Most Districts try to have at least one District Leader for each Section, as well as Public Relations, Adult Training & Development and Water Activities.
Commissioners are responsible for the management of an aspect of Scouting and/or the leadership of other adults, as opposed to sectional leaders who run the youth program
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Post by Freddie on Jul 27, 2019 0:54:58 GMT 1
United States In the Boy Scouts of America, in all Scouting units above the Cub Scout pack, units serving adolescent Scouts, leadership of the unit comprises both adult leaders (Scouters) and youth leaders (Scouts). In fact, this is a critical component of the program. In order to learn leadership, the youth must actually serve in leadership roles. Adult leaders may be either men or women in all positions.
A properly run Boy Scout troop is run by the Senior Patrol Leader, who is elected by the troop, and his assistant, who may either be elected or appointed. These and the other youth leaders are advised and supported by the adult leaders.
Adult leaders Among the volunteers who provide troop level adult leadership and support (in the United States, collectively called Scouters), there are Scoutmasters and their uniformed adult leadership (including assistant Scoutmasters and unit chaplain), and committee members. All positions require adults to join the troop by registration. The registration process for adult leaders includes a personal reference and criminal background check, nomination by the committee chairman, followed by appointment by the chartering organization and concluding with acceptance by the district executive (a professional Scouter who is an employee of the local Scout council). A Scouter may be a registered member of more than one unit. Example: a Webelos den leader in a Cub Scout pack also volunteers as an advancement committee member in an older son's Boy Scout troop.
Both Scoutmasters and committee members are encouraged at specific events to wear their uniforms. Scoutmasters are normally required to be at least twenty-one years of age, although there have been some notable exceptions. E. Urner Goodman (the founder of the Order of the Arrow) was appointed as a Scoutmaster when he was still nineteen.[citation needed] Assistant Scoutmasters are often older Scouts who have turned 18 and can no longer serve in a youth capacity.
There is a training continuum for both Scoutmasters and committee members. The training continuum for both positions includes "Youth Protection", "Fast Start" and "New Leader's Essentials". At this point the two continuums divide. In order to be "trained" (and entitled to wear the "Trained" patch on their uniform) Committee Members must complete a fourth course "The Troop Committee Challenge." In order for Scoutmasters/Assistant Scoutmasters to wear the "Trained" patch they must complete "Scoutmaster/Assistant Scoutmaster Leader Specific Training" and "Introduction to Outdoor Leadership." Within 12–18 months of obtaining the status of "Trained", both Committee Members and Scoutmasters are encouraged to enroll in "21st Century Wood Badge" training.
Scoutmasters are responsible for developing and delivering the "program" or the training of youth leadership in how to plan and run a Scout troop's activities. The members of the committee are responsible for "service" or provisioning the troop with the necessary goods and services that allow the Scoutmasters to focus solely on the program.
Committee members may interact with Scouts. For example, they may be assisted by youth leaders (see quartermaster) or they may provide technical training to the Scouts as merit badge counselors. Committee members most important direct interaction with Scouts occurs during boards of review. Committee members assemble in groups of 3 to 6 in order to constitute boards of review. After a Scoutmaster has conducted a Scoutmaster conference with the Scout and determined he is ready for advancement, a Scout must meet with a board of review. An important function of the board of review is to allow the committee to collect data from the individual Scouts about the success of the Program and deliver that feedback to the Scoutmasters. In this role, a board of review may also meet with a Scout whose advancement progress has stalled.
The Scoutmaster for a troop is first nominated by the committee, then appointed by the chartering organization and then finally accepted by the district executive. The committee members elect a committee chairman. In the event that the Scoutmaster is unavailable, the committee chairman steps in until a new Scoutmaster is obtained. The committee also accepts the troop schedule and budget as developed each year by the patrol leader's council advised by the Scoutmaster.
While it is true that in some troops, the Scoutmaster may be the person with the most tenure and committee membership may be transitory and in other cases the opposite may be true, effective troops work to ensure there is balance of experienced adults working together as a team to deliver both the best possible service and program to the troop.
There are similar service and program splits for adult leadership in Cub Scouts, Venturing and Varsity. While there is only limited opportunity for youth leadership in Cub Scouting (see den chief), youth leadership takes an even stronger role in providing both service and program in Venturing.
The leader of a Cub Scout pack is referred to as Cubmaster and he or she may be assisted by assistant Cubmasters. Since almost all program leadership at the Cub Scouting level is adult, the Cubmaster is also assisted by any number of den leaders.
Varsity Scout teams have a Coach, Venturing crews have an Advisor, and Sea Scouting ships have a Skipper. All of these terms are used for the men or women who fill the role as the adults responsible for maintaining the program by advising the unit's youth leaders on how to plan and lead the unit's activities.
Youth leaders In the Boy Scout troop, youth leaders include Junior Assistant Scoutmaster, Senior Patrol Leader, Assistant Senior Patrol Leader, Patrol Leaders, Assistant Patrol Leaders, scribe, quartermaster, librarian, chaplain aide, bugler, historian, den chief, Troop Guide, Order of the Arrow representative and instructor. There have even been cases of co Senior Patrol Leaders in the case of a tie during an election, or on purpose to manage a large troop. In an ideal setting, the Scoutmaster will give a command to the Junior Assistant Scoutmaster, or the Senior Patrol Leader(s). The Senior Patrol Leader gives the command then to Assistant Senior Patrol Leaders, who give it to the Troop Guides. The Troop Guides in turn go to the Patrol Leaders, who finally give the command to their patrols. The Senior Patrol Leader can serve a quarter to full year term, depending on the troop.
In many troops, the ASPL has little or no responsibility while the SPL is present. However, when the SPL is not present, the ASPL takes over all of the SPL's responsibilities. In most troops, the SPL is the ultimate authority on nearly all troop matters, while many times he will take input from other troop members, just as a senator should listen to his constituents. The Scoutmaster, Assistant Scoutmaster, and Adult Leaders' main roles are to give advice to the SPL, supervise the scouts, and deal with paperwork. Remember this: "Boy Scouts is boy-led."
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Post by Freddie on Jul 27, 2019 0:56:52 GMT 1
United Kingdom The Scout Association The Scout Association currently has 895 Scout Districts across the United Kingdom.[1] Each District is responsible for providing programme and support for its member Scout Groups, and is in turn supported by a Scout County.
Organisation Districts consist of, on average, about 10 Scout Groups which provide Scouting for members between the ages of 6 and 14. They also have a number of Explorer Scout Units to provide for 14- to 18-year-olds, and may have a locally operated Scout Network for 18- to 25-year-olds.
Each District is led by a District Commissioner (DC) who is able to appoint a team of Assistant District Commissioners (ADCs). Ideally, one ADC is appointed for each of the Beaver Scout, Cub Scout, and Scout sections in order to provide support and communication between sections in different Scout Groups. Other possible ADC position include activities and general duties, but other positions can be created if the DC perceives a need.
If there are Explorer Scout Units in the District, then there will also be a District Explorer Scout Commissioner to oversee the programme and support of this age range.
As well as the uniformed members of the District Team, there is an executive body which manages the finances of the District and act as a steering committee to determine how support is provided to the Groups.[2]
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Post by Freddie on Jul 27, 2019 1:07:55 GMT 1
Confederation of European Scouts From Wikipedia, the free encyclopedia Jump to navigationJump to search Confederation of European Scouts Confédération Européenne de Scoutisme.svg Headquarters Belgium Country International Founded 12 November 1978 President Tony Ward Website Confederation of European Scouts Scouting portal The Confederation of European Scouts, called in French Confédération Européenne de Scoutisme and abbreviated as CES, was formed in Brussels, Belgium, on 12 November 1978 and is still based in Belgium. CES stresses the European dimension of the Scouting programme and claims to provide the "authentic Scouting of Baden-Powell". The CES is a confederation of national federations. The CES is a split-off from the Fédération du Scoutisme Européen (FSE) later renamed to the Union Internationale des Guides et Scouts d'Europe; it left after controversies about the importance of religious elements in the single associations' programs and co-education.[1] The exact number of members of the CES is unknown.
Contents 1 Member organizations 2 Former members 3 Board 4 Emblems 5 Eurojam 6 References 7 External links Member organizations CES has national federations in:[2]
Belgium - Europe et Scoutisme - 10 groups (3 Sea Scout groups)[3] Germany - Bund Europäischer Pfadfinder (BEP, founded 1952) - 3 groups [4] Italy - Federazione Scautistica Italiana - Federazione del Movimento Scout Italiano (FSI) - federation with one member organization: Associazione Scautistica Cattolica Italiana Netherlands - Federatie Scouting Europa Nederland (FSE) - one Rover crew [5] United Kingdom - European Scout Federation (British Association) (FSE) - at least 8 groups [6] - 459 members[7] Associate Members:
Spain - Organización Juvenil Española (OJE), became official Associate Members of the CES in November 2009[8] Poland - Związek Harcerstwa Rzeczypospolitej (ZHR) Brazil, Joinville - Associação Escoteira Independente Pirai (AESPI) Lithuania - Związek Harcerstwa Polskiego na Litwie Former members The following organizations were listed as members in 2002[9] and left the CES or were dissolved between 2002 and 2009:
France - Fédération Française de Scoutisme (FFDS, founded 1970); umbrella federation France/Alsace - Fédération du Scoutisme Européen Alsace (FSE Alsace, all known active groups are located in Germany near Mannheim) France/Picardy - Guides et Scouts St Bernard France/Picardy - Scouts de la Forêt de Brocéliande France/Champagne - Scouts Libres Européens Spain - Confederación Española de Federaciones y Asociaciones Scouts; umbrella federation[10] Spain/nationwide - Federación de Asociaciones Scouts Baden-Powell (SBP) Spain/Andalusia - Asociación de Guías y Scouts ASA - Andalucía (ASA) Another former member is the Italian Federazione del Movimento Scout Italiano (until June 2006 Federazione Scautistica Italiana; FEDERSCOUT), which left the CES in 2008 joining the World Federation of Independent Scouts.
Until 1996 the CES had a member in Portugal, the Associação das Guias e Escuteiros da Europa (Guide and Scout Association of Europe),[11] which left the CES and joined the UIGSE.
Board 2015-2018
President: Tony Ward (FSE-UK) Vice-President: Antonio Bosco (A.S.C.I-Italy) Secretary: Philippe Sauvenière (E&S-Belgium) Emblems
The emblem of Europe et Scoutisme The emblem of Europe et Scoutisme is based on the emblem of the CES, a Fleur-de-lis with the European stars on a blue background. The Bund Europäischer Pfadfinder, the Federatie Scouting Europa Nederland and the European Scout Federation (British Association) use the old emblem of the FSE, a gold fleur-de-Lys on a red Cross Paté, with a blue background. The emblem of the Organización Juvenil Española is a gold lion on a red cross potent. Eurojam The Eurojam is the Scouting jamboree of the CES.[11]
Year Location, Country Theme/Name Attendance Annotations 1981 Bramhope, United Kingdom - 700 1985 Hosenbachtal (near Niederhosenbach), Germany Pierre de Lumière (Stone of Light) > 600 1989 Heeze, The Netherlands Environment and Pollution ~ 1,000[12] 1993 Olloy-sur-Viroin, Belgium Tales and Legends 1,372 1997 Bassano Romano, Italy Let us help Europe to develop 1,645 2002 Thoresby Hall, United Kingdom Robin Hood and his merry men 417 planned for 2001 but postponed to 2002 due to the 2001 United Kingdom foot-and-mouth crisis[13] 2006[14] Hauenstein, Germany Vier Elemente (Four Elements) 401 originally planned for 2005 in Spain[15] 2010[16] Villers-sur-Lesse, Belgium Belgian comics 382 [6] 2013[17] Gilwell Ada's Hoeve, Ommen, Netherlands That monster, that cursed monster! (Saint George and the dragon) 550 [18] 2017[19] Campamento Juvenil "Raso de la Nava", Covaleda, Spain References "FSE Alsace Geschichte". Archived from the original on 2011-07-19. Retrieved 2009-11-30. "Confédération Européenne de Scoutisme - National Federations". Archived from the original on 2012-02-18. Retrieved 2012-07-31. "Europe et Scoutisme - Les Groupes". Archived from the original on 2011-04-23. Retrieved 2009-11-25. "Bund Europäischer Pfadfinder - der BEP". Retrieved 2009-11-25. "FSE Nederland". Retrieved 2012-07-31. "provisional list of entries for Eurojam 2010". Archived from the original on 2011-07-06. Retrieved 2010-07-27. "FSE 2019" (PDF). European Scout Federation (British Association). Retrieved 2011-11-15.[permanent dead link] "Spain". Confédération Européenne de Scoutisme. Archived from the original on 2012-03-02. Retrieved 2011-12-31. "Liste des membres de Confédération Européenne de Scoutisme" (PDF). European Commission. 2002-11-07. Archived from the original (PDF) on 2007-03-26. Retrieved 2007-02-13. The Spanish federation was dissolved in 2006; both organisations are now independent. "Histoire de la Confédération Européenne de Scoutisme" (PDF). CES. Archived from the original (PDF) on 2011-07-25. Retrieved 2009-11-30. "Geschiedenis van de Ashanti groep". Archived from the original on 2012-03-15. Retrieved 2009-11-20. "Impulsnachrichten 2001/II". Archived from the original on 2016-11-26. Retrieved 2009-11-30. "Eurojam 2006". Retrieved 2009-11-30.[permanent dead link] "CEFASEUROJAM ' 2005 -SPAIN-" (PDF). Retrieved 2009-11-30.[permanent dead link] "CES EUROJAM presentation". Retrieved 2009-11-30. "Coming Events". Archived from the original on 2012-04-25. Retrieved 2011-11-06. "Archived copy". Archived from the original on 2014-08-11. Retrieved 2014-07-29. "Welcome to EurojamCES2017 – Jamboree , Camporee, Eurojam". Archived from the original on 2016-07-20. Retrieved 2016-07-20. External links History of the "European Scouting Movement" ‹See Tfd›(in French) Official website of the Confédération Européenne de Scoutisme vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Movement Scouting Scouting for Boys Scouting Round the World Scout method Scout Law Scout Promise Scout Motto Wood Badge Girl Guides Ranger Guides Jamboree World Scout Jamboree Scout Leader Non-aligned organisations Scouting controversy and conflict Scouting in popular culture List of Scouts List of highest awards in Scouting Sections Age groups in Scouting and Guiding Beavers Cub Scout Scout Venture Scout Rover Scout Rainbow Guides Brownie Guides Girl Guides Ranger Guides Air Scouts Extension Scouting Lone Scouts Lone Guides Sea Scout Pioneers Robert Baden-Powell Olave Baden-Powell Agnes Baden-Powell Daniel Carter Beard Frederick Russell Burnham Lawrie Dring Bear Grylls William Hillcourt László Nagy Ernest Thompson Seton Jacques Sevin Francis Vane J. S. Wilson Places Baden-Powell House Brownsea Island Edith Macy Conference Center Foxlease Gilwell Park Kandersteg Our Cabaña Our Chalet Pax Hill Pax Lodge Philmont Sangam International organisations Confederation of European Scouts International Catholic Conference of Scouting International Union of Guides and Scouts of Europe International Scout and Guide Fellowship Order of World Scouts Scouts-in-Exile World Association of Girl Guides and Girl Scouts World Federation of Independent Scouts World Organization of Independent Scouts World Organization of the Scout Movement Other B-P's footprint Ging Gang Goolie International Scouting Collectors Association Oldest Scout groups Outdoor education Leave No Trace (outdoor ethics) Tread Lightly! (outdoor ethics) Religion in Scouting Scout handshake Scout prayers Scout sign and salute Scout Spirit The Handbook for Girl Guides The Hackney Scout Song Book World Scout Emblem World Scout Moot WikiProject Scouting fleur-de-lis dark.svg Scouting portal Categories: Non-aligned Scouting organizationsInternational Scouting organizationsYouth organizations established in 1978 Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version
Languages العربية Čeština Deutsch Español Italiano 中文 Edit links This page was last edited on 16 April 2019, at 13:51 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki
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Post by Freddie on Jul 27, 2019 1:13:18 GMT 1
Professional Scouter (Boy Scouts of America) From Wikipedia, the free encyclopedia Jump to navigationJump to search
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. Find sources: "Professional Scouter" Boy Scouts of America – news · newspapers · books · scholar · JSTOR (March 2010) (Learn how and when to remove this template message) Professional Scouter District Executive.png Owner Boy Scouts of America Created November 28, 1911 Scouting portal The Boy Scouts of America is an organization run by volunteers, however the day-to-day administration is performed by a staff of professional (or career) Scouters. The organization has professional staffing at every level—district, council, regional and national. The Chief Scout Executive is the top professional Scouter.
The commissioner position is the second oldest in Scouting (Scoutmaster is the oldest) and is the origin of the professional Scouting positions, which is why position insignia of the professional Scouter have the wreath of service as a feature on all professional position patches.[1]
In the earliest days of the BSA, some commissioners were paid by local benefactors and supporters to administer and "grow Scouting" on a daily basis. This was because as the program expanded and more Scout Troops were formed, the capabilities and abilities of the volunteer commissioner to devote time and effort away from their primary work to make Scouting work was stressed. These first "Scout executive commissioners" (shortened to "Scout executives") were critical in expanding the BSA's outreach in urban and rural areas around the nation and eventually were under the direction of James E. West, the BSA's first national Chief Scout Executive.
Contents 1 Background 2 Qualifications 3 Role 4 Local councils 4.1 Interim field employees 4.2 District executives, other entry-level professionals, and second-level professionals 4.3 Field management 4.4 Senior-level management 5 Scout executives 6 National Council professional staff 7 References 8 External links Background On January 24, 1908, the Boy Scouts movement begins in England with the publication of the first installment of Robert Baden-Powell’s Scouting for Boys. Baden-Powell then went on to make his idea of Scouting a worldwide trend. By the end of 1908, there were more than 60,000 young men “enrolled” in the organization. By 1910, the Boy Scouts of America had officially become established as a trendy organization for young boys both in and out of England. Shortly after the BSA was fully operational, there became a need for adults willing to run the organization. From this point on, adults have been in the background, behind the scenes, making sure everything is running as smoothly as possible for the organization.
Qualifications The basic qualifications to be a professional are:[2]
Bachelor's degree from an accredited college or university United States citizenship or declared intention to become a U.S. citizen Adult—must have attained age 21 unless prohibited by any applicable law People-oriented, having the ability to work well with adult volunteers, community and business leaders, and representatives of other organizations Able to work varied hours when necessary to achieve positive objectives Believe in the BSA and subscribe to its principles and standards Be approved to receive a professional Scouting commission Males and females may apply and have been approved for professional service with the Boy Scouts of America.
Those who do not qualify to be a professional may be hired to serve as a paraprofessional or other employed positions within a local council, a Region or at the BSA's National Office.
Role The day-to-day work of Scouting is managed by the professional staff. Professionals spend a good part of every day cultivating future partners for various Scouting units; promoting the programs to other organizations, key businesses, key and influential individuals, and the general public. This is the core element of the professional's support to the volunteer. Since the majority of volunteers are working during their day and cannot, for instance, sit down with a corporate executive of a business, the professional does this on behalf of the district's volunteer chairperson and commissioners.
Additionally, professionals are tasked with tracking and providing statistical data on the status of each unit, its volunteers and youth members. They are responsible for ensuring that units have the appropriate level of support — training, administration and leadership. They work with existing chartered partner organizations to ensure that they are using the BSA's programs in connection with their agreement with the local council to do so. A great deal of each professional's day is spent in raising awareness and financial support for the local council, and in return, for the Boy Scouts of America. While many people have some concept of what Scouting is, the professional member — assisted in many cases by key volunteers — spends time explaining the importance of Scouting and how the BSA executes its aims of responsible and practical citizenship, personal and moral character, and physical and mental fitness.
Many will say that "volunteers — in particular commissioners — do many of these things" and in some locations, especially localities whereby professional support is short, they MUST do many of the tasks of professionals. However, the BSA feels that without that man or woman "carrying the heavy rocks" for their volunteers, the BSA would be a program with limited volunteers, all trying to do "everything" and end up achieving very little progress toward keeping the programs active, and expanding the movement to youth members who need what Scouting provides.
Local councils The professional staff in local BSA councils consists of one or more commissioned BSA professionals. Smaller councils usually have three to five professionals, medium-sized councils have six or more professionals, and the largest councils may have 20 or more professionals. All professional Scouters are considered "exempt" employees according to the standards of the Fair Labor Standards Act and are salaried rather than paid by hourly wage. Most councils have a similar number of support staff and camp rangers who are "non-exempt" employees whose duties are very job-specific, limited to standard hours or equivalent labor rules, and paid by hourly wage. The BSA greatly values these non-exempt employees but does not include their positions in the classifications of professional Scouters.
Interim field employees In some Councils, the hiring of a full-time executive is difficult. The BSA has authorized those Councils to hire part-time employees, called paraprofessionals, to assist local volunteers with a level of Council support. These men and women are supervised generally by a district or field director, and many of these individuals are hired as district executives or associate district executives upon completion of college and participation in the BSA's field executive training course.
District executives, other entry-level professionals, and second-level professionals The Scouting professional who supports the work of volunteers in a district of a local council is the district executive (D.E.). District executives are hired and serve initially as professional trainees until graduation from the BSA National Council District Operations Basic Level 1 (DOB-1) training. Similar entry-level professionals who are assigned to work in Learning for Life divisions strictly with Explorer posts or Learning for Life programs are known as Exploring executives or Learning for Life executives and may have completed a specialized training that is parallel to the DOB-1. DOB-1 is followed by a second training known as District Operations Level 2 (DO2). After 2 years or 30 months of successful tenure, a District Executive (or equivalent) may be promoted to senior district executive (or Learning for Life equivalent), with more responsibilities added to his/her current assignment, or be reassigned to a larger district with other new responsibilities. All of these positions working in districts or divisions are classified as unit-serving executives (often abbreviated as U.S.E.). Some larger districts may hire entry-level professionals as associate district executive (A.D.E.).
In a few cases, a district executive may be promoted directly to a specialized role such as finance director to focus on fund-raising or program director to oversee camp operations and other council program support work. Some larger councils have other similar specialized positions which do not involve supervising other professionals. These specialized roles are usually filled by BSA commissioned professionals, and the specialized positions are not counted as Unit-Serving Executives.
Field management Once a professional is tenured and experienced, he or she may be promoted to a position where he/she is asked to become the regular manager of one or more professionals in one or more districts. If he/she does this while maintaining the lead role in one district, the manager title will be district director. If the management position is such that each district has a lead district executive assigned, then the management position is called a field director. The term 'field' goes back to the early days of Scouting when 'field executives' worked for the Scout Executive but were not permanently assigned to any district, and all work directly with BSA chartered organizations and units was called then (and still is today) 'field work'. District directors typically are responsible 1 to 3 districts, and field directors are typically responsible for 3 to 5 districts. Because district directors and field directors are usually deeply involved in district operation and working with unit leaders, they are also counted as unit-serving executives.
Senior-level management In the larger councils with more than one field director or district director, the council scout executive usually appoints a director of field service (DFS) to manage the field managers and possibly other professionals, and usually to serve as the de facto assistant scout executive. In medium-sized councils without field directors, this role usually retains the title of assistant scout executive, and often includes responsibility for program support and other special functions.
Also in larger councils, similar to the director of field service may be other senior-level professionals. The director of finance service would manage at least one finance director and be responsible for the council fund-raising efforts. The director of support service would manage a camping director, program director, and/or other specialized professionals and be responsible for council functions separate from the field managers.
Each of these senior-level positions is usually (but not absolutely) a prerequisite to promotion to a council Scout Executive or national council staff position.
Scout executives Scout executives are the executive directors of the 272 local councils, and must be commissioned professional Scouters with considerable experience. Each scout executive has been selected by a volunteer committee of the council executive board from a pool of three to six candidates provided by the National Council. According to the BSA's Rules and Regulations, the Scout executive may not be promoted from the council's professional staff that he/she would be supervising if appointed, but instead come from another council or the national council staff. The scout executive normally serves a minimum of four years, and at the continued satisfaction of the council executive board. In addition to management responsibilities, the Scout executive is the corporate secretary of the council, and the principal spokesperson to the local communities of the council. In many cases, the council executive board will refer to the Scout executive as its chief executive officer.
Council scout executives are men and women who have served the BSA as professionals for 10 or more years and in some cases 20 to 30 years. Since the 1980s, a number of women have risen through the BSA professional ranks, and there are at least seven women professionals serving in the scout executive position as of 2011.
National Council professional staff Regions and areas are subdivisions of the National Council and do not have a corporate status separate from the BSA.[3] Each region is led by the regional director who is a member of the National Council leadership team. The regional director has responsibility for the success of Scouting in his/her region, and works with an elected volunteer board representing the 55 to 70 councils in that region. The primary day-to-day role of the region is to support local council operations through the work of five to seven area directors who each serve as a field supervisor to the various local council Scout executives within his/her Area (a group of 6 to 12 councils in a geographic area consisting of a portion of one or more states). Each region also has 2 or 3 associate regional directors and a small support staff.
The National Council is staffed by professionals and support staff working under the direction of the Chief Scout Executive, the majority of whom have worked in local councils...[4] The Chief Scout Executive is selected by a special committee of the National Executive Board, usually from candidates who have worked in multiple council Scout executive positions and one or more senior national leadership roles. The Chief Scout Executive is the BSA chief executive officer responsible for all day-to-day operations of the BSA and senior manager of all national and regional staff, and serves at the continued satisfaction of the National Executive Board.
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Post by Freddie on Jul 27, 2019 1:16:39 GMT 1
Scout Network From Wikipedia, the free encyclopedia Jump to navigationJump to search Scout Network Scout Network (The Scout Association).svg Scout Network section logo Owner The Scout Association Age range 18–25 Country United Kingdom Founded 2001 Membership 2,375 or 5,574 including Network members who have an adult role in the Scout Association (2014)[1] Previous Explorer Scouts Website www.ukscoutnetwork.org.uk Scouting portal The Scout Network is the fifth and final youth section of The Scout Association in the United Kingdom, catering for those aged between 18 and 25 years. The section was formally introduced in February 2002 alongside Explorer Scouts with both replacing the former Venture Scouts section for fifteen-and-a-half- to twenty-year-olds. Contents 1 History 2 Structure 3 Awards 4 Events and activities 5 See also 6 References 7 External links History Scout Network was created as a result of the Scout Association's Programme Review that began in 1995.[2] Throughout the 1990s, the Scout Association had been losing 30,000 members each year and so a new programme was developed to be implemented in the new millennium.[3] The new section was launched in February 2002 with all Venture Scout Units switching to the new system by December 2003.[4][5] The section originally formed part of the Scout County, with responsibility for the Network coming from there,[6] and its members were every member of The Scout Association in the section's age range of 18 to 25 years.[7] The Network would therefore include normal youth members as well as leaders, skills instructors and members of the Scout Fellowship, providing a social base for all members of that age, although no meeting was mandatory.[7] The revised age ranges were chosen to ensure that the Explorer Scout section received a suitable number of members and to align both sections with the age ranges of the Duke of Edinburgh's Award.[5] All meetings were to be led by the Network itself.[8] Because members could come from and take part in several different parts of Scouting, the uniform chosen was the same as that used by adult Leaders and members of the Scout Fellowship (now Scout Active Support) with the addition of a Scout Network identifying badge.[9] One of the early problems suffered by the Scout Network involved the transition from a four section to a five section system, with many of the existing Venture Scout Units changing into Explorer Scouts leaving the Scout Network initially without support.[citation needed] Scout Network has consistently experienced significantly lower levels of membership when compared to the rest of the movement.[10] As a result, a review was undertaken over eighteen months between starting in mid-2004.[11] The outcome of this review led to the introduction of Scout Network Leaders to help administer and guide the Network, additional local Networks rather than a single County Network and the introduction of a District Scout Network.[citation needed] Structure Since the review of 2004-2006 there have been three distinct types of Scout Network structure. The first is a modified version of the original structure and sees the Networks run and operated by a County/Area/Region.[12] This model also allows for multiple Networks in one County as long as each come together for some shared events each year.[12] In addition to this model Networks can also be run on a District level, with the District team taking the roles of the County team,[12] and there are some Specialist Networks, usually based at an Activity Centre, that focuses around certain activities only.[13] The Leadership structure of a Scout Network consists of a Scout Network Leader, who is essentially an advisor or mentor to the members, and elected members of the Network who help to run it.[14] This usually includes a chairperson and a treasurer to manage the day-to-day affairs of the Network.[15] In larger County networks there can often be large committees made up of representatives from all the Network groups.[15] Awards the Queen's Scout Award badge In contrast to other Scout sections, members of the Scout Network cannot achieve any Challenge or Activity badges with the programme instead focusing on skills that could help in future life. The main three awards of the section are the Chief Scout's Platinum Award, Chief Scout's Diamond Award and the Queen's Scout Award which members are encouraged to undertake.[16] These awards share a similar structure to the Duke of Edinburgh's Award scheme and these latter awards can be used to complete the Scouting equivalent.[17] The awards require members to undertake an extended period of physical activity, voluntary service and skill improvement as well as an expedition and a residential experience for the Queen's Scout Award.[17][18][19] In addition to these three awards the Network members can also undertake the Explorer Belt Award, which was pre-existing from Venture Scouts and allows members to undertake a 10-day international expedition, the International Scouts of the World Award which focuses on making a social impact through an international journey, and the Partnership Awards for working on large-scale projects with another group.[20][21][22] Events and activities The Scout Network programme is based around activities in three self-development areas of international, skills & development and community. Aside from this, individual events are the choice of the Network members themselves. In addition to the programme, Network members have the option to attend several events held annually. The main national event, held by the Scout Activity Centres subsidiary, is the Intense camp at Woodhouse Park Scout Activity Centre.[23] In addition however, Network members are able to take part in local events, County organised events and other large-scale events held by Network groups nationally. See also The Scout Association Age Groups in Scouting and Guiding Ranger (Girl Guide) References "The Scout Association's Annual Report and Accounts 2013-2014" (PDF). The Scout Association. Retrieved 9 October 2014. (pp. 51-52) "Our Movement, Our Future..." Programme Review Implementation. Scoutbase (The Scout Association). Archived from the original on 7 June 2002. Retrieved 16 December 2013. "A Decade of Adventure". Scouting (The Scout Association). Retrieved 16 December 2013. "The Passing Years: Milestones in the progress of Scouting" (PDF). The Scout Association. Retrieved 16 December 2013. "New Activity Programme for UK Scouts". Scoutbase (The Scout Association). Archived from the original on 7 June 2002. Retrieved 16 December 2013. "Model County/Area Scout Network Constitution" (PDF). The Scout Association. Archived from the original (PDF) on 20 July 2004. Retrieved 17 December 2013. "What is the Scout Network?". ScoutBase (The Scout Association). Archived from the original on 25 June 2003. Retrieved 17 December 2013. Pike, Tim (June 2002). "The Scout Network Programme" (PDF). Scouting Magazine (The Scout Association). pp. 42–43. Archived from the original (PDF) on 29 April 2004. Retrieved 17 December 2013. Pike, Tim (2002). Network Essentials. Chingford, London: The Scout Association. p. 9. ISBN 0851653235. "The Scout Association's Annual Report and Accounts 2012-13" (PDF). The Scout Association. p. 41. Retrieved 16 December 2013. "Network News and Commissioner's Question Time" (PDF). Network Supplement. Scouting Magazine (The Scout Association). pp. 3–4. Archived from the original (PDF) on 14 November 2007. Retrieved 17 December 2013. "Scout Network Organisation and Structure". The Scout Association. Retrieved 17 December 2013. "Specialist Networks". The Scout Association. Retrieved 17 December 2013. "Role description for a County Scout Network Leader" (PDF). The Scout Association. Retrieved 17 December 2013. "Decision Making". The Scout Association. Retrieved 17 December 2013. "Network Badges and Awards". The Scout Association. Retrieved 17 December 2013. "Queen's Scout Award". The Scout Association. Retrieved 17 December 2013. "Chief Scout's Diamond Award". The Scout Association. Retrieved 17 December 2013. "Chief Scout's Platinum Award". The Scout Association. Retrieved 17 December 2013. "Scout of the World Award". The Scout Association. Retrieved 17 December 2013. "Explorer Belt". The Scout Association. Retrieved 17 December 2013. "Partnership Awards". The Scout Association. Retrieved 17 December 2013. "Intense". Scout Activity Centres (The Scout Association). External links Official Scout Network Page Scout Network on Facebook Scout Network on Twitter Edit this at Wikidata vte The Scout Association vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Categories: The Scout Association Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages Add links This page was last edited on 20 March 2018, at 05:14 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki
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Post by Freddie on Jul 27, 2019 1:18:19 GMT 1
Scout councils (Boy Scouts of America) From Wikipedia, the free encyclopedia (Redirected from Local councils of the Boy Scouts of America) Jump to navigationJump to search See also: List of local councils of the Boy Scouts of America Local councils of the Boy Scouts of America Philly Scout.png The Ideal Scout, a statue by R. Tait McKenzie in front of the Bruce S. Marks Scout Resource Center in the Cradle of Liberty Council in Philadelphia Scouting portal The program of the Boy Scouts of America is administered through 272 local councils, with each council covering a geographic area that may vary from a single city to an entire state. Each council receives an annual charter from the National Council and is usually incorporated as a charitable organization.[1] Most councils are administratively divided into districts that directly serve Scout units. Councils fall into one of four regions: Western, Central, Southern, and Northeast.[1] Each region is then subdivided into areas. The total number of councils depends on how they are counted: There are 272 individual local councils Direct Service covers units outside of local councils— although technically not a council it is assigned a council number Greater New York Councils has five boroughs, each with an assigned council number Michigan Crossroads Council has four field service councils, each with an assigned council number Contents 1 Organization 2 History 3 Councils by size 3.1 Largest councils 3.2 Smallest councils 4 Unique councils 5 Overseas areas 6 Defunct councils 7 See also 8 External links 9 Notes 10 References Organization Cockrell Scout Center of the Sam Houston Area Council The council level organization is similar to that of the National Council. Councils are headed by a collective of three people known as the 'Key 3'.[2] The Key 3 consists of the Scout executive, a paid employee who administers a staff of professional Scouters; a council president, a volunteer, serves as the chairman of a volunteer board of directors; and a council commissioner, also a volunteer, coordinates the efforts of trained volunteers who provide direct service to the units (Cub Scout packs, Boy Scout troops, etc.).[3] The council executive board is headed by the council president and is made up of annually elected local community leaders.[4] The board establishes the council program and carries out the resolutions, policies, and activities of the council. Board members serve without pay and some are volunteer Scouters working at the unit level. Youth members may be selected to the council executive board according to the council by-laws.[3] The Scout executive manages council operations—including finance, property management, advancement and awards, registrations, and Scout Shop sales—with a staff of other professionals and para-professionals.[3] Volunteer commissioners lead the unit service functions of the council, help maintain the standards of the BSA, and assures a healthy unit program.[5] Councils are divided into districts with leadership provided by the district executive, district chairman, and the district commissioner.[1] Districts are directly responsible for the operation of Scouting units and, except for the district executive, are mostly staffed with volunteers.[3] The voting members of each district consist of volunteer representatives from each chartered organization having at least one BSA unit, plus annually elected members-at-large who in turn elect the district chairman. Boroughs and districts are subdivisions of the local council and do not have a separate corporate status.[6] History BSA National Council office in Irving, Texas At the time of its incorporation in 1910, and for the first three years of the BSA's existence, local councils were formed by any group of men who felt that a Scouting council was needed in their community.[7] Later, local councils could only be formed by charter.[8] In 1913, the first local council charters were issued to first-class and second-class councils.[9] First class councils were located in America's largest cities at that time: New York City, Boston, Washington DC, and Chicago. A second class council, [like the Kingsville Council], utilized volunteers or part-timers while first class councils had a full-time Scout Executive. A first class council had to serve a population of about 25,000 and raise $5,000 to cover its first year of operation. — South Texas Council, South Texas BSA Other locations received charters to operate "Area Councils," which served entire states and portions of other states: Philadelphia, Atlanta, Denver, Seattle, Los Angeles, and various others.[10] At first, local councils were known by names rather than by numbers. The practice of giving a name to a council (e.g., Portland Council in Maine, formed in 1925) continued until Scouting underwent an explosion of interest in the late 1920s/early 1930s, which resulted in a larger number of local councils being formed. BSA records note that more than 100 local councils were formed in 1931 alone.[11] Local councils vary in size, sometimes dramatically. Thatcher Woods Council in the western suburbs of Chicago, for example, consisted of eleven city blocks and a small county forest tract. Santa Ana's Orange County Council is defined by the borders of Orange County and encompasses a large, densely populated urban area. The Katahdin Area Council of north-central Maine consists of nearly 18,000 square miles and represents almost one-third of the population and two-thirds of the land area of the state of Maine; it is the largest council east of the Mississippi River.[12] The Philippines Council encompassed the entire Philippines archipelago, making it one of the few councils that comprised an entire nation.[13] By the end of the 1930s, the BSA had catalogued more than 750 local councils,[14] which made managing and tracking individual "named" councils challenging. In order to better track organizational growth, in the early 1940s the national office undertook a study to determine the best way to manage the myriad councils that now made up the organization.[13] The first phase of the BSA's restructuring occurred in 1945. At first, the nation had been divided into eight districts.[9] That year, the BSA divided the nation into twelve regions, each with a Roman numeral to distinguish themselves from the council number (Region I - XII). Councils in each Region were identified by headquarters city and state. A resolution at the National Meeting in 1945 obligated the BSA to assign council numbers only to those councils within the continental US; those councils located outside the United States were not assigned a council number.[15] In 1949 there were 543 councils.[16] Michigan Crossroads Council Flint Service Center In 1959, the addition of Alaska and Hawaii as the 49th and 50th states, respectively, disrupted the numbering system and made it much less prominent. Councils generally resumed use of geographical names (e.g., the Flint River Council or the Four Lakes Council) and provided their council number only when giving annual data to the central organization. Use of numbers to identify councils fell into further disuse when some of the smaller local councils found that it was in their best interest to combine with neighboring councils; for example, the Cumberland Council in Somerset, Kentucky combined with the Bluegrass Council in Lexington, Kentucky, and three Councils in northwest Texas combined to become the Northwest Texas Council.[17] As a result of such mergers, by 1960 the BSA had 490 local Councils, a significant reduction from 532 in 1932.[18] Circa 1960, the BSA renumbered all local Councils in alphabetical order by state and headquarters city. That numbering system remains in use today. In this sequence, Council "Number 1" (not the 'oldest BSA Council') was originally called the Choccolocco Council that was headquartered in Anniston, Alabama. That Council, combined with two others, now forms the Greater Alabama Council, headquartered from Huntsville, Alabama. There were several breaks in the numbering sequence, resulting in the highest numeric designation being council 639, the Jim Bridger Council in Wyoming.[19] Councils outside the US were given numbers that began with 800, which was assigned to the Direct Service Council. Council number 801 was assigned to the Panama Canal Zone Council; 802 was assigned to the EUCOM (later Transatlantic Council); 803 was assigned to the Far East Council; 804 was assigned to the Philippines Area Council; and 805 was initially assigned to Saudi Arabia and parts of the Middle East. Later, this region was restored to the supervision of the Direct Service Council and the number retired.[20] The BSA also encouraged districts within a council to be in numerical order by the closeness to the Council office, and units were "recommended to be numbered according to the District in which they reside". However, in 1975 the BSA changed its policy and authorized individual councils to provide local numbers as they saw fit.[21] In 1967 the BSA expanded its council numbers above 639, when it allowed the Greater New York Councils, consisting of the five boroughs in New York City along with the City itself their own Council number (NYC, #640; then in alphabetical order, Bronx, Brooklyn, Manhattan, Queens, and Staten Island).[19] In 1971, the BSA started a new row of Council numbers starting with the Rainbow Council in Morris, Illinois (#702).[19] In 1976, the BSA allowed the Boston Council and the other councils surrounding Boston (Cambridge, Minuteman, and North Bay) to form a "consolidated council" similar to the way that New York City and the five boroughs were organized. This consolidated council was designated as council 850. However, the effort failed and the councils split again in 1979; eventually the Boston, Cambridge and Minuteman merged into the Boston Minuteman Council, while North Bay became part of the Yankee Clipper, until Boston Minuteman and Yankee Clipper merged to become the Spirit of Adventure Council.[22][23] Councils by size De Soto Area Council in El Dorado, Arkansas The BSA categorizes councils by size. Currently, there are five categories of council: (1) Mega Councils (the top 20 local Councils by youth membership and units), (2) Metro Councils (the next 20 or so local Councils), (3) Medium Councils, (4) Small Market Councils, and (5) Community Councils, which are the smallest, normally taking in large neighborhoods or one or two cities.[24] Geographically, a council like the Montana Council serving most of the state of Montana, or the Midnight Sun Council serving the interior of Alaska have the largest coverage areas, but relatively few Scouts. Council size may also fluctuate because of mergers, like the repeated merger and splitting of the Monterey Bay Area Council (#025) and the Santa Clara County Council (#055).[25] Largest councils National Capital Area Council in Bethesda, Maryland Top 10 Largest Councils of the Boy Scouts of America, by Total Membership (2009)[26] Rank Council Name Headquarters Total Units Total Youth 1 Greater New York Councils 2 National Capital Area Council 3 Great Salt Lake Council 4 Sam Houston Area Council 5 Circle Ten Council 6 Northern Star Council 7 Utah National Parks Council 8 South Florida Council 9 Central Florida Council 10 Cradle of Liberty Council Top 10 Largest Councils of the Boy Scouts of America, by Traditional Membership (April 2016)[27][citation needed] Rank Council Name Headquarters Total Units Total Youth 1 Utah National Parks Council Orem, UT 72,915 2 Michigan Crossroads Council Lansing, MI 67,431 3 Great Salt Lake Council Salt Lake City, UT 56,633 4 Trapper Trails Council Ogden, UT 43,553 5 National Capital Area Council Bethesda, MD 37,901 6 Grand Canyon Council Phoenix, AZ 35,627 7 Sam Houston Area Council Houston, TX 35,134 8 Circle Ten Council Dallas, TX 30,938 9 Northern Star Council Saint Paul, MN 26,924 10 Heart of America Council Kansas City, MO 22,240 Smallest councils Smallest Councils of the Boy Scouts of America, by size Name of Organization Total Units Total Youth Rank Alameda Council 2 Piedmont Council 1 Unique councils
The Greater New York Council office is located in the Empire State Building The Greater New York Councils is the only council in the nation divided into smaller councils.[28] It is divided into five borough councils with each led by a field director and one or more district directors or district executives. Conversely, due to Scouting population and geographic distance, the Utah National Parks Council is organized into 39 districts divided among 12 geographic sectors,[29] with each led by a volunteer assistant vice president and assistant council commissioner with each sector.[30]
The organization of the councils in Area 2 of the Central Region is unique to Michigan. The Michigan Crossroads Council was created by the merger of nine councils in the lower peninsula of Michigan. It is a coordinating council that oversees properties, personnel, and program. This MCC is then split into four sub-councils or "Field Service Councils" which are then divided into districts.[31]
Overseas areas Main article: American Scouting overseas
Far East Council areas served The BSA charters two councils for American Scouts living overseas, largely on military bases in Europe and Asia. The Transatlantic Council, headquartered in Brussels, Belgium, serves BSA units in much of Europe, Africa, Middle East, and Central Asia.[32] While the Far East Council, headquartered at Camp Zama in Japan, serves units in the western Pacific areas, including Japan, South Korea, Taiwan, Hong Kong, China, Okinawa, Thailand, Philippines, Singapore, Malaysia, India, Vietnam, Australia, New Zealand, Cambodia, Indonesia and Bangladesh.[32][33] The Aloha Council in Hawaii also serves BSA units in the American territories of American Samoa, Guam, the Northern Mariana Islands and in the sovereign countries of the Federated States of Micronesia, the Marshall Islands, and Palau.[34][35]
The Direct Service branch enables U.S. citizens and their dependents abroad to access Scouting programs in other locations and in isolated areas, including the Interamerican Region (North, Central, and South America, and the Caribbean).[32][36] Direct Service is managed by the National Capital Area Council.[37]
Defunct councils Main article: Defunct local councils of the Boy Scouts of America The local councils have gone through thousands of name changes, merges, splits and re-creations since the establishment of the Boy Scouts of America in 1910.[20][38]
See also Council shoulder patch Local council camps of the Boy Scouts of America External links Wikimedia Commons has media related to Local councils of the Boy Scouts of America. "Search engine for councils and districts". Archived from the original on August 9, 2012. "Local Council Locator for BSA - Boy Scouts of America". "Philmont - Council Names and Regions". Media related to Boy Scouts of America Council maps at Wikimedia Commons Notes Total membership includes traditional membership (Cub Scouts, Boy Scouts, Venturers, and Sea Scouts) and Learning for Life membership. Traditional membership includes members from Cub Scouting, Boy Scouting, Venturing, and Sea Scouting, but does not include Learning for Life membership. References Nelson, Bill. "Organization of the Boy Scouts of America". U.S. Scouting Service Project. Retrieved March 12, 2008. "Key 3 is KEY". Boy Scouts of America. 2013. Retrieved March 4, 2013. Rules and Regulations of the Boy Scouts of America. Boy Scouts of America. 2004. 57-492. Retrieved July 4, 2010. Orientation Guide for Council Officers and Executive Board Members (33161). Boy Scouts of America. 2004. 57-492. Retrieved March 4, 2013. "Commissioners". Boy Scouts of America. 2008. Retrieved July 4, 2008. "How the Council Functions to Carry Out the Purpose of the BSA" (PDF). The Council. Boy Scouts of America. Archived from the original (PDF) on March 31, 2013. Retrieved February 12, 2013. Phillips, John (August 2001). "Selling America: The Boy Scouts of America in the Progressive Era, 1910-1921". Electronic Theses and Dissertations. The University of Maine. Paper 205: 11. Retrieved March 8, 2013. Murray, William D (1937). The History of the Boy Scouts of America. Kessinger. ISBN 9781432554774. Schaefer, Kevin. "1910-1919". History of Scouting. Retrieved February 18, 2013. "ISCA CSP Checklist" (PDF). International Scouting Collectors Association. Retrieved February 18, 2013. van Velthuyzen, John (2012). "The Council Guide". Scouting Collectibles LLC. Retrieved March 1, 2013. "Katahdin Area Council". Boy Scouts of America. Retrieved March 7, 2013. Wills, Chuck (2009). Boy Scouts of America: A Centennial History. DK Pub. ISBN 0756656346. The Council Guide, Vols. 1 and 2. National Meeting. Minutes. Boy Scouts of America. 1945. "History Highlights". Boy Scouts of America. 2013. Archived from the original on February 7, 2013. Retrieved February 15, 2013. "Lodge History". Minutes. Boy Scouts of America. 2009. Schaefer, Kevin. "1930-1939". History of Scouting. Retrieved February 18, 2013. The Council Guide, Vol. 2. Hook, James; Franck, Dave; Austin, Steve (1982). An Aid to Collecting Selected Council Shoulder Patches with Valuation. self published. National Meeting. Minutes. Boy Scouts of America. 1975. "Current Councils". January 2013. Retrieved February 15, 2013. ncalef (July 1, 2015). "The Merger is Official!". Scout Spirit. Retrieved February 26, 2019. Walton, Mike (January 10, 2013). "Local Council History". Blog. settummanque.com. Retrieved February 15, 2013. "Two California Councils Merge to Create Silicon Valley Monterey Bay Council". Scout Wire. Boy Scouts of America. January 10, 2013. Retrieved February 15, 2013. "Top 10 Largest Councils". Scouting News. January 2009. Retrieved February 15, 2013. ScoutWire "GNYC". Boy Scouts of America. "Directory of Districts". UNPC Website. UNPC. Retrieved September 29, 2011. "Utah National Parks Council Executive Board". List of Executive Board Members and Assignments. Utah National Parks Council. Retrieved September 29, 2011. "BSA Area Project". Boy Scouts of America. Archived from the original on November 7, 2012. "BSA Scouting Outside of U.S." scouting.org. Boy Scouts of America. Retrieved January 31, 2019. "About - Far East Council, BSA". fareastcouncil.org. Far East Council, BSA. Retrieved January 31, 2019. "Our History". Aloha Council, BSA. Archived from the original on March 17, 2016. Retrieved March 7, 2013. The Aloha Council is flourishing geographically as well – encompassing not only Hawaii, but Guam, American Samoa, Marianas, Marshall Islands, Micronesia and Palau. "About | Aloha Counci". scoutinghawaii.org. Aloha Council, BSA. Retrieved January 31, 2019. "Direct Service". Boy Scouts of America. Archived from the original on December 17, 2014. Retrieved March 7, 2013. "Direct Service". ncacbsa.org. National Capital Area Council. Retrieved January 31, 2019. The Council Guide, Introduction vte Scouting in the United States Categories: Local councils of the Boy Scouts of AmericaLists of organizations based in the United States Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page In other projects Wikimedia Commons Print/export Create a book Download as PDF Printable version
Languages Add links This page was last edited on 26 February 2019, at 21:13 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki
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Post by Freddie on Jul 27, 2019 1:25:47 GMT 1
Scout Adventures (The Scout Association) From Wikipedia, the free encyclopedia (Redirected from Scout Activity Centre (The Scout Association)) Jump to navigationJump to search Scout Adventures are a network of activity centres owned and managed, and sometimes operated by The Scout Association. They offer outdoor facilities, activities and experiences for members of the Scout Association and other youth organisations. The centres typically have capacity for hundreds of Scouts simultaneously, including lodges and buildings, camping pitches, fireplaces, etc.
The Scout Association has always owned numerous campsites and other buildings. They were mostly run by local groups or departments. In 2004, the Scout Association reduced their number of nationally administered Scout Activity Centres from some twenty to four, by divesting sites to the entities that are locally involved. There are now nine National Scout Activity Centres which in September 2016 re-branded to Scout Adventures.[1]
Two sites, Great Tower in the Lake District and Woodhouse Park near the mouth of the River Severn became national centres on 1 April 2011.[2]
Contents 1 Baden-Powell House 2 Scout Adventures Downe 3 Scout Adventures Ferny Crofts 4 Gilwell Park 5 Scout Adventures Great Tower 6 Scout Adventures Hawkhirst 7 Scout Adventures Woodhouse Park 8 Scout Adventures Youlbury 9 Scout Adventures Yr Hafod 10 References Baden-Powell House Main article: Baden-Powell House Baden-Powell House is an Event and Conference centre in South Kensington, London, which was built as a tribute to Lord Baden-Powell, the founder of Scouting. From 1974 to 2001, Baden-Powell House was the headquarters of The Scout Association. It now offers fantastic meeting space in a variety of areas including a rooftop terrace. It leases its accommodation to Meininger Hotels.
Scout Adventures Downe Main article: Scout Adventures Downe Downe Scout Activity Centre was originally a camp site for Scouts from London, being controlled from 1987 by Greater London South East Scouts. In 2005, the site became one of the National Scout Activity Centres under the direct control of The Scout Association. It became Scout Adventures Downe in September 2016.
Scout Adventures Ferny Crofts Main article: Scout Adventures Ferny Crofts Ferny Crofts Scout Activity Centre in Hampshire is a new centre, having been recognised as one only recently.[3] Located in the New Forest, it contains 23 campsites, 3 accommodation units and many activities. It became Scout Adventures Ferny Crofts in September 2016.
Gilwell Park
A Scout camp at Gilwell Park Main article: Gilwell Park Gilwell Park, as well as being a Scout Activity Centre and Scout Conference Centre, is both a national and international Leader Training Centre. As Scout Leaders from all countries of the world have come to Gilwell Park for their Wood Badge training, it is one of the landmarks of the world Scouting movement. It is now the headquarters of The Scout Association. The Activity Centre became Scout Adventures Gilwell Park in September 2016.
Scout Adventures Great Tower Great Tower Activity Centre is located on the eastern shore of Windermere in the Lake District National Park and the Cumbria Scout Association County. The site covers an area of 250 acres (1.0 km2).[4] It became Scout Adventures Great Tower in September 2016.
Scout Adventures Hawkhirst Hawkhirst Scout Activity Centre is a Scout Activity Centre on the shore of Kielder Water in Kielder Forest in Northumberland.[5] It became Scout Adventures Hawkhirst in September 2016.
Scout Adventures Woodhouse Park Woodhouse Park is sited in South Gloucestershire overlooking the Severn crossings.[6] The site has five large camping fields, and two buildings which can be used for accommodation or training purposes. Woodhouse Park offers a large range of activities, either on site or nearby. Site hosted activities include Abseiling, Pioneering, Tracking, Climbing, Archery, and Air Rifles. Off-site activities include Sailing, Kayaking, and Caving. It became Scout Adventures Woodhouse Park in September 2016.
Scout Adventures Youlbury Main article: Scout Adventures Youlbury Youlbury Scout Activity Centre is a Scout Activity Centre near Oxford. It is the oldest permanent Scout campsite in the world. It became Scout Adventures Youlbury in September 2016.
Scout Adventures Yr Hafod Yr Hafod is a Scout Activity Centre and the Welsh Scout Council's Mountaineering Training Centre based in the Nant Ffrancon Pass in Snowdonia, Wales. The name Yr Hafod is Welsh for Summer house and the Scouts of Wales opened the training centre in 1959, with Bill Tilman performing the opening ceremony. Its main purpose is to train Scouts and their leaders in mountaineering, and it hosts summer and winter courses each year.[7] It became Scout Adventures Yr Hafod in September 2016.
References List of national centres Scout Activity Centre - New Centres The next Scout Activity Centre Great Tower Activity Centre Hawkhirst Scout Activity Centre Archived 2009-12-12 at the Wayback Machine Woodhouse Park Yr Hafod
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Post by Freddie on Jul 27, 2019 1:28:12 GMT 1
Professional Scouter (Boy Scouts of America) From Wikipedia, the free encyclopedia Jump to navigationJump to search
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. Find sources: "Professional Scouter" Boy Scouts of America – news · newspapers · books · scholar · JSTOR (March 2010) (Learn how and when to remove this template message) Professional Scouter District Executive.png Owner Boy Scouts of America Created November 28, 1911 Scouting portal The Boy Scouts of America is an organization run by volunteers, however the day-to-day administration is performed by a staff of professional (or career) Scouters. The organization has professional staffing at every level—district, council, regional and national. The Chief Scout Executive is the top professional Scouter.
The commissioner position is the second oldest in Scouting (Scoutmaster is the oldest) and is the origin of the professional Scouting positions, which is why position insignia of the professional Scouter have the wreath of service as a feature on all professional position patches.[1]
In the earliest days of the BSA, some commissioners were paid by local benefactors and supporters to administer and "grow Scouting" on a daily basis. This was because as the program expanded and more Scout Troops were formed, the capabilities and abilities of the volunteer commissioner to devote time and effort away from their primary work to make Scouting work was stressed. These first "Scout executive commissioners" (shortened to "Scout executives") were critical in expanding the BSA's outreach in urban and rural areas around the nation and eventually were under the direction of James E. West, the BSA's first national Chief Scout Executive.
Contents 1 Background 2 Qualifications 3 Role 4 Local councils 4.1 Interim field employees 4.2 District executives, other entry-level professionals, and second-level professionals 4.3 Field management 4.4 Senior-level management 5 Scout executives 6 National Council professional staff 7 References 8 External links Background On January 24, 1908, the Boy Scouts movement begins in England with the publication of the first installment of Robert Baden-Powell’s Scouting for Boys. Baden-Powell then went on to make his idea of Scouting a worldwide trend. By the end of 1908, there were more than 60,000 young men “enrolled” in the organization. By 1910, the Boy Scouts of America had officially become established as a trendy organization for young boys both in and out of England. Shortly after the BSA was fully operational, there became a need for adults willing to run the organization. From this point on, adults have been in the background, behind the scenes, making sure everything is running as smoothly as possible for the organization.
Qualifications The basic qualifications to be a professional are:[2]
Bachelor's degree from an accredited college or university United States citizenship or declared intention to become a U.S. citizen Adult—must have attained age 21 unless prohibited by any applicable law People-oriented, having the ability to work well with adult volunteers, community and business leaders, and representatives of other organizations Able to work varied hours when necessary to achieve positive objectives Believe in the BSA and subscribe to its principles and standards Be approved to receive a professional Scouting commission Males and females may apply and have been approved for professional service with the Boy Scouts of America.
Those who do not qualify to be a professional may be hired to serve as a paraprofessional or other employed positions within a local council, a Region or at the BSA's National Office.
Role The day-to-day work of Scouting is managed by the professional staff. Professionals spend a good part of every day cultivating future partners for various Scouting units; promoting the programs to other organizations, key businesses, key and influential individuals, and the general public. This is the core element of the professional's support to the volunteer. Since the majority of volunteers are working during their day and cannot, for instance, sit down with a corporate executive of a business, the professional does this on behalf of the district's volunteer chairperson and commissioners.
Additionally, professionals are tasked with tracking and providing statistical data on the status of each unit, its volunteers and youth members. They are responsible for ensuring that units have the appropriate level of support — training, administration and leadership. They work with existing chartered partner organizations to ensure that they are using the BSA's programs in connection with their agreement with the local council to do so. A great deal of each professional's day is spent in raising awareness and financial support for the local council, and in return, for the Boy Scouts of America. While many people have some concept of what Scouting is, the professional member — assisted in many cases by key volunteers — spends time explaining the importance of Scouting and how the BSA executes its aims of responsible and practical citizenship, personal and moral character, and physical and mental fitness.
Many will say that "volunteers — in particular commissioners — do many of these things" and in some locations, especially localities whereby professional support is short, they MUST do many of the tasks of professionals. However, the BSA feels that without that man or woman "carrying the heavy rocks" for their volunteers, the BSA would be a program with limited volunteers, all trying to do "everything" and end up achieving very little progress toward keeping the programs active, and expanding the movement to youth members who need what Scouting provides.
Local councils The professional staff in local BSA councils consists of one or more commissioned BSA professionals. Smaller councils usually have three to five professionals, medium-sized councils have six or more professionals, and the largest councils may have 20 or more professionals. All professional Scouters are considered "exempt" employees according to the standards of the Fair Labor Standards Act and are salaried rather than paid by hourly wage. Most councils have a similar number of support staff and camp rangers who are "non-exempt" employees whose duties are very job-specific, limited to standard hours or equivalent labor rules, and paid by hourly wage. The BSA greatly values these non-exempt employees but does not include their positions in the classifications of professional Scouters.
Interim field employees In some Councils, the hiring of a full-time executive is difficult. The BSA has authorized those Councils to hire part-time employees, called paraprofessionals, to assist local volunteers with a level of Council support. These men and women are supervised generally by a district or field director, and many of these individuals are hired as district executives or associate district executives upon completion of college and participation in the BSA's field executive training course.
District executives, other entry-level professionals, and second-level professionals The Scouting professional who supports the work of volunteers in a district of a local council is the district executive (D.E.). District executives are hired and serve initially as professional trainees until graduation from the BSA National Council District Operations Basic Level 1 (DOB-1) training. Similar entry-level professionals who are assigned to work in Learning for Life divisions strictly with Explorer posts or Learning for Life programs are known as Exploring executives or Learning for Life executives and may have completed a specialized training that is parallel to the DOB-1. DOB-1 is followed by a second training known as District Operations Level 2 (DO2). After 2 years or 30 months of successful tenure, a District Executive (or equivalent) may be promoted to senior district executive (or Learning for Life equivalent), with more responsibilities added to his/her current assignment, or be reassigned to a larger district with other new responsibilities. All of these positions working in districts or divisions are classified as unit-serving executives (often abbreviated as U.S.E.). Some larger districts may hire entry-level professionals as associate district executive (A.D.E.).
In a few cases, a district executive may be promoted directly to a specialized role such as finance director to focus on fund-raising or program director to oversee camp operations and other council program support work. Some larger councils have other similar specialized positions which do not involve supervising other professionals. These specialized roles are usually filled by BSA commissioned professionals, and the specialized positions are not counted as Unit-Serving Executives.
Field management Once a professional is tenured and experienced, he or she may be promoted to a position where he/she is asked to become the regular manager of one or more professionals in one or more districts. If he/she does this while maintaining the lead role in one district, the manager title will be district director. If the management position is such that each district has a lead district executive assigned, then the management position is called a field director. The term 'field' goes back to the early days of Scouting when 'field executives' worked for the Scout Executive but were not permanently assigned to any district, and all work directly with BSA chartered organizations and units was called then (and still is today) 'field work'. District directors typically are responsible 1 to 3 districts, and field directors are typically responsible for 3 to 5 districts. Because district directors and field directors are usually deeply involved in district operation and working with unit leaders, they are also counted as unit-serving executives.
Senior-level management In the larger councils with more than one field director or district director, the council scout executive usually appoints a director of field service (DFS) to manage the field managers and possibly other professionals, and usually to serve as the de facto assistant scout executive. In medium-sized councils without field directors, this role usually retains the title of assistant scout executive, and often includes responsibility for program support and other special functions.
Also in larger councils, similar to the director of field service may be other senior-level professionals. The director of finance service would manage at least one finance director and be responsible for the council fund-raising efforts. The director of support service would manage a camping director, program director, and/or other specialized professionals and be responsible for council functions separate from the field managers.
Each of these senior-level positions is usually (but not absolutely) a prerequisite to promotion to a council Scout Executive or national council staff position.
Scout executives Scout executives are the executive directors of the 272 local councils, and must be commissioned professional Scouters with considerable experience. Each scout executive has been selected by a volunteer committee of the council executive board from a pool of three to six candidates provided by the National Council. According to the BSA's Rules and Regulations, the Scout executive may not be promoted from the council's professional staff that he/she would be supervising if appointed, but instead come from another council or the national council staff. The scout executive normally serves a minimum of four years, and at the continued satisfaction of the council executive board. In addition to management responsibilities, the Scout executive is the corporate secretary of the council, and the principal spokesperson to the local communities of the council. In many cases, the council executive board will refer to the Scout executive as its chief executive officer.
Council scout executives are men and women who have served the BSA as professionals for 10 or more years and in some cases 20 to 30 years. Since the 1980s, a number of women have risen through the BSA professional ranks, and there are at least seven women professionals serving in the scout executive position as of 2011.
National Council professional staff Regions and areas are subdivisions of the National Council and do not have a corporate status separate from the BSA.[3] Each region is led by the regional director who is a member of the National Council leadership team. The regional director has responsibility for the success of Scouting in his/her region, and works with an elected volunteer board representing the 55 to 70 councils in that region. The primary day-to-day role of the region is to support local council operations through the work of five to seven area directors who each serve as a field supervisor to the various local council Scout executives within his/her Area (a group of 6 to 12 councils in a geographic area consisting of a portion of one or more states). Each region also has 2 or 3 associate regional directors and a small support staff.
The National Council is staffed by professionals and support staff working under the direction of the Chief Scout Executive, the majority of whom have worked in local councils...[4] The Chief Scout Executive is selected by a special committee of the National Executive Board, usually from candidates who have worked in multiple council Scout executive positions and one or more senior national leadership roles. The Chief Scout Executive is the BSA chief executive officer responsible for all day-to-day operations of the BSA and senior manager of all national and regional staff, and serves at the continued satisfaction of the National Executive Board.
References "The History of Commissioner Service". Golden Empire Council. 2010. Retrieved 2010-07-04. "Qualifications of Employment". Boy Scouts of America. 2010. Retrieved 2010-07-04. Rules and Regulations of the Boy Scouts of America. Boy Scouts of America. 2004. 57-492. Retrieved 2010-07-04. "Organization of the Boy Scouts of America". U.S. Scouting Service Project. August 10, 2007. Retrieved 2010-07-04. "Career Opportunities." Career Opportunities. Accessed March 28, 2015.
"Scouts May Be Thrifty, but Some Leaders Are Well Paid." Deseret News. Accessed March 28, 2015
Staff, History.com. "Boy Scout Movement Begins." History.com. January 1, 2009. Accessed April 9, 2015.
"The BSA's Looking for a Few Good Men and Women to Be Professional Scouters-Bryan on Scouting." Bryan on Scouting. February 28, 2014. Accessed March 28,2015.
"Working With Us. Scouting.org." Working With Us. Accessed March 28, 2015.
External links Sloan, Bill (July 2004). "The Kind of Job I've Always Wanted". Scouting. Boy Scouts of America. Retrieved 2010-07-04. Walton, Mike (2001). "BSA Professionals". Retrieved 2010-07-04. BSA Professional Titles Scouting Careers vte Boy Scouts of America vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Categories: Boy Scouts of America Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version
Languages Add links This page was last edited on 13 February 2018, at 18:13 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki
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Post by Freddie on Jul 27, 2019 1:29:58 GMT 1
Scout county (The Scout Association) From Wikipedia, the free encyclopedia (Redirected from Scout Counties) Jump to navigationJump to search
A Scout County (also Scout Area) is an administrative division within The Scout Association of the United Kingdom. There are currently 115 Counties and Areas in the United Kingdom.[1] These bodies are responsible for providing programmes and support for their member Scout Districts.
The term County is used by England and Northern Ireland, while Area is used in Scotland and Wales. For the purposes of this article, the term County is used where County or Area can be applied.
Contents 1 Organisation 2 Scout Counties in England 3 Scout Counties in Northern Ireland 4 Scout Areas outside of the United Kingdom 5 See also 6 References 7 External links Organisation Counties are led by a County Commissioner (who is appointed by the Chief Scout), who is supported by a team of Assistant County Commissioners and an Executive Committee.
Counties are themselves divided into Districts. The average County will have around 10 Districts, and around 3,900 members (of which 3,150 are under 18).[1]
Counties are responsible for the provision of the Scout Network, as well as supporting all Scouting activities within their member Districts.
Scout Counties in England There are currently 58 counties in England. They are:
Avon Bedfordshire Berkshire Birmingham Buckinghamshire Cambridgeshire Cheshire Cleveland Cornwall Coventry Cumbria Derbyshire Devon Dorset Durham Essex Gloucestershire Hampshire Hereford and Worcester Hertfordshire Humberside Isle of Wight Kent East Lancashire West Lancashire Leicestershire Lincolnshire Greater London Middlesex West Greater London North Greater London North East Greater London South Greater London South East Greater London South West Greater Manchester East Greater Manchester North Greater Manchester West Merseyside Norfolk Northamptonshire Northumberland Nottinghamshire Oxfordshire Shropshire Solihull Somerset Staffordshire Suffolk Surrey Sussex East Sussex West Warwickshire West Mercia Wiltshire Yorkshire Central Yorkshire North Yorkshire South Yorkshire West Scout Counties in Northern Ireland Antrim Armagh City of Belfast Down Fermanagh Londonderry Tyrone Scout Areas outside of the United Kingdom British Scouting Overseas See also icon Scouting portal Local councils of the Boy Scouts of America References "Scouting in the United Kingdom" (pdf). The Scout Association. Retrieved 2006-12-13. External links UK Scout Association homepage UK Scout Association (Scoutbase) vte The Scout Association vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Categories: The Scout Association Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version
Languages Tiếng Việt Edit links This page was last edited on 7 July 2019, at 16:33 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki
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Post by Freddie on Jul 27, 2019 1:31:11 GMT 1
Organisation Counties are led by a County Commissioner (who is appointed by the Chief Scout), who is supported by a team of Assistant County Commissioners and an Executive Committee.
Counties are themselves divided into Districts. The average County will have around 10 Districts, and around 3,900 members (of which 3,150 are under 18).[1]
Counties are responsible for the provision of the Scout Network, as well as supporting all Scouting activities within their member Districts.
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Post by Freddie on Jul 27, 2019 15:35:35 GMT 1
Background Biology Due to different experiments' original purposes, most experiments each have a unique appearance, powers, and weaknesses. Though all experiments have unique capabilities and functions, most of them have some abilities in common. For one thing, most seem capable of scaling walls like a gecko (as Stitch frequently does); many are able to grow and retract an extra pair of arms and they all seem to be immune to aging, as the experiments remain the same while Lilo and the rest of humanity age 20 years in "Skip".
It is also shown that some experiments' powers (such as Mr. Stenchy (254)'s cuteness, and Checkers (029)'s hypnotic effect) do not affect other experiments, possibly so that these powers do not prevent other experiments from carrying out their primary functions. If affected by other experiments' powers, it might be temporary as Stitch managed to recover from Drowsy (360)'s sleep-inducing program without being exposed to water. Though Angel (624) primarily reverts other experiments (before her time) to evil, Amnesio (303) and Retro (210) can do so as well.
It is also shown that when an experiment is dehydrated, they will deactivate and turn into a small orb called an experiment pod. If an experiment pod gets wet, the experiment will be reactivated and released. According to Jumba, a home food dehydrator is the only known method of deactivating an experiment a second time.
Creation Upon each experiment's creation, it is important that their molecules be charged. If an experiment's molecules are not fully charged, about a year after their creation, they will suffer glitches, during which they will experience seizures and temporarily revert to their original programming. If the molecular charging process is not completed, these glitches will eventually burn out the experiment's circuits and kill them.
Experiment series The first digit of the experiment numbers reflects what series of experiments they belong to. The official series of experiments, as stated by Jess Winfield, one of the executive producers, are as follows:
0-Series: Jumba's test batch, including many household helpers. 1-Series: Civic disturbances. 2-Series: Technological and scientific. 3-Series: Psychological. 4-Series: Military. 5-Series: Elemental manipulators. 6-Series: Battlefield or doomsday experiments with galactic implications and world-ending properties, Jumba's strongest line. For the most part, the colors of the experiment pods correspond to the series numbers; however, some of the pods are colored incorrectly.
List of experiments 0-Series Num Pod Color Nickname Short Description Episode 000 Cyber A purple version of Stitch with the same abilities, but he is turning into a black, cyborg experiment, part machine part alien. His alien form resembles a cross between some sort of lizard, and koala (and robot) with bat-like face. He has two cyborg arms, three spider-like legs, and half-helmet (right half of his face is metal) with big black cyclopic-like right eye from some unknown incident. His cyborg arms serve many purposes such as cybernatic wiry rope, laser guns, forked harpoon, and welding tool, and his cyborg eye has zoom functions and improves his aim. He is an evil experiment that is a cyborg version of Stitch. He then attempts to put an early ending to their emerging rivalry by proceeding in kidnapping Angel. He is voiced by Paul St. Peter. Stitch! 001 Blue Shrink A small purple experiment with a white lower jaw and chest, three wobbly legs, two stubby little arms and two floppy antennae with two rings on each antenna. Designed to zap a green ray from his antennae to change the size of objects. His picture appears on the wall of Jumba's lab in Leroy & Stitch, along with several other pictures of Jumba and Dr. Hämsterviel's early accomplishments. Leroy & Stitch 002 Purple Doubledip A purple opossum-like experiment with two light purple stripes on the back of his ears, beady eyes and an orange nose (In Leroy & Stitch, his nose is dark purple). Designed to double-dip food. His one true place is with Mrs. Hasagawa as one of her "cats". He somehow changed in size in Leroy & Stitch. 220, Leroy & Stitch 003 Howcome Designed to annoy Jumba's neighbors by asking repetitive questions like "How come?" and "Why?" Leroy & Stitch 004 Squawk Designed to act like a parrot and annoy people with a shrill shriek. Leroy & Stitch 005 Truxx Designed to move Jumba's heavy equipment. Leroy & Stitch 006 Percy Designed to make you walk on all fours. Leroy & Stitch 007 White Gigi (also known as "Yapper") She is a white Shih Tzu-like experiment with a purple bow. Designed to annoy people with her constant barking. She behaves like a typical "good dog": does tricks, licks her owner's face, fetches the morning paper, etc. Because of her appearance and behavior, 007 was adopted by Mertle and wasn't recognized as an experiment until Jumba saw her. Her episode is named "Yapper" after the nickname Lilo gave her, but she is officially "Gigi" on the experiment name list in Leroy & Stitch. Her one true place is with Mertle as her pet. In Leroy and Stitch, it is revealed that she can speak English very well. At the end of the movie, Mertle joins Lilo and Stitch's ohana because Gigi wants to be in it with the rest of Jumba's experiments. She is voiced by Tress MacNeille. 108, 118, 209, Leroy & Stitch 008 Carmine Designed to smother people in caramel. Leroy & Stitch 009 Red Pop Designed to pop balloons at the enemy to surprise and disorient them. Leroy & Stitch 010 Green Felix/Oscar A green anteater-like experiment with a small body, mouth, arms and legs, a thin tail with a brushy fuzz at the end, a vacuum-like trunk that can fire lasers, dark eyes, short ears, and three dark-tipped spines. Designed to sterilize, disinfect, and clean everything in sight. However, he had a problem with doing these tasks: he threw anything away, assuming it was trash, and tried to "sterilize" anyone, assuming they were germs. 010 was upgraded to try to be less of a neat-freak. Instead, he turned into a dirt-maker (renamed Oscar), so Lilo gave him to Gantu. Gantu sent 010 to Hämsterviel, who didn't like him and sent him back. Gantu set him free, and Lilo and Stitch found him. Later, after he was upgraded, they sent him back to Gantu, who sent him back to Hämsterviel, who sent him back to Gantu when Woops almost broke his cover. Felix/Oscar was rescued later in "Snafu." The only thing that 010 can say with both of his upgrades is dirty, but with Felix he says it disgustedly, while with Oscar he says it happily. Both of 010's names are a reference to the main characters of The Odd Couple. He is voiced by Tress MacNeille. 131, 224, 226, Leroy & Stitch 011 Inkstain Designed to spill ink on everything. Leroy & Stitch 012 Antitherm Designed to keep Jumba's lab insulated and make for Jumba a sunny day. Leroy & Stitch 013 Furry Designed to make people grow more hair. Leroy & Stitch 014 White Kernel A tan gourd-shaped experiment with a large opening at the top of his head. Designed to pop popcorn. His one true place is in a movie theater. Was mentioned in "Angel" when Jumba falsely said, "624 is harmless early experiment. Designed to...pop popcorn for Jumba's movie night." Leroy & Stitch 015 Ruggles Designed to be a rug that trips you as you walk over him. Leroy & Stitch 016 Malt Designed to make frozen treats for Jumba. Leroy & Stitch 017 Lidds Designed to take lids off containers. Leroy & Stitch 018 Puck Designed to be a hockey puck that never misses the goal, and never goes in the opposing team's goal. Leroy & Stitch 019 White Clumsy Seen in pod form in Stitch! The Movie. Pod says 19 instead of 019. Designed to drop things. Leroy & Stitch 020 Red Slick A fast-talking, pink experiment with a resemblance to Jumba and Cannonball (520), but with a smaller face and two ebony-black eyes who wears a straw boater hat and bowtie, carries a cane, and acts as a salesperson who never turns down a customer. Designed to be able to sell anything to anyone. Lilo used him to get ahead in the chocolate bar selling contest/fundraiser, but Mertle took him. When Lilo took him back, Mertle took him back again. Lilo tried to take him back once more, but found out Mertle sold him to Reuben. Slick was rescued, but Lilo had to give up the contest by giving her last chocolate bar to Gantu as a swap for Slick. His one true place is at a fundraiser, following which he began working for charity, not profit. Slick was one of the experiments Lilo turned to for the capture of Ploot, but besides selling her an umbrella that she later used against Ploot, he didn't/couldn't help. He is voiced by Jeff Glen Bennett. 205, 217, Leroy & Stitch 021 Green Twang A yellow rabbit-like experiment with blue fluff in his ears. He is very manipulative and sly. Designed to absorb likeness and popularity to mutate through three forms. The first is described above, the second is similar to the first but has four arms, is larger, and is much more buff. The third is an ugly, snot-green figure with only two arms, and a huge purple nose. He can switch back to his first form after he's been the second. He is extemely intelligent and specializes in the flute. Leroy & Stitch 022 Purple Hertz Donut A dark-green, seahorse-like experiment with lips shaped like a donut. He is designed to shoot donuts out of his mouth that restrain movements. Leroy & Stitch 023 Cyclo Designed to spin at high speeds making you feel dizzy. Leroy & Stitch 024 Purple Hamlette An experiment designed to turn objects into ham. She was activated when Mrs. Hasagawa's cats were activated, as indicated by Gantu's experiment computer, but did not physically appear in the episode. She was referred to in Remmy when Pleakley said, "Is that the one that turns everything into ham?" 215, 220 025 White Topper A small yellow star-shaped creature with a little antenna on his head. Designed to be a beacon to signal the alien attack fleet, but the official Disney website states his purpose is to keep people awake with his bright light. Topper is given to a little girl as a Christmas present, then placed atop the local Christmas tree and emits a light so bright that aliens from other galaxies can see him from Earth. His number is likely a reference to Christmas Day (December 25). He is voiced by Tress MacNeille. 114, 132, Leroy & Stitch 026 Pawn Designed to grab hot plates and other dangerous/fragile materials for Jumba, and make you obsessed with chess, but Jumba accidentally added shrimp DNA into the mix so the only way you could become obsesed is if you were playing near water. Leroy & Stitch 027 Plushy Designed to turn you into a toy. Leroy & Stitch 028 White Lori Designed to make you jump up and down constantly. Leroy & Stitch 029 Yellow Checkers A yellow centipede-like experiment that sits curled up like a crown on people's heads. Designed to make his wearer a king or queen by hypnotizing those around them, with the exception of other experiments. The victims retain their normal personality while under its control, and the effect immediately wears off once Checkers is removed. Lilo first donned him, but her so-called good intentions got many people arrested by Mertle for being "troublemakers" when they accidentally disobeyed Lilo's rules. When Lilo decided to step down, Gantu took Checkers and was in power until Stitch gathered several experiments to help overthrow him. 207, Leroy & Stitch 030 Green Vialet A smaller purple Gotchu (031)-like experiment with two pincers instead of four and a dragon-like tail. Designed to turn everything a vulgar shade of purple. Leroy & Stitch 031 Gotchu An orange lobster-like experiment. Designed to run around and pinches things with his four pincers. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 032 Green Fibber A small orange experiment with small body, arms and legs, a large head with dark orange mark on the forehead, little antennae, a little mouth, a round nose, black eyes and four ears. Designed to detect lies. When a lie is told, he beeps loudly and the pattern on his forehead lights up. The bigger the lie, the louder he beeps, and the brighter the pattern lights up. Fibber was captured by Gantu, but rescued by Lilo and Stitch in "Snafu." He was also part of Pleakley's E.A.R.W.A.X. group in "Spike." Which was a blooper in the episode since he was captured by Gantu at the time. He is voiced by Jeff Glen Bennett. 113, 201, 224, 226, Leroy & Stitch 033 White Hammerface A blue dinosaur-like experiment with short forearms and a thick tail and legs. Designed to drive in nails around Jumba's house with his hammer-shaped head/face, but at times he will pound living things. He was used by Gantu to defeat Stitch in "Dupe" and rescued by Lilo's rescue team in "Snafu." 033 was called "Hammerhead" by Pleakley in "The Asteroid". In "Stitch! The Movie", his number is 124. 109, 126, 213, 215, 224, 226, Leroy & Stitch 034 Splort Designed to ruin friendships. Leroy & Stitch 035 Philip Designed to be a bouncer for Jumba's lab but failed because he wouldn't let anyone in, not even Jumba. Leroy & Stitch 036 Green Poki A small yellow and brown opossum-like experiment with a spiked tail. Designed to poke holes in liquid containers. He was seen in "Shoe," where he helped turn Jumba's ship into a hotel by putting up an umbrella over an outdoor table and holding a palette for Lilo to paint an arrow sign titled "Jumba & Pleakley's Bed & Not Breakfast." 203, 215, Leroy & Stitch 037 Snipper Designed to give Jumba's luxurious hair a trim. Leroy & Stitch 038 Plats Designed to plait Jumba's hair. Leroy & Stitch 039 Atlas Designed to be a globe for over 400 different planets. Leroy & Stitch 040 White Backhoe A gray mole-like experiment with large black claws. Designed to scrape up vegetation, and is also an efficient digger. He was first seen in "Shoe," where he dug the pool for "Jumba & Pleakley's Bed & Not Breakfast," and was part of the "rebellion" in "Checkers." 203, 207, 215, Leroy & Stitch 041 Kitsch Designed to do Jumba's washing up. Leroy & Stitch 042 Itch Designed to make you extremely itchy. Leroy & Stitch 043 Cubesteak Designed to make food and meat square. Leroy & Stitch 044 Green Forehead A pink, four-headed mustached experiment with four arms and four red bowties on his necks that speaks English. Designed to sing barbershop music off-key, agonizing anyone who hears it. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 045 Melvin Designed to give people "Melvin's" (a type of wedgie). Leroy & Stitch 046 Wedgie Designed to give people wedgies. Leroy & Stitch 047 Green Lorider A blue platypus-like experiment with an accordion body. Designed to pull down people's pants, therefore causing public humiliation. Leroy & Stitch 048 Purple Echo Designed to "echo" everything you say throu its big mouth on its forehead Leroy & Stitch 049 White Picker This experiment was seen in pod form in Stitch! The Movie. His pod says 49 instead of 049, possibly due to the angle. Designed to pick fruit from Jumba's neighbor's tree. Stitch! The Movie 050 Dunk Designed to dunk people in any body of water. Leroy & Stitch 051 Green Hocker A green experiment with a huge blue nose and a yellow spot around his eyes and a yellow stripe on his ears and tail (In his episode the spots and stripes were originally red.). Designed to spit acidic saliva that can burn through wood in about three seconds. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 052 White Coco A chocolate-colored pink-haired lizard/Stitch-like experiment. Designed to turn things into chocolate (from a Disney Adventures magazine). She was given to Lilo by Stitch for her birthday. Disney Adventures Magazine 053 Whine Designed to make you whine and complain about everything. Leroy & Stitch 054 Blue Fudgy An experiment made of chocolate that looks like a blob. Designed to drown people in his sticky sweetness. When he was activated, he was called 119, and he was mistaken for experiment 611. The mistake with his number was due to Jumba's untidy database, although Jumba later corrected this mistake. Was rescued in "Snafu." 119, 226 055 Snarfhonk Designed to make a horrible honking noise and make you speak in a series of random noises like "beep ping ping boing". Leroy & Stitch 056 Nibbiolo Designed to nibble on the corners of anything. Leroy and Stitch" 057 Tenderizer Designed to tenderize heat up Jumba's meat. Leroy & Stitch 058 Shortsheet Designed to short-sheet beds. Leroy & Stitch 059 Tornette Designed to tear paper in half. Leroy & Stitch 060 Plink Designed to make the color you see change from color to black and white, but failed because its effects made you see in pink. Leroy & Stitch 061 Anachronator Designed to make Jumba's technology better by bringing technology from the future. Leroy & Stitch 062 White Frenchfry A small gray and white mustached experiment with four arms with three fingers on each hand, black eyes, a round nose, a little mouth, short ears, a chef's hat, and a spatula for a tail. Designed to use his lightning speed, which allows him to instantly prepare food or whip up a mini-tornado in battle. He is also the only experiment in the series that speaks French. Designed to be Jumba's personal chef, but instead made unhealthy food that quickly made people fat and overweight, then ate the fattened victims. However, he stopped when he learned that healthy food could be just as delicious. His one true place is running a healthy French fry hut. 202, Leroy & Stitch 063 Pufferizer Designed to make people puff up like a balloon. Leroy & Stitch 064 Nappifier Designed to make you take a nap, (temporary). Leroy & Stitch 065 Britfood Designed to be a better version of Frenchfry (062) but she only serves seafood or shrimp other than junk food. Leroy & Stitch 066 Glam Designed to make Jumba look super snazzy. Leroy & Stitch 067 Shady Designed to make shades. Leroy & Stitch 068 Tom Designed to improve Jumba's TV reception. Leroy & Stitch 069 H. T. Designed to be a hot tub for Jumba. Leroy & Stitch 070 White Flopjack Seen in pod form in Stitch! The Movie. Pod says 70 instead of 070. Designed to make flapjacks for Jumba, but is a flop (doesn't work). Stitch! The Movie 071 Yellow Penny Seen in pod form in Stitch! The Movie. Pod says 71 instead of 071. Designed to drop pennies off high areas. Leroy & Stitch 072 Stickystuck Designed to put glue on chairs and glue things together with sticky saliva. Leroy & Stitch 073 Cornerpiece Designed to be a corner piece for a corner Jumba couldn't do anything better with. Leroy & Stitch 074 White Welco A pink balloon-dog-experiment with a heart-shaped tail. She has humaniod eyes and big lips. Designed to spit temporary solid bubbles. This experiment was seen in pod form in Stitch! The Movie. Pod says 74 instead of 074. Stitch! The Movie 075 WooWoo Designed to make you over-confident. Leroy & Stitch 076 Bath Matt Designed to be a bathmat. Leroy & Stitch 077 White Zawp A fat purple Nosy (199)-like experiment with black nails, a dark blue stripe around his torso between his chest and stomach, a dark blue circle on the top of his head, dark blue-striped ears, a larger belly and a slightly smaller, gold nose. Designed to irritate people with his constant snoring. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 078 White Snozzle Seen in pod form in Stitch! The Movie. Pod says 78 instead of 078. Designed to sneeze fake money. Leroy & Stitch 079 Fogger Designed to fog up windows. Leroy & Stitch 080 Dan Designed to entertain Jumba by playing the violin. Leroy & Stitch 081 Backscratcher Designed to scratch part of back Jumba can't reach. Leroy & Stitch 082 White Plunge Seen in pod form in Stitch! The Movie. Designed to unclog Jumba's toilet, after he had an... incident. Pod says 82 instead of 082. Stitch! The Movie 083 Grimple Designed to be a bug catcher in order to make the natural order become chaos. Leroy & Stitch 084 Subwoof Designed to woof if he sees a bus. Leroy & Stitch 085 Screwup Designed to be nothing Jumba screwed up. All he does is lay down and do nothing. Leroy & Stitch 086 White Clink A big green mouthless crab-like experiment with four legs, two large claws and a window on its chest. Able to capture and confine any other experiment inside the holding tank in his stomach by splitting in half, surrounding whatever he wants to catch, and joining together again. When Clink splits in two, he works with himself, yet he seems to have a separate mind for each half. 20 years in an alternate future, Lilo, Stitch, and Skip encountered Clink in the possession of Hämsterviel, who ruled Earth and the rest of the universe. 206 087 Puddles Designed to cry so much that she makes puddles. Leroy & Stitch 088 Decrisper Designed to make Jumba's burnt food less crispy by putting it in his pouch in his belly. Leroy & Stitch 089 White Skip A purple hourglass-shaped experiment with small eyes. Designed to skip time by 10 minutes, because Jumba was too impatient to wait for his microwave to reheat his leftovers. However, there was an error in his program: he skips time by ten years. Fortunately, he has a reset button. Lilo used him to jump ahead 10 years and become a teenager, then 20 years later to become a full-fledged adult. However, since Lilo and Stitch were gone for 20 years, no one was there to catch experiments except Gantu. So 20 years later, Hämsterviel ruled Earth. 206, Leroy & Stitch 090 Fetchit This experiment was activated when Mrs. Hasagawa's cats were. Designed to fetch the morning paper for Jumba. 220 091 Nutsy Designed to steal things and replace them with walnuts. Leroy & Stitch 092 Gutman Designed to have super strength. Leroy & Stitch 093 Unkind Designed to be unkind to everyone for no reason whatsoever. Leroy & Stitch 094 White Louis B. Seen in pod form in Stitch! The Movie. Designed to make and play horror movies to scare away nosy neighbors. Pod says 94 instead of 094. Stitch! The Movie 095 Coaster Designed to be a roller coaster without tracks. Leroy & Stitch 096 Cable Dude Designed to fix a TV's cable by plugging himself into the back of the TV. Leroy & Stitch 097 Dogalarm Designed to be a living dog whistle. Leroy & Stitch 098 Cooper Designed to make people cooperate with each other. Leroy & Stitch 099 Spot A spotlight experiment that was supposed to be in "Spike" but was removed, and was supposed to appear later. He shines a spotlight on people. Originally 201 (but was removed) 1-Series Num Pod Color Nickname Short Description Episode 100 Trickster Designed to pull tricks on people using the hammer-like appendages on his arms. Leroy & Stitch 101 Trike Designed to tickle people who ride him. Leroy & Stitch 102 Green Stopgo A yellow experiment with a long, narrow neck like a traffic pole, and a traffic light-shaped head with a green and red light (most likely his eyes, oriented vertically) on each side of his head. Designed to cause traffic jams. He was seen in pod form in "Drowsy" and seen activated in Leroy & Stitch. When he first appeared, he was called 239 due to Jumba's untidy database, but this mistake was corrected. His one true place is as a traffic light. 137, Leroy & Stitch 103 Purple Stamen A tan-gray, upside-down ice cream-shaped, mouse-like experiment with an oval body, little arms and legs, big ears, a big mouth, no tail, black eyes, a round blue nose and rabbit-like ears. Designed to prevent pollination of flowers by attracting alien "bees" to himself. He was first seen being rescued in "Snafu." 226, Leroy & Stitch 104 Lapse Designed to destroy enemy weapons and electronics such as computers and blasters with the horn on his nose. Leroy & Stitch 105 Fold Designed to fold paper until its permanently unreadable. Leroy & Stitch 106 Spindle Designed to steal and eat threads. Leroy & Stitch 107 Yellow or Purple Mutilate Seen in pod form in Stitch! The Movie. Designed to make people think the right thing is wrong and the wrong things is right. In one scene his pod was yellow, but in another it was purple. Stitch! The Movie 108 Nudge Designed to nudge you. Leroy & Stitch 109 Sounder Designed to be a party animal and make people dance non-stop, his other powers are sonic screech and super strong tail. Leroy & Stitch 110 Red Squeak A small red mouse-like experiment, vaguely resembling animator Friz Freleng's character Sniffles from the Warner Brothers Merrie Melodies series. Designed to annoy entire planets with his never-ending talking. He is voiced by Rob Paulsen. 201, Leroy & Stitch 111 Blue Mulch A red experiment that resembles a push-mower. Designed to tear up the ground beneath his feet. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 112 Green Toons A yellow platypus-like experiment with an orange mane and a rectangular vacuum-like mouth. Designed to transform into the subject of any drawing inserted into his mouth, as well as has the ability to make images on paper come to life in 3D. Leroy & Stitch 113 Purple Shoe A green and white sloth-like experiment with a wiry body and a round face with black eyes, a small dark purple round nose, a wide mouth and two long, curved horns. Able to control luck. When his horns are up, they cause good luck. When down, they cause bad luck. He can be switched from bad luck to good luck by flipping his horseshoe. His one true place is at a miniature golf course, where he makes people score holes-in-one. 203, Leroy & Stitch 114 Skyooz Designed to destroy the ozone layer. Leroy & Stitch 115 Sellby Designed to sell you things at high prices. Leroy & Stitch 116 Switch Designed to put switches in the opposite directions (ex. If something is “Off” he’ll turn it “On”.) When he points his tails at two different people he has the power to switch the two. Leroy & Stitch 117 Tock Designed to change the times on all clocks. Leroy & Stitch 118 Fink Designed to betray you. Leroy & Stitch 119 Inverto Was misunderstood as Experiment 611. He was reported by Dr. Jacques Von Hämsterviel as a chocolate experiment who droves people into his sweetness, which actually is Experiment 054 (Fudgy). 119, Leroy & Stitch 120 Purple Snafu A small dark green-teal octopus-like experiment with a roughly reptilian face with wide mouth, small white eyes with black pupils, a small round body, little arms and legs with small hands and feet, little tail, black markings on his back, and six tentacles on his large dome head; three on each end of his head. Designed to foil enemy plans by any possible means. He will ruin any plans to catch him. The only way to catch him is by accident. Named for the acronym SNAFU. 226 121 Sappy Designed to make people more and more sappy. Leroy & Stitch 122 Blue Dorkifier A pink calf-like experiment with two horns. Designed to zap a pink ray from his horns that changes anyone's appearance into something ridiculous. Also, the new dorky clothes cannot be taken off the victim, until his horns are turned like Shoe. Leroy & Stitch 123 Red Carmen A pink, blue-eyed, antennaless, Angel (624)-like experiment, wearing a headdress of fruits and holding a maraca in each of her four hands. Designed to make people dance until they drop, after her namesake Carmen Miranda. Leroy & Stitch 124 Rhymer Hammerface was mistakingly labeled 124 in Stitch! The Movie due to Jumbas untidy Database. Designed to make and sing rock music. Leroy & Stitch 125 Gibberish Designed to reflect soundwaves and once reflected it will come back to you as gibberish. Leroy & Stitch 126 Purple Stank A black skunk-like experiment with purple eyes. Designed to launch out spheres of repulsive odor from underneath it's fur. Leroy & Stitch 127 Dembums Designed to annoy you by playing his demon music. Leroy & Stitch 128 Purple Bugby A small green mosquito-like experiment with four eyes. Designed to turn whole civilizations into harmless little insects. Anyone turned into an insect can understand all other insects and arachnids. The only way to reverse the effect is with a machine built by Jumba. 128 was later reprogrammed to only turn inanimate objects into insects. His one true place is helping farmers by turning rocks into swarms of aphid-eating ladybugs. 223 129 Crutch Designed to break bones. Leroy & Stitch 130 Bonez Designed to take your bones so you become a squishy blob. Leroy & Stitch 131 Poik Designed to slap you three times. After she did it, she will laugh until she slaps another person. Also her laugh is loud and sounds like "poikpoikpoikpoik" Leroy & Stitch 132 Spoony Designed to steal spoons at lunch time. Leroy & Stitch 133 White PJ An orange and tan koala-like experiment with a white face, a wide mouth, red nose, black eyes, yellow-tipped antennae that mix with thin rabbit-like ears, and a functioning blow-horn for a tail (reminiscent of Harpo Marx's trademark horn) which he squeaks instead of speaking. He wears joke eyeglasses with a fake nose and mustache resembling those of Groucho Marx. Designed to play practical jokes on people, hence his name P(ractical) J(oker). His one true place is as an opening act for Moses's Hula gig. In the group photo taken at the end of Leroy & Stitch and the Disney.com Lilo and Stitch experiment gallery, PJ is not wearing his glasses. It is possible that the glasses were broken during battle. 209 134 Purple Shredder A green experiment with sharp steel teeth, large ears and a blue nose. Designed to shred important documents. His one true place is with Mrs. Hasagawa as one of her "cats." 220 135 Remote Designed to enter anybody's house and eat their remotes. He can serve as a universal remote to cause havoc by shutting down TVs. Leroy & Stitch 136 Yellow Gloomy Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make you feel sad and depressed. Lilo & Stitch 2: Stitch Has a Glitch 137 Flip Designed to flip things over. Leroy & Stitch 138 Dropsy Designed to make you drop things. Leroy & Stitch 139 I Know You Are But What Am I Designed to mimic what people say. Leroy & Stitch 140 Changeling What Jumba wanted from 140 was an evil experiment that would tear apart complicated wiring and computer systems. What he got was a small cute pink pig-like experiment with no desire to destroy anything. However at night 140 transforms into a purple, four-legged added demon that proceeded to carry out his primary function. In the morning he goes back to a little pink pig experiment. Leroy & Stitch 141 Burr Designed to make it really cold. Leroy & Stitch 142 Blondie Designed to dye your hair blond. Leroy & Stitch 143 Purple Clog Mentioned in "Skip" when Reuben said, "That one whose hair is always clogging the sink." Designed to clog up drains with his hair, as Reuben implied. 206 144 Samolean Designed to dig for gold in the mines. Leroy & Stitch 145 Bragg Designed to make you extremely conceded and braggy. Leroy & Stitch 146 Blue Flashbomb Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make you blind with his constant flashes. Lilo & Stitch 2: Stitch Has a Glitch 147 Newton Designed to have control over gravity. Leroy & Stitch 148 Purple Weasel A brown weasel-like experiment. Designed to climb up planetary leader's pant legs during public appearances. Leroy & Stitch 149 Purple Bonnie A light green koala-like experiment smaller than Stitch with a yellow stomach, a slim body, small antennae, big dark blue eyes, a big head, a wide mouth with two fangs sticking out, a round nose, rabbit-like ears, two dark green marks on the back of her head, dark green, arrow-like patches on arms and legs, and a yellow V-shaped stripe on her forehead, found with 150. Named after bank robber Bonnie Parker. Designed to steal things without the victim's knowledge, as well as her special weapons are pistol and plasma gun. 149 and 150 are captured and end up in prison as convicts, but they are paroled as part of the rescue party in "Snafu." She is voiced by Tress MacNeille.
Note: She is called 349 in the episode but is officially 149 on Disney website.
135 150 Purple Clyde A light brown bear-like experiment with a roundly built body, a round face with a wide mouth, a small black nose, little pointed ears, little stubby antennae, black eyes, and a lantern chin, with a sort of Swiss army knife-like gun for a right hand on a robotic arm from the elbow down, found with 149. Named after bank robber Clyde Barrow. Designed to steal things without the victim's knowledge. 149 and 150 are captured and end up in prison as convicts, but they are paroled as part of the rescue party in "Snafu. Seen in pod form in Stitch! The Movie. He is voiced by Rocky McMurray.
Note: He is called 350 in the episode but is officially 150 on Disney website.
135 Leroy and Stitch 151 White Babyfier A small pink oddly sheep-like experiment with a big head, purple insect-like wings, a yellow pacifier in his mouth and a baby rattle-shaped tail. Designed to disable planets by turning adults into babies with a pink powder shaken from his tail. The antidote is a mix of two teaspoons of applesauce, one cup of milk, three bananas, and 100% kona coffee. His one true place is at the dog pound making older dogs young again, thus making them more appealing to potential adopters. 136 152 Mama Frita Designed to give you leftover food. Leroy & Stitch 153 XYZ Designed to unzip people's pants while they are being worn. Leroy & Stitch 154 Frapp Designed to turn hot things cold. Leroy & Stitch 155 Burger Designed to make different kinds of burgers. Leroy & Stitch 156 Shopahol Designed to make any person addicted to shopping. Leroy & Stitch 157 Red Hotl Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to give off a pleasant warmth that gradually increases. Lilo & Stitch 2: Stitch Has a Glitch 158 Purple Finder A red aardvark/shrew-like experiment with little arms and legs, no tail, a long snout, black eyes, and large rabbit-like ears. Designed to find anything and honk when he finds it, even spinning his ears like helicopter blades if necessary in order to find what he has been asked to locate. His one true place is operating a "Lost and Found" service on the beach. He was in the rescue party for "Snafu."
Note: Finder is called 458 in his episode but on Disney website, and in Skip's episode, he is called 158.
130 159 Nacho Designed to steal cheese. Leroy & Stitch 160 Rabbit Designed to eat all the vegetables in a local area so that Jumba wouldn't have to. Leroy & Stitch 161 Grumbelly Designed to make you look very angry if you eat his cherry. Leroy & Stitch 162 Tub Designed to be a hot tub but hates water. Leroy & Stitch 163 Dumbell Designed to to annoy you by repeatedly ringing his bell. Leroy & Stitch 164 Lesdyxia This experiment's name is a hidden joke: Dyslexia read by a dyslexic person. Designed to give you dyslexia. Leroy & Stitch 165 Sandy Designed to create sandstorms. Leroy & Stitch 166 Peppah Designed to put pepper on 155's burger. If you ask him what did you put there? He only says "peppah!" Leroy & Stitch 167 Frizzy Designed to freeze time. Leroy & Stitch 168 Redped Designed to make everything red, and play loud music. Leroy & Stitch 169 Rolo Designed to be a living ball that rolls anywhere nonstop. Leroy & Stitch 170 Daze Designed to cause blizzards. Leroy & Stitch 171 Rich Designed to give you counterfeit money. He works with 172 and 173. When Jumba was making 171 the embryo split into 3 so he only has 2 of the 6 powers he was supposed to intelligence and strength. He is good, but he is weak-willed and is usually bullied into being evil by 172. Leroy & Stitch 172 Yellow Ditch This experiment was seen in pod form in Stitch! The Movie. Designed to dig ditches in the most inconvenient places. He works with 171 and 173. When Jumba was making 171 the embryo split into 3 so he only has 2 of the 6 powers he was supposed to speed and sharp claws. Stitch! The Movie 173 Mitch Designed to be the leader. she works with 171 and 172. When Jumba was making 171 the embryo split into 3 so she only has 2 of the 6 powers she was supposed to flight and a lethal sting. She is neutral but tens to choose evil because of her brother 172. Leroy & Stitch 174 Nopost Designed to steal mail. Leroy & Stitch 175 Kite Designed to fly like a kite with you on his back and drop you in jail. Leroy & Stitch 176 Yellow Allsox This experiment was seen in pod form in Stitch! The Movie. Designed to do the opposite of what Nosox (204) does. Instead of stealing socks, he helps people to find their missing socks. Stitch! The Movie 177 White Clip A small yellow hairball-like experiment with a pink bow, dark blue eyes, and long scissor-like claws. Designed to eat Uburnium (an efficient, cheap, and abundant fuel used in outer space) in order to create a fuel crisis. However, in Jumba's native language, the word "Uburnium" closely resembles the word for "hair", so she eats hair instead of Uburnium (in fact, Jumba had more before her creation). As 177 eats more hair, she grows larger and larger, to where she can only be tamed by shampoo and hair conditioning products. Her one true place is cutting hair at the beauty salon. 112, Leroy & Stitch 178 Barkleigh Designed to bark loudly through his megaphone mouth when he hears a noise. Leroy & Stitch 179 Yellow Bumper Seen in pod form in Stitch! The Movie. Designed to bump things over. Leroy & Stitch, Stitch! The Movie 180 Boggle Designed to confuse or mystify experienced physicists alike. Leroy & Stitch 181 Roberts Designed to crank up the TV to its maximum volume. Leroy & Stitch 182 Ollie Designed to be a living radio and annoy people by playing a music when he sees a person sleeping. Leroy & Stitch 183 Detour Designed to give you good directions when you aren't lost. Leroy & Stitch 184 NPH Designed to give you a “Normal Pressure Hydrocephalus”. Leroy & Stitch 185 Splutter Designed to have various gas-emitting stud-like orifices surrounding its body. Leroy & Stitch 186 Laakso Designed to make things salty and can swim very well. Leroy & Stitch 187 Cal Designed to perform work such as carrying objects on his back. Leroy & Stitch 188 Forward Designed to fast forward the show you’re watching until it ends. Leroy & Stitch 189 Hotcold Designed to switch the hot and cold valves on sink faucets. Leroy & Stitch 190 Florrie Designed to destroy flower vases. Leroy & Stitch 191 Roxy Designed to make trash and litter appear everywhere. Leroy & Stitch 192 Breakup Designed to break up things. Leroy & Stitch 193 Will Designed to throw water balls. Leroy & Stitch 194 Trax Designed to be the guard for Jumba’s lab. Leroy & Stitch 195 Whoooa! Designed to be so much fun you never get any work done. Leroy & Stitch 196 Escalater Designed to used his scales on his back as an escalator. Leroy & Stitch 197 Pretzel Designed to eat all the chocolate 052 made. Leroy & Stitch 198 Carat Designed to put lots of rats inside your car. Leroy & Stitch 199 Purple Nosy A red pig-like experiment with a pink stomach from the chin down, a roundly built body with thick legs, huge arms with three small fingers on each hand, a wide mouth, a very big nose, little black eyes, little rabbit-like ears, black markings on his back and black stripes on the front of his legs. Designed to snoop out enemy secrets but ends up finding out mostly useless gossip. Also, Jumba programmed 199 to be an expert escape artist. He was later caught by Gantu, who thought that 199 would tell him all of Lilo and Stitch's files. Instead, he only talked about useless information and revealed secrets about Gantu to 625. Woops (600) "accidentally" broke Nosy's capsule on Gantu's ship, freeing him. He is voiced by Bobcat Goldthwait. 128, 224 2-Series Num Pod Color Nickname Short Description Episode 200 Adam Designed to be very simple, and not do much except when seduced by 372. Leroy & Stitch 201 White Geigenstein This experiment was one of the pods in Mrs. Hasagawa's dish that was not activated. Designed to eat books so no knowledge is gained. 220 202 Red Jam A purple bat/lizard-like experiment with four arms, a lion-like tail, large wings on his shoulders and a Stitch-like face. Designed to jam radars with his high-pitched screech. Activated at the end of Stitch! The Movie, although his pod was mislabeled as 455. Stitch! The Movie 203 Green Snipe Seen in pod form in Stitch! The Movie. Designed to hunt people down. Stitch! The Movie 204 Green Nosox A gray experiment shaped like a four-legged washing machine designed to make socks disappear. 204 was among the 12 new pods Lilo and Stitch brought home. Nosox was one of the experiments rescued in "Snafu", because Gantu caught him around "Amnesio". 137, 226 205 Cheney Seen in pod form. Designed to to zap a person then zap a house, planet, etc. and make the person own it. 206 206 Maggie Designed to use her different kinds of guard-like disguises to brake into stores and let robbers in. Leroy & Stitch 207 Barcode Designed to reveal your pin codes by writing on walls. Leroy & Stitch 208 Hoax Designed to collect atmospheric data. Leroy & Stitch 209 Smoot Designed to be so cute that anyone who sees him will do whatever he says. Leroy & Stitch 210 Blue Retro A small orange dinosaur-like experiment with a purple nose, tiny gold-tipped ears, gold markings on his back and spots around his eyes and a thick, short tail and legs. Designed to turn enemy weapons and technology into their most primitive state by wrapping his tongue around the object, rendering the object useless as he lets go. This process also works on people and other items, and it can be reversed by spanking 210's bottom three times while his tongue is wrapped around the de-evolved person or thing. His one true place is making a prehistoric zoo. 214, 224, Leroy and Stitch 211 Jangle Designed to turn things and humans into monkeys. Leroy & Stitch 212 2-Late Designed to make you 2 hours late. Leroy & Stitch 213 UHF Designed to speak at an Ultra High Frequency. Leroy & Stitch 214 Green Pix A blue camera-like experiment with arms with three legs similar to a tripod. Designed to take only bad pictures of people. He takes the pictures with his "nose" and develops the pictures like a Polaroid camera with the pictures coming out of his mouth. His one true place is with Mrs. Hasagawa as one of her "cats." 220 215 Crammer Designed to cram everything together. Leroy & Stitch 216 Key Designed to open any lock with his key-like tail. Leroy & Stitch 217 Rat Designed to rat on enemy plans to the Government. Leroy & Stitch 218 Target Designed to be a moving target for war games but is too big and not challenging enough. Leroy & Stitch 219 Missy Designed to plug the holes in air filters crucial to all H-drives but is too small. Leroy & Stitch 220 Green Millie A giant green millipede-like experiment with a koala-like face, a wide mouth, a big blue nose, black eyes, Nosy-like ears and ten short tentacle limbs. Designed to plug the holes in air filters crucial to all H-drives. Leroy & Stitch 221 Green Sparky A small light yellow Chinese dragon/Monkey/Gecko-like creature with skinny arms, legs, and body, a slightly twisted yet pointed tail, a large head with a wide mouth, a round nose, dark blue eyes and long antennae that can create crippling electric surges. His body can turn into an electrical current, so he can also fly or travel through outlets, power lines, and machines. He was the first experiment that Lilo and Stitch met and rehabilitated, first appearing in Stitch! The Movie. His one true place is powering the old lighthouse that had been abandoned for requiring too much electricity, though he offers Stitch aid. He is voiced by Frank Welker in the series. Sparky also appears as a boss in the PSP game Kingdom Hearts Birth by Sleep, fighting Terra within Gantu's ship. 226, Stitch! The Movie, Leroy and Stitch 222 Green Poxy A tiny pale green-grey single-celled experiment with pink-purple spots and four white grey-tipped antennae. Designed to transmit disease to popular planetary leaders and disable them. The symptoms are purple pimples, smelly feet, a swollen eye, and uncontrollable burping. When he turns to good, he could cure health problems. Ends up with (actually in) Gantu until he was rescued in "Snafu" and later uses his powers to cure people according to a game in the DVD for Lilo & Stitch 2: Stitch Has a Glitch. He is voiced by Frank Welker. 101, 226 223 Green Glitch A bright green experiment with a round torso, pudgy arms and legs, a large round head with little mouth, round nose, dark green eyes, a small arrow-shaped mark above his face (In his episode, his marking was originally V-shaped) and two thin antennae that resembles a cross between Morpholomew (316) and Poxy (222). Designed to turn technology against its user by entering machines and making them malfunction, operating like a computer virus. Lilo tricked him into being downloaded into her video game. He was released as of Leroy and Stitch to help fight the Leroy clones. His one true place is Lilo's video game, rendering the games harder. 224 224 Tweak Designed to reset important valves and dials to “maximum chaos.” Leroy & Stitch 225 Green Mashy A light blue dinosaur-like experiment, with a huge mouth, with tiny horns above each nostril, 2 large ears, and a large body. Designed to crush orbs of precious Uburnium in his mouth, which Clip (177) was originally made to do, due to an error on Jumba's part, Uburnium being close to the word for hair on his planet. Leroy & Stitch 226 Combo Designed to turn your food into a combo. Leroy & Stitch 227 Green Butter A large tan mammoth-like creature with two tiny little antennae, a big round green nose instead of trunk, green markings on his back, legs at the middle of his torso with external toes, a big hump near his face, and tusks as large as the entire front of his body. Able to batter through even the thickest doors. Leroy & Stitch 228 Green Melty A small red dragon-like experiment with small bat-like wings, a reptilian head with thin pointed ears, black eyes and a thin body. Designed to melt enemy fortresses, weapons, and transportation, among other things, with the bright blue blasts from his mouth. His one true place is burning metal at the recycling plant. He is voiced by Tress MacNeille. 134 229 Green Kingpin An unlucky experiment that looks like a yellow bowling pin with rabbit ears. Designed as a target for military war games. Leroy & Stitch 230 Checkup Designed to launch checkup attacks on unsuspecting people by annoying them with checkups checking heart beat, checking ears, checking for sore throats. Leroy & Stitch 231 Blue Sprok Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to spit up slime. Lilo & Stitch 2: Stitch Has a Glitch 232 Green Poser Seen in pod form in Stitch! The Movie. Designed as a flashlight. Stitch! The Movie 233 Pitch Designed to catch incoming projectiles and through them back. Leroy & Stitch 234 Green Shush A pink weasel-like experiment with large ears and a speaker at the end of her tail. Designed to eavesdrop on private enemy conversations. To stop her from eavesdropping, someone has to pat her on the head. Her one true place is with Cobra Bubbles as a CIA operative. 222 235 White Docker This experiment was one of the pods in Mrs. Hasagawa's dish that was not activated. Designed to turn houses into boat docks. 220 236 Green Charger Seen in pod form in the game "Stitch Speed Chase" on the Disney website. Designed to have his body fold up into his head and then launch over high walls by Sproing (249). Then destroy everything inside. Leroy & Stitch 237 Blip Designed to create blip-enhancement field for all ships around him. He is like a very high-tec radar. Leroy & Stitch 238 Green Bworp Seen in pod form in Stitch Speed Chase on the Disney Site. Leroy & Stitch 239 Clickster This experiment is mentioned in "Drowsy" when Pleakley said, "experiment 239 designed to cause traffic jams" However he does not cause traffic jams, he was mistaken for Stopgo, experiment 102. Its actual function is unknown. Leroy & Stitch 240 Sap Designed to to leave a sticky sap-like residue from his feet when he walks. Leroy & Stitch 241 Press-5 Designed to leave you on hold forever. Leroy & Stitch 242 Brownout Designed to disable power grids and electrical generators by consuming their energy. Leroy & Stitch 243 Pane Designed to to write jokes. His partner is 244. Leroy & Stitch 244 Bore Designed to tell jokes. His partner is 243. Leroy & Stitch 245 Sournote Designed to sing a single note that is so bad everyone could go deaf just from hearing it. Leroy & Stitch 246 Creamer Designed to put cream on sandwiches. Leroy & Stitch 247 Qwerty Designed to to change your advanced keyboard to "primitive" Earth keyboard (has no effect on planet Earth). Presumably named after QWERTYUIOP, the top row of keys on a computer keyboard. Leroy & Stitch 248 Green Belle A small blue experiment with a forkpitch-shaped head with an upside-down arrow-shaped mark on her forehead, a small body, thin arms and a small lion-like tail and that looks like a cross between Holio and Heat. Designed to scare people with a loud high-pitched shriek. Her one true place is Nani's alarm clock. She is voiced by Grey DeLisle. 216 249 Green Sproing A dark blue and white roughly koala-like experiment with a spring-like body, a wide mouth, round nose, dark eyes, two little ears and little antennae. Designed to launch boulders. Her one true place is helping people reach high places. Leroy & Stitch 250 Lacrosse Designed to be an expert at lacrosse. Leroy & Stitch 251 Green Link A small yellow Grundo-like experiment with red eyes and long antennae that shoot a sticky substance that will only dissolve in mud. Designed to bind together incompatible individuals, usually by the hand or wrist. His one true place is helping arguing couples bungee jump. 212 252 Crete Designed to encase people and objects in stone Leroy & Stitch 253 Uncrete Designed to undo the ability of 252. Leroy & Stitch 254 Green Mr. Stenchy An irresistibly cute pink experiment with a big head with big blue eyes, puffy antennae and a small hair and a small body. Designed to trick his enemies into taking him into their homes. Once there, Mr. Stenchy lets out a noxious odor, released 42 hours after activation. Mr. Stenchy's one true place on Pleakley's home planet, where his stench is considered a rare and valuable perfume. Somehow he ended up back on Earth in Leroy & Stitch, stench-free, suggesting he can either control the smell or it wears off after a while. He is voiced by Frank Welker. 107 255 Green Mrs. Sickly Mrs. Sickly is a light blue Mr. Stenchy (254)-like experiment with golden hair, puffier antennae and smaller hair. Designed to make you sick with her obnoxious fumes. Mrs. Sickly’s one true place is with Mr. Stenchy as his wife, where her fumes are considered a rare and valuable perfume. Leroy & Stitch 256 Addy Designed to make your nose extremely runny. Leroy & Stitch 257 Rattat Designed to turn you into a dog. Leroy & Stitch 258 White Sample A bright orange koala/cat-like experiment with a wide mouth, a big round nose which functions as a microphone, black pupil-less eyes, and big round ears resembling speakers. Designed to annoy enemies by looping random sounds with his mouth or his ears and can also climb walls. His one true place is providing backbeats for an originally rhythm-less musical group. Was in the rescue mission for "Snafu." 138, 226 259 Rash Designed to give you a perfect rash if you touch him. Leroy & Stitch 260 GPS Designed to be Jumba’s personal Global Positioning Satellite. Leroy & Stitch 261 B. V. Beaverton Designed to cut down trees with its chainsaw-like tail. Leroy & Stitch 262 Yellow Ace A bright red, roughly koala/dragon/superhero-like experiment with a muscular body, yellow chest and stomach, white gloves-style front paws, a wide mouth, a blue nose, dark eyes, pointed ears and small antennae as well as four arms, super strength, warm ice-melting breath, and dazzling teeth. He has one fatal error: he has no evil function and is a failed experiment that is pure good. To top it off, he is the only experiment programmed not to cause trouble or mayhem unlike his other "cousins" initially were. When Jumba was about to have his membership revoked from E.G.O. (Evil Genius Organization), Lilo and Stitch tried to trick the head of E.G.O. into thinking that Jumba was still evil. The plan worked until a screen of Ace rescuing a cat from a house on fire was seen. His one true place is balancing out Jumba's evil and acting as a local do-gooder. His experiment number - 262- is the "opposite" of 626 - Stitch's number; Ace is good, and Stitch had been evil. He is also polar opposites with 627. He is voiced by Jeff Glen Bennett. 220 263 SFS Designed to have "smart file system". Leroy & Stitch 264 Poach Designed to hunt rare animals. Leroy & Stitch 265 Wip Designed to whip you hard with her lasso-like snake tail. Leroy & Stitch 266 10x Designed to multiply himself by 10. Leroy & Stitch 267 Green Wishy-Washy A lavender-bluish teddy bear-like experiment with fairy-like wings that enable him to fly. He also has a "wand" on his head that lights up every time a wish is granted, and is also good for throwing an unsuspecting opponent, like Stitch. Designed to be a wish giver that grants any wish he hears, but the wishes are granted literally and may not turn out quite as expected. In addition to rejecting wishes for more wishes, he also has a wish limit, indicated by a small meter on his stomach which starts out completely red. As wishes are granted, the meter slowly goes down. When white, all the wishes are gone, and 267 is deemed useless. 221 268 Celsenheit Designed to mess-up thermometers. Leroy & Stitch 269 Gyrotta Designed to follow her enemy to its secret hiding place. Leroy & Stitch 270 Gillmore Designed to designed to be the back-up of 269 but has a glitch, instead being back-up he is now in love with 269 Leroy & Stitch 271 Noso Designed to say "so"? After you say "no". Leroy & Stitch 272 Green Wormhole A purple and cyan caterpillar-like experiment with black eyes, two dark purple-tipped antennae, four dark purple-tipped legs and blue mouth inside. Designed to create a wormhole to parallel universes, by folding itself together and then spinning. Leroy & Stitch 273 Boxboom Designed to be a pro boxer and box you all over the place, making you sore and have broken bones. Leroy & Stitch 274 Green Alexander An experiment designed to make lots of long distance telephone calls. He makes calls on your phone to run up the cost on your phone bill. One of the 12 new pods found by Lilo & Stitch. His name is obviously taken from Alexander Graham Bell, the inventor of the telephone. 137 275 White Tickle-Tummy A round, pink experiment with rabbit-like ears, no legs, a clownish face, two hands with long fingers and a large patterned torso, which she uses to jump really high. It is assumed that her primary function is to tickle people, since she tickled Reuben into hysterics after he denied being ticklish. She was caught by Gantu and rescued in "Snafu". 226, Leroy and Stitch 276 Green Remmy A blue experiment with a huge head that resembles a Pac-Man ghost. Designed to enter a sleeping person's head and turn dreams into nightmares. If the person wakes up while he is still inside, 276 will remain there permanently to turn all future dreams into nightmares. Also, 276 was designed to attack at peak of the subconscious enjoyment. His one true place is making virtual reality games. His name is in reference to the REM stage of sleep, in which dreams occur. He is voiced by Rob Paulsen. 215, Leroy and Stitch 277 Red Snooty A light purple bat-like experiment with a furless, triangle-like body, little legs, two fingers and a thumb on each of his wings, hardly any neck, fanged wide mouth, two little nostrils, pointed ears and black eyes. Designed to find and enrich "Snootonium," a rare element that becomes extremely dangerous once enriched. Snootonium has a similar chemical makeup as that of mucus on Earth. To help clear her sinuses, Lilo's friend Victoria decides to keep Snooty as a pet, as his one true place. 213 and 220 278 Pasthole Designed to be a living black hole that sucks you up and takes you to the past. Leroy & Stitch 279 Yellow Futurehole Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be a living black hole that sucks you up and takes you to the future. Lilo & Stitch 2: Stitch Has a Glitch 280 Benedict Arnold Designed to find out the enemy’s plans for you, but has a glitch and tells the enemy your plan. Leroy & Stitch 281 Ray Designed to zap you with his ray. Leroy & Stitch 282 Click Designed to click a lot. Leroy & Stitch 283 Quarklifter Designed to be as strong as 626. Leroy & Stitch 284 Pixel Designed to steal the pictures 214 takes. Leroy & Stitch 285 Green Lax A purple parrot-like experiment with a small antenna, a beak and tail feathers. Designed to fire a green ray from his antenna that will cause anything it hits to stop working, and can also climb walls. A person hit with 285's ray will relax, and even a machine hit with the ray will shut down. The ray can be blocked or bounced off reflective surfaces. However, the ray wears off in time. His one true place is at the airport, making grouchy business people enjoy their vacation. Leroy & Stitch 286 Red Gellasifier Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be a plant eater. Lilo & Stitch 2: Stitch Has a Glitch 287 Burl Designed to to undo the work of 141. Leroy & Stitch 288 Yellow Boomer A small white and brown experiment with a curved head and lightweight body. Designed to be a living boomerang. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 289 Red Stringulator Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make bad sounds using his guitar-like body. Lilo & Stitch 2: Stitch Has a Glitch 290 U-port Designed to lie about delays. For example. If there are no delays 290 will say there are delays. And if there are delays 290 will say that there are no delays. Leroy & Stitch 291 Catalyst Designed to turn things into cats. Leroy & Stitch 292 Whatsamattafoyou Designed to make you talk like a gangster. Leroy & Stitch 293 Vacuum Designed to clean floors and suck crumbs. Leroy & Stitch 294 Poppapoppup Designed to keep you up all night by playing drums. Leroy & Stitch 295 Spineless Designed to make you lose your spine. Leroy & Stitch 296 Green Crash Seen in pod form in Stitch Speed Chase on the Disney Site. Designed to cause car crashes, enter unattended vehicles, steal them and take them for joyrides ending in accidents. Leroy & Stitch 297 Green Shortstuff A red-orange crab-like experiment with four claws, four legs, dark blue eyes and two antennae on his head, able to swivel at the waist more than 360°. Designed to destroy machinery by going inside and cutting the mechanism and electrical wiring. His size was greatly increased by accident, thanks to Jumba's growth ray. His one true place is as an amusement park ride. He is voiced by Nancy Cartwright. 133 298 Cat Designed to be a pet. Leroy & Stitch 299 Dimensionator Designed to warp entire cities into different dimensions. Leroy & Stitch 3-Series Num Pod Color Nickname Short Description Episode 300 Green Spooky A green blob-like experiment with olive green eyes, a wide mouth and three round, short, stubby spikes on his back, greatly resembling the other Disney (and Halloween based) character Oogie Boogie. Designed to scare people by morphing/shapeshifting into their worst horrifying fears. Appears during Halloween. His one true place is as a greeter for trick-or-treaters during Halloween, and at an old house believed to be haunted during the rest of the year. 103 301 Progno Designed to make things fail. Leroy & Stitch 302 Noidster Designed to produce a soothing glow and make everything go quiet. Leroy & Stitch 303 Yellow Amnesio A small blue beetle-like creature with a round body, two thick arms, two thick legs, a purple mark on his stomach, two large wings on his back, a round face with large black eyes, a little mouth, and two antennae. Designed to erase people's memory by zapping a red laser vision in their eyes. The password "ohana" must be spoken to reverse its effects. (How Jumba knew this word, which is Hawaiian, and why he chose that particular word before he came to Earth are unknown.) 303 was given to Dr. Hämsterviel, who promptly lost his memory. He was rescued in "Snafu." He is voiced by Tress MacNeille. 118, 226 304 Drag Designed to split a person in two opposing directions. Leroy & Stitch 305 Purple Spunky Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be 066's assistant. Lilo & Stitch 2: Stitch Has a Glitch 306 Roadrage Designed to give you horrible road rage. Leroy & Stitch 307 Anna Stesia Designed to sing a song and play a record. Leroy & Stitch 308 Jenny Designed to make things that don’t work. Leroy & Stitch 309 Smiler Designed to make you smile. Leroy & Stitch 310 Fritzabrain Designed to make your brain fritz out. Leroy & Stitch 311 Yellow Yellowstone Seen in pod form in Stitch! The Movie. Designed to turn everything into a vulgar shade of yellow. Stitch! The Movie 312 Ben Designed to get inside the filters of a space ship hyper-drive and clog them, causing severe complication for the pilots. Leroy & Stitch 313 Red Thinktank Seen in pod form in Stitch! The Movie. Designed to eat metal, the more metal he eats, the smarter he'll get. Leroy & Stitch 314 Jones Designed to make 308’s things work. Leroy & Stitch 315 Chum Designed to make people ugly, and when we say ugly, we mean really ugly! Leroy & Stitch 316 Yellow Morpholomew A small red blob-like experiment with two arms, two legs, a thin mouth and dark eyes that loves chicken legs (called by Jumba "over-sized Earth-fowl legs"). Designed to morph organisms into any other organism, after seeing the target organism or a photo of the target organism at least once before. However, someone who has been morphed keeps the same voice and needs 316 to change back. His one true place is at a costume store. Jake Long was also mistaken for this experiment, when he was in his Dragon form.
316, Leroy & Stitch 317 Hyuckster Designed to reply you with the word "Yuck!!!" He only says it if he hears somebody asking a question. Leroy & Stitch 318 Chortle Designed to chortle. Leroy & Stitch 319 Yellow Spike A large dark blue porcupine-like experiment, with huge white-tipped spines on his tail, back, front legs and head, a red nose, large black eyes, black claws and a long tail that he can throw like darts. Designed to make 99% of the population silly and useless by pricking them with his spines, leaving only 1% of the population clever (which Jumba used to explain why he never got hurt by one of the quills of Spike). When Lilo discovers Mertle cheating in a contest by getting the answers from Teresa, she uses 319 on Teresa to have her give Mertle completely silly answers. His one true place is hugging and thus taming truant experiments at Pleakley's E.A.R.W.A.X. group, after he is given protective armor to cover his silliness-inducing spines. 201 320 White Cloudy A grey cloud-like experiment. Designed to depress others with constant rain. His one true place is raining on Mrs. Hasagawa's fruit, thus keeping them fresh longer. Leroy & Stitch 321 Lightfoot A diversionary experiment that distracts the enemy with his entertaining tap dance. Leroy & Stitch 322 Red Heckler An orange experiment that resembles 625 and 627, with short pointed ears, small beady eyes, large fangs, a shirt and bowtie imprint on his body. Designed to verbally insult people by appearance and personality. His insults can be defused by accepting that they are true. His one true place is sitting over a dunk tank where he provokes people to try and dunk him. He is voiced by Will Sasso. 218 323 White Hunkahunka A pink/purple hummingbird-like experiment. Designed to peck people, making them artificially fall in love with the first person they see. The effect is reversed by being sprayed with water. Named after a lyric in the Elvis song "Burnin' Love," Lilo refers to him as a "Hunkahunka bird of love." 323 was given to Dr. Hämsterviel, who fell in love with Gantu. Despite being in love with Gantu, Hämsterviel still insulted him like he would on a regular basis. Was rescued in "Snafu". 121, 226 324 Ruinit Designed to ruin everything and sabotage precious electrical devices and when in danger he could even return to pod form (by accident or with a conscience in pod form) before reactivating again if it senses water nearby. Leroy & Stitch 325 Rack Designed to destroy fishing lines and nets. Leroy & Stitch 326 Pannix Designed to make you panic over anything. Leroy & Stitch 327 Molar Designed to turn you into an ogre. Leroy & Stitch 328 Bugle Designed to distract the enemy by playing the bagpipes. Leroy & Stitch 329 Ava Designed to do the opposite of 567. Leroy & Stitch 330 Serum Designed to give you love potion #9. Leroy & Stitch 331 Shagdog Designed to turn you into a shaggy dog. Leroy & Stitch 332 Cackle Designed to make you cackle. Leroy & Stitch 333 Hairy Designed to cut your hair very short. Leroy & Stitch 334 Miranda Designed to make you split your good from your bad so there are two versions of you but in doing so splits itself as well. Leroy & Stitch 335 Popquiz Designed to annoy people by asking them very hard questions. Leroy & Stitch 336 Blooz Designed to make you look and feel blue. Leroy & Stitch 337 Guilttrip Designed to make you feel so guilty, you confess everything bad you’ve ever done. Leroy & Stitch 338 Crow Designed to eat up all crops in local areas. Leroy & Stitch 339 Crowsfoot Designed to bring good luck to aliens (foreign people). Leroy & Stitch 340 White Nodessertro (Whatsisname) Is able to cause mass depression by stealing puddings, cakes, pies, and other sweets. His name is often forgotten, and so he is called "Whatsisname". 118,226, and Leroy & Stitch 341 Wafty Designed to transport anyone to other places in a second. Leroy & Stitch 342 Greensleeves Designed to revert objects to their Middle Age equivalents. Leroy & Stitch 343 Chaching Designed to drive people crazy by making the sound of a cash register or slot machine repeatedly. Leroy & Stitch 344 Yellow Dupe A small gold monkey/lemur-like experiment with relatively flat ears, a brown-striped tail and brown-striped prehensile appendage protruding from his head. Able to generate clones with the appendage on his head; however, the traits of the cloned object become divided amongst the original and the clones; in other words, each duplicate is not as powerful as the original. He has a reverse function that can send duplicates back into the original. His one true place is making low-fat, low-calorie ice cream cones at Luki's Shave Ice with Experiment 523 (Slushy). 126 345 Green Elastico A green, furless, earless, clownish, roughly monkey-like creature with no tail, a large red round clown nose, white face and stomach, wide mouth, black eyes, neck frill, three huge tendrils on his head that resemble a jester's cap, and a purple spot on his stomach. Designed to distract enemies by performing tricks with his elastic body. He was found already activated and in his one true place: the circus. 132 346 Stuckup Designed to make you stuck up and think you're better than everyone else. Leroy & Stitch 347 Slobber A green lizard/snake-like experiment with an antenna on the back of his head who stands on two legs. He appeared in some a Disney Adventures comics (the ones where Jumba is fixing Stitch). He dribbles drool downward from his mouth. Disney Adventure Magazine 348 Snappish Designed to bite non-stop. Leroy & Stitch 349 Blue Lotuseater Bonnie was called this in his episode but it was proclaimed on the Disney website that Bonnie was 149. Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make people forget their worries and cares. Lilo & Stitch 2: Stitch Has a Glitch 350 Yellow Addly Clyde was called this in his episode but it was proclaimed on the Disney website that Clyde was 150. Designed to shoot rays out of his antennae. 125 and Leroy & Stitch 351 Whoover Designed to almost cause bad things and then say "Whoo, that was close". Leroy & Stitch 352 Yvonne Designed to hypnotize enemies into souls. Leroy & Stitch 353 Blackoutro Designed to make you blackout. Leroy & Stitch 354 Red Jesstifer This experiment is named after Jess Winfield's user name at TVTome/tv.com. Designed to fix errors in Jumba's database, and also enjoys making fun of Shakespeare. Leroy & Stitch 355 Swapper A two-headed, four-armed green lizard-like experiment. Able to switch people's minds. Only this same experiment can undo the switch. In his episode, he switches Lilo with Stitch, Jumba with Pleakley, Hamsterviel with Gantu, and eventually switches all four protagonists' minds before back into their original bodies. In Leroy & Stitch, he is seen playing the bongos. 204 356 Rippington Originally designed to destroy enemy projectiles and rip through all engines however he has stubby claws and is deamed by Jumba as a failure. Leroy & Stitch 357 Downes Designed to have depressive qualities. Leroy & Stitch 358 Yellow Manners A black penguin or orca-like experiment that acts like a doorman or butler. Designed to make people too polite to fight back against bullies, by sprinkling a special dust from his finger onto them. His one true place is with Mrs. Hasagawa as one of her "cats." One of the few experiments that can speak English. 220 359 Phoebe Designed to make the female of any species highly attractive to the opposite gender so all the males are completely distracted and don't get any work done making society fall as the remaining women try to compete with the affected female. Leroy & Stitch 360 Yellow Drowsy A gray sheep-like experiment with striped ears and that can walk on its hind legs. Designed to put people to sleep by bleating, although the effect is near permanent. The surest way to reverse 360's effect is with a splash of water. Lilo put Stitch to sleep with 360 in order to release PJ (133), but Stitch managed to wake up on his own. He's one true place is putting insomniacs to sleep. 137 361 Aron Designed to make people run errands. Leroy & Stitch 362 Putdown Designed to make you feel depressed but she is too depressed herself to make anyone else depressed. Leroy & Stitch 363 Crankster Designed to crank up the volume as much as he can. Leroy & Stitch 364 'Sgo Designed to give people cigars. Leroy & Stitch 365 Queasy Designed to make you feel sick. Leroy & Stitch 366 Xanad Designed to jump up to 500 miles high. Leroy & Stitch 367 Ob Designed to turn you into aliens. He can pull planets from their orbit and see backwards. Leroy & Stitch 368 Luddi Designed to annoy people with his singing. Leroy & Stitch 369 Thomas Designed to be a train. Leroy & Stitch 370 Blueblood Designed to infect your blood. Leroy & Stitch 371 Simpatico Designed to make people nice. Leroy & Stitch 372 Eve Designed to corrupt 200. Leroy & Stitch 373 Worrywart Designed to make you worry about everything. Leroy & Stitch 374 Demotifier Designed to make new things rust quickly to make it look old. Leroy & Stitch 375 Yellow Phantasmo A green phantom-like experiment with short arms, a large conehead with two stripes, a squeaky voice, a koala-like face, long rabbit-like ears, and dark pupil-less eyes. Able to possess inanimate objects and bring them to life. Being a ghostlike experiment , he can also travel through weapons and materials typically used to capture experiments, such as nets and bottles which can keep experiments under containment. His one true place is at the Macky Macaw's restaurant, possessing the robotic body of Macky Macaw. He is voiced by Nancy Cartwright. 110 376 Cassandra Designed to shoot gums to the people she sees that is holding hands. And make those two persons in love and marry immediately after that day. The only way to stop the marriage is to spray them water with mixed mud. Leroy & Stitch 377 Annie Designed to have an off-key, beautiful singing voice. Leroy & Stitch 378 Lonelyhearts Designed to induce unrequited love in males. Leroy & Stitch 379 Purple Grudge Designed to make you hold a grudge against your best friend. Leroy & Stitch 380 Judy Designed to destroy projectiles with laser beams she shoots out of her eyes. Leroy & Stitch 381 Neg Designed to make you all naggy so everyone is annoyed with you. Leroy & Stitch 382 1-Imp Designed to control your attitude. Leroy & Stitch 383 Yellow Swirly A small turquoise koala-like experiment with a huge head, an expressionless face with a little mouth, little nose, huge black eyes (with white swirling lines when using powers), rabbit-like ears, a single small antenna on the middle of his head and a huge furry dog-like tail. Able to hypnotize anyone into obeying the next command that person hears. The effect can be undone by snapping one's fingers. His one true place is hypnotizing people at children's parties. 129 384 Woesmy Designed to do amazing things. 384 is 345's younger brother. Leroy & Stitch 385 Hoobie Designed to turn people into owls. Leroy & Stitch 386 Hitch Designed to hitch cultivations. Leroy & Stitch 387 Substein Designed to bore people by telling facts about buses. Leroy & Stitch 388 Megan Designed to shop so much she uses up the limit on your credit card. Leroy & Stitch 389 Facepainter Designed to paint faces, so you would look like a clown. Leroy & Stitch 390 Red Slimy A large green slug-like experiment with three spines on his back. Designed to leave a slippery snail-like trail to trip up enemies. He first appeared at the end of Stitch! The Movie. 390 was captured by Gantu in "627" and rescued later in "Snafu." Stitch! The Movie, 123, 226 391 Green Barry Designed to be a living shovel. Leroy & Stitch 392 Margaret Designed to have advanced medical knowledge. Leroy & Stitch 393 Missandra Designed to be the improved version of 219. Leroy & Stitch 394 Joe Designed to make sloppy joes. Leroy & Stitch 395 Polly Designed to turn people into ghosts. Leroy & Stitch 396 Connie Designed to eat non-stop using his long tentacles in his mouth. Leroy & Stitch 397 Yellow Spats A small yellow squirrel-like creature with cat-like ears, orange markings on his back, small pointed antennae, orange spots on his forehead and two prongs on his tail. Designed to make people fight with each other. The cure for this is to stop and count to ten. His one true place is in the professional wrestling show, in hope that he can use Spats to make pro wrestlers fight more convincingly. Seen in Proud Family buddy episode. Leroy & Stitch 398 Gus the Second Designed to be 526's prototype. Leroy & Stitch 399 Super-X Designed to do anything you tell it to, but if you ask it to get you something, it might steal it so that it can give it to you. Leroy & Stitch 4-Series Num Pod Color Nickname Short Description Episode 400 Red Precious Designed to control all the other experiments. To neutralize this experiment, she has to be thrown into a volcano. Her name, powers, and neutralization procedure are based on the One Ring from The Lord of the Rings. She was originally supposed to have her own episode, a parody of The Lord of the Rings, but Disney scrapped it due to copyright issues. Leroy & Stitch 401 Chafe Designed to make your entire body chafe. Leroy & Stitch 402 Chile Designed to undo the work of 401. Leroy & Stitch 403 Zinger (Cancer) Designed to turn people into crabs and other seashore invertebrates. Leroy & Stitch 404 Bloom Designed to make carniverous plants grow very fast. Leroy & Stitch 405 Lucky Designed to give one person good luck once in a day, but the moment the luck kicks in, it is the most inconvenient time, and it makes people resent you for it. Leroy & Stitch 406 China Designed to break Jumba's wife's china. Leroy & Stitch 407 Yellow Punk Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. He is designed to vandalize anything for no reason whatsoever. His one true place is as a police officer. Lilo & Stitch 2: Stitch Has a Glitch 408 Berg I Designed to make small icebergs but he's only big enough to make blocks of ice. Leroy & Stitch 409 Gumshoe Designed to stick gum on people's shoes. Leroy & Stitch 410 Jay Designed to make you feel blue. Leroy & Stitch 411 Red Cowlick Seen in pod form in Stitch! The Movie. Designed to lick cows. Stitch! The Movie 412 Red Char A red-orange koala/flame-like experiment designed to burn bagels. Was mentioned in "Link" when Reuben was searching the experiment database. 212 413 Red Botulator A red dinosaur-like experiment designed to spoil food. Was mentioned in "Link" when Reuben was searching the experiment database. 212 414 Red Crusty A blue meerkat/koala/Stitch-like experiment with knive-like hands designed to spread mold on bread. Was mentioned in "Link" when Reuben was searching the experiment database. 212 415 Red Patter A purple turtle-like experiment designed to eat a single sock in each pair. Was mentioned in "Link" when Reuben was searching the experiment database. 212 416 Parslifier (Sloppy) Designed to be a sloppy eater. Leroy & Stitch 417 Sageonomificator Designed to dig artifacts out of the ground. Leroy & Stitch 418 Rosemary Designed to be a flower stealer. Leroy & Stitch 419 Vane Designed to be ferocious towards any critter that is sweet or innocent in her eyes. Leroy & Stitch 420 Curdle Designed to curdle milk. Leroy & Stitch 421 Bustduster Designed to bust things. Leroy & Stitch 422 Doublecross Designed to break violation of a presumptive social contract, and deliberate collusion to lose a contest of some kind. He is agile and aggressive, but what makes him dangerous is that his eyes that can shoot multiple kinds of rays. Leroy & Stitch 423 Filibuster Designed to present both sides of an argument and thus extend debates, unfortunately, it has a glitch and mostly only argues with itself. Leroy & Stitch 424 Decayer Designed to cause tooth decay. Leroy & Stitch 425 Mr. Brown Designed make racist people afraid of the color brown for 24 hours and after it they will see the error in their ways. Leroy & Stitch 426 Rewind Designed to rewind real life. Leroy & Stitch 427 Toepoke Designed to poke your toe nonstop. Leroy & Stitch 428 Gameover Designed to to restart games all the way back to the beginning and he also breaks their video game system. Leroy & Stitch 429 Klamp Designed to to slam doors. Leroy & Stitch 430 Slipknot Designed to tie knots in people's shoes. Leroy & Stitch 431 Purple Bluerinse Seen in pod form in Stitch! The Movie. Designed to make your tongue blue. Stitch! The Movie 432 Tonix Designed to change the volume on T.V.'s. Leroy & Stitch 433 Speck Designed to be an improved version of 010. Leroy & Stitch 434 Monochrome Designed to suck color out of everything. Leroy & Stitch 435 Tony Designed to make Italian food. Leroy & Stitch 436 Steve Designed to lie. Leroy & Stitch 437 Honk Designed to honk his horn-like tail. Leroy & Stitch 438 Potter Designed to use magic. Leroy & Stitch 439 Winceslaws Designed to turn people into mice. Leroy & Stitch 440 Waistrel Designed to steal food and make them go to waste. Leroy & Stitch 441 Green Choppers Choppers is a large green quadrapedal experiment with a spiked tail. Designed to chop things in two. Leroy & Stitch 442 Moldavia Designed to spoil milk. Leroy & Stitch 443 Taps Designed to annoy people by tapping. Leroy & Stitch 444 Pooperson Designed to cause digestive problems. Leroy & Stitch 445 No-C Designed to take your CDs and transport them to a place you’d least expect them to be. Leroy & Stitch 446 Jacob Designed to become a dragon. Leroy & Stitch 447 Handprint Designed to make hand-prints. Leroy & Stitch 448 Diesel Designed to spill diesel fuel. Leroy & Stitch 449 Bellyup Designed to target important deliveries and stop them reaching their destinations on time, by launching himself in front of the vehicle and then ‘ playing possum ’ once hit. 449 has a peculiar attention-seeking character, which leads him to throw himself in front of whatever traffic there is, just to get sympathy. His one true place is as a test dummy for car braking tests (he will step out in front of a car, and it doesn’t matter if the car’s brakes fail, as he is never seriously injured). Leroy & Stitch 450 Sapsucker Designed to suck the sap from trees, he's a bit of a tree vampire. Leroy & Stitch 451 Pullplug Designed to pull plugs out of their sockets. Leroy & Stitch 452 Bob A possible reference to Bob from the CG animated series ReBoot. Bob's "Guardian" number is also 452. Designed to catch fish so that fishermen can't. Leroy & Stitch 453 Trip Designed to trip you when you don’t expect it with his elephant-like trunk. Leroy & Stitch 454 Blackhead Designed to give you blackheads. Leroy & Stitch 455 Red Mary A big, round peach-colored experiment with two long white-tipped ears, three large white stripes on her back, a white stomach and a red nose. Designed to be the bouncer for Jumba's lab. Activated at the end of Stitch! The Movie. Stitch! The Movie 456 Nub Designed to destroy cities. Leroy & Stitch 457 Hangnail Designed to give you hangnails. Leroy & Stitch 458 Greaseprint Finder was mistakenly called 458 in his episode. Designed to make grease-prints all over the place. Leroy & Stitch 459 Nobyte Designed to eat every food in sight so the food's owner can't get a bite. Leroy & Stitch 460 Noise Designed to make noise. Leroy & Stitch 461 Pacer Designed to win races. Leroy & Stitch 462 Flat Designed to flatten everything in his path. Leroy & Stitch 463 Keyz Designed to steal he gets inside by picking the locks with his key-like claws. Leroy & Stitch 464 Sharpflat Designed to switch sharps and flats on sheet music. Leroy & Stitch 465 Skid Designed to infiltrate strongholds and consume enemies. Leroy & Stitch 466 Loomiere This experiment name may be a reference to the character Lumiere, from the Disney's Beauty and the Beast. Design to burn Jumba's failed plans. Leroy & Stitch 467 Scale Designed to make people scared in the evening by playing it's piano in a scary sound. Leroy & Stitch 468 Undewey Designed to undo things. Leroy & Stitch 469 Jitters Designed to make you very jittery and nervous. Leroy & Stitch 470 Octopalmer Designed to dismantle mechanical devices and make weapons out of them. Leroy & Stitch 471 Sneak Designed to sneak up behind you and give you a scare. Leroy & Stitch 472 Red Little Dorrat Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to turn people into a dicken (small demon-like creature). Possibly a reference to the Dickens character Little Dorrit. Lilo & Stitch 2: Stitch Has a Glitch 473 Tripsy Designed to trip people. Leroy & Stitch 474 Dizzifier Designed to spin you round and round twisting you out of shape. Leroy & Stitch 475 Therman Designed to be an elemental disaster. Leroy & Stitch 476 Haasinator Designed to undo the works of 336 and 410. Leroy & Stitch 477 Buzzcut Designed to buzz cut your hair. Leroy & Stitch 478 Tire Slasher Designed to slash tires with unbelievable speed aided by his wings. Leroy & Stitch 479 Lotta Designed to make a lot of duplications of things. Leroy & Stitch 480 Tappity Designed to tap a lot. Leroy & Stitch 481 Yellow Twitch Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make you twitch. Lilo & Stitch 2: Stitch Has a Glitch 482 Gesundt Designed to make you talk, act, eat, and drink like a baby. Leroy & Stitch 483 Hiver Designed to make you break out in hives. Leroy & Stitch 484 Buffie Designed to lift and destory buildings, he can also climb buildings too. Leroy & Stitch 485 Period Designed to throw periods of anything. Leroy & Stitch 486 Grindz Designed to grind meat. Leroy & Stitch 487 Crunkle Designed to crush things and has 3 retractable arms. Leroy & Stitch 488 Speirs Designed to shoot harpoons at the enemy. Leroy & Stitch 489 Green or Red Huggo A large, round red octopus-like experiment, but with six tentacles. Designed to squeeze the life out of a person. Activated at the end of Stitch! The Movie. In one scene his pod was green, and in another it was red. Stitch! The Movie 490 Stones Designed to throw stones at people. Leroy & Stitch 491 Spikyhands Designed to destroy things with his spiky hands. Leroy & Stitch 492 Milston Designed to help people. Leroy & Stitch 493 Enguard Designed to vaporize enemies and weapons. Leroy & Stitch 494 Mortamer Designed to destroy motor boats. Leroy & Stitch 495 Joy Designed to decorate for the holidays so Jumba doesn't have to. Leroy & Stitch 496 Froggifier Designed to turn you into a frog. Leroy & Stitch 497 Copywronger Designed to make clones of anything he touches. Leroy & Stitch 498 Floods Designed to jump in water, until there is a flood. Leroy & Stitch 499 Brad Designed to reach high places with his long sharp claws. Leroy & Stitch 5-Series Num Pod Color Nickname Short Description Episode 500 Blue Cooler A tall blue Stamen-like experiment with small ears and a orange cork shape on top of his head designed to cool the temperature 100 degrees, but Jumba made a glitch and he can only make it 10 degrees colder. Leroy & Stitch 501 Blue Yin A blue female octopus/living waterhose-like experiment. Designed to condense moisture in air into water and spray water from its tentacles. Yin was activated with Yang. Jumba said that should the two touch each other, they will cause a giant explosion, but they turned out to be a good example of Yin and Yang; they use fire and water to create a new island. Yin is seen in the episode "Finder" playing poker with Stitch, Yang, Richter and Cannonball and at Lilo's slumber party in the episode "Dupe" with Yang, Richter and Cannonball. 105, 126, 130, Leroy & Stitch 502 Blue Yang A red male weasel/lizard/dragon-like experiment. Designed to shoot lava from the pits along its back, in a similar manner to the nasal opening on experiment 619's face. Yang was activated with Yin. Jumba said that should the two touch each other, they would cause a giant explosion, but they turned out to be a good example of Yin and Yang; they use fire and water to create a new island. Yang is seen in the episode "Finder" playing poker with Stitch, Yin, Richter and Cannonball and at Lilo's slumber party in the episode "Dupe" with Yin, Richter and Cannonball. 105, 126, 130, Leroy & Stitch 503 Green Comet Seen in pod form in Stitch! The Movie. Designed to shoot across the sky, and land in people’s backyards causing a panic. Leroy & Stitch, Stitch! The Movie 504 Bling Bling Designed to make false money. Leroy & Stitch 505 Blue Ploot A small blue-green gastropod-like experiment with a small pouch, black beady eyes, green crab-like claws, and two spinning sweeper brushes for feet. He makes dolphin-like sounds at normal size and monster sounds when grown to bigger size. Designed to flood entire cities with thick black sludge made from ordinary trash and pollution that he collects. His two antennae become like giant smoke stacks, letting pollution into the air. Air freshener can dissolve his sludge and make him clean instead of pollute. His one true place is cleaning the beach. In the episode he is referred to as 515 which is a number taken by Deforestator who as well appears in that episode. The episode he was in was aired on Earth Day. 217 506 Ug Designed to make you speak like a caveman. Leroy & Stitch 507 Blue Woody A brown beaver-like experiment with insect-like pincers. Able to eat wood at a rapid pace. His one true place is with Mrs. Hasagawa as one of her "cats." 220 508 Phil Designed to turn into a werewolf at night. Leroy & Stitch 509 Blue Sprout A plant-like experiment with a green stem, leaf-like body, tentacle-like vines, and a purple head with lizard-like face, little sharp teeth, dark blue pupil-less eyes, and a single antenna. Designed to sprout into an uncontrollable forest of destruction. Lilo and Stitch ended up catching him after he had grown enormous, deciding to put him in an old water tower that was slated for demolition. However, in the battle between the Leroy army and the experiments at the end of Leroy & Stitch, 509 did not grow into an uncontrollable forest of destruction like he did in his episode. He is voiced by Frank Welker. He is a parody of the alien plant monster Audrey II from Little Shop of Horrors. 111, Leroy & Stitch 510 Drill Designed to drill holes in walls. Leroy & Stitch 511 Wilt Designed to wilt plants by licking them with his long tongue with plant killing saliva. Leroy & Stitch 512 Bog Designed to turn places into bogs. Leroy & Stitch 513 Blue Richter A small purple ankylosaurus-like creature with a lavender stomach, a bulky body and legs, a huge tail with a triangle shape at the end, a round face with a wide mouth, a round nose, black eyes, short ears, a single horn on his head and tiny spikes down his back. Designed to cause vicious, Earth-shattering earthquakes with one thump of his tail. He is named after the Richter scale, and his one true place is making milkshakes. He is seen in the episode "Finder" playing poker with Stitch, Yin, Yang and Cannonball and at Lilo's slumber party in the episode "Dupe" with Yin, Yang and Cannonball. Seen in pod form in Stitch! the movie. He is voiced by Tress MacNeille. 106, Leroy & Stitch, Stitch! the movie 514 Cone Designed to give different flavors of ice cream. His breath can turn marbles into large cones. However, he has no evil function because Jumba only made him to serve him delicious ice cream while he was working. Leroy & Stitch 515 White Deforestator A big purple roughly wombat-like creature about three feet tall with long blade-like claws on his front paws and blade-like neck. Designed to cut down entire forests. He first appeared just before Jumba created 627, when Stitch started bragging about how easily he catches experiments (overwhelming and rehabilitating Deforestator in two minutes). 123 516 Auntie Designed to eat all bugs up to make the bug population decrease. Leroy & Stitch 517 Parch Designed to suck up water to cause drought. Leroy & Stitch 518 Flame Designed to shoot flames out of his head. Leroy & Stitch 519 Green Splat A large green experiment, with two cone-shaped antenna and a roller between his front legs. Designed to level entire cities with his deceptively small roller. His one true place is as a road roller. Leroy & Stitch 520 Blue Cannonball A pink experiment with a big posterior and short stubby tail. Designed to make big waves (or tsunamis). Lilo and Stitch fear for Kauai because they think he is going to create an island-flooding tsunami, but it turns out that 520 can control his waves and creates one just big enough to send Gantu to San Francisco. His one true place is making waves for surfers. He is seen in the episode "Finder" playing poker with Stitch, Yin, Yang and Richter and at Lilo's slumber party in the episode "Dupe" with Yang, Yin, and Richter. He is voiced by Tress MacNeille. 104 521 Blue Wrapper A yellow-orange experiment designed to wrap things up like a mummy using his roll of paper for a tail. His one true place is with Mrs. Hasagawa as one of her "cats." 220 522 Tarantula Designed to make you scared of spiders and web people up. Leroy & Stitch 523 Blue Slushy A small icy blue-colored koala-like creature with no ears, small arms and legs, a thin mouth, a large nose, dark blue eyes and three icicles behind his head. Designed to freeze land with his ice breath, generates ice, and also break apart into bits of ice and return to its original form. 523 chills the weather in Lilo's town during a very hot day. He makes it so cold that it starts to snow. Slushy also battles with Splodyhead (619). Splodyhead and Stitch overwhelm him, and the former restores the warm climate to the island. His one true place at the ice cream shop creating Shave Ice. In the episode "Snafu", he is shown at the Shave Ice stall working with Experiment 344 (Dupe). 127, 226 524 Shovel Designed to dig using his shovel-like tail. Leroy & Stitch 525 Blue Stoneface Seen in pod form in Stitch! The Movie. Designed to eat a large amount of rock and can eat more than his body weight. When he gets big enough, he is programmed to find the nearest hill, roll down it and smash into the nearest town. Stitch! The Movie 526 Blue Gus Designed to eat up all crops in mere seconds. Previously called "Gipper" for some reason on this website, even though it is Gus in the credits of Leroy and Stitch. Leroy & Stitch 527 Chip Designed to turn trees into chips starting at the top. Leroy & Stitch 528 SPF Designed to block out all sun light on planets, causing all sorts of problems. When turned to good, he can block out harmful sunlight leading to his one true place: fixing the ozone. Leroy & Stitch 529 Red or Purple Digger A yellowish tan meerkat-like experiment with a long drill-shaped tail, a round body, short arms and legs with sharp claws, a round head with sharp teeth, a dark round nose, dark blue eyes and a row of spikes from his head down to his tail. Designed to drill holes through planets. His one true place is in the mines. He was activated at the end of Stitch! The Movie. Stitch! The Movie, Leroy & Stitch 530 Crybaby Designed to cry, until she makes a flood. Leroy & Stitch 531 Hisee A green mole/chimp-like experiment with six hairs on his head, a very small body and a stubby tail. He appeared in some Disney Adventures comics (the ones where Jumba’s fixing Stitch). Designed to study past events and, like Snafu, foil enemy plans by any possible means, but he is smarter and can jump higher than him. Disney Adventures Magazines 532 Yellow Strato Designed to electrocute you with her antennae. Leroy & Stitch 533 Blue Blowhard A purple anteater-like experiment with an elephant-like head with a long trunk and a bellows on the back of his head, designed to immobilize any object by flying it like a kite. His one true place is with Mrs. Hasagawa as one of her "cats." 220 534 Crabweed Designed make weeds grow everywhere. Leroy & Stitch 535 Blue Spectrum Seen in pod form in Stitch! The Movie. Designed to make rainbows appear everywhere, until you go crazy. Stitch! The Movie 536 Polar Designed to bury cities in snow. Leroy & Stitch 537 Rust Designed to make rust appear on any metal surface. Leroy & Stitch 538 Autumn Designed to turn season into autumn. Leroy & Stitch 539 Blue Algae Seen in pod form in Stitch! The Movie. Designed to make harmful algae blooms grow on ponds. Stitch! The Movie 540 Blue Phoon A small red elephant-like creature that also resembles an Octorok. Designed to create massive typhoon-like winds. She mutated into a stronger form after being shot by Jumba's ray but reverted to her original form after Stitch put her to sleep. Her one true place is creating winds for windsurfers on the beach. 210 541 Swell Designed to grow bigger due to being ignored. Leroy & Stitch 542 Hallie Designed to be a bigger, better version of Comet (503). Leroy & Stitch 543 Green Franklin Seen in pod form in Stitch! The Movie. Designed to make lightning strike everything. Stitch! The Movie 544 Purple Thresher A small purple, roughly slug-like experiment with a slim body, a wide mouth, two eyes on two stocks, six spiky mace-like tentacles and three short legs. Designed to thrash crops with his mace-like appendages. Thresher was used by Gantu to defeat Stitch but was defeated in "Dupe". He is rescued by Lilo and Stitch in "Snafu". 126, 226 545 Pompey Designed to produce enough lava to cover whole cities. Leroy & Stitch 546 Rip Designed to be the improved version of 356. Leroy & Stitch 547 Cam Designed to record the enemy's most private moments. Leroy & Stitch 548 Cheesy Designed to to have the personality of a very, young child. Leroy & Stitch 549 Supersweet Designed to make you lose your sense of taste. Leroy & Stitch 550 Clammy Designed to make people clammy. Leroy & Stitch 551 Dryheat Designed to make you go against air conditioners during summer so you’ll literally boil. Leroy & Stitch 552 Astro Designed to suck the leaders of planets into its air bubbles and then go into orbit around the planet. Leroy & Stitch 553 Clipse Designed to cause constant eclipses. Leroy & Stitch 554 Sol Designed to destroy the ozone layer. Leroy & Stitch 555 Liquefactor Designed to make anything he touches turn into water; kind of a water version of the Midas touch. Leroy & Stitch 556 Berg II Designed to make the perfect iceberg with its back side of his body. Leroy & Stitch 557 Cauldron Designed to make soup and other liquid food. He uses tail like a nun-chuck (tail is detachable). Brusselsprouts are his one weakness. Leroy & Stitch 558 Sepia Designed to bite people and make them swollen. Leroy & Stitch 559 Blue Midasminus Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make everything she touching turn into fool’s gold. Lilo & Stitch 2: Stitch Has a Glitch 560 Prism Designed to change the flow of light. Leroy & Stitch 561 He Designed to tell on everyone when they do something bad saying "He did…" or "She went and did…". Leroy & Stitch 562 Hardy Designed to have a hard shell. Leroy & Stitch 563 Silbert Designed to scare people. Leroy & Stitch 564 Lotis Wife Designed to make people married after one day, she can even turn you into an adult. Leroy & Stitch 565 Phosphor Designed to make everything glow by painting it with his luminous paint. Leroy & Stitch 566 Blue Derrick A grey dinosaur-like experiment with a drill-like tail, wearing a construction helmet. Designed to drill potholes. His one true place is with Mrs. Hasagawa as one of her "cats." 220 567 Blue Eva Seen in pod form in 627. Pod caught by Gantu. Designed to control the weather. 123 568 Slenky Supposed to be designed to have all of the elemental powers, but Jumba accidentally knocked some extra DNA into the mix and now none's sure what he does. His known powers are fire, super-speed, and bullet proof skin. He has metal bones making him tougher. And he's also known to smash things with his hammer nose when he's mad. Water is an obvious weakness, though not only does it stop his fire power, but he's not a very strong swimmer due to his heavy bone structure. Magnets that are powerful enough will stick to him because of his metal bones. Leroy & Stitch 569 Glenn Designed to become an incredibly attractive male of any species and use that to sway women away from their previous relationships. Leroy & Stitch 570 Frosty D. Designed to make everything very icy outside. Leroy & Stitch 571 Dusty Designed to create tons of dust making it hard to breathe. Leroy & Stitch 572 Dropcall Designed to make prank phone calls. Leroy & Stitch 573 Handoman Designed to give people jobs. Leroy & Stitch 574 Blue Lardo Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make people fat. Lilo & Stitch 2: Stitch Has a Glitch 575 Magnarette Designed to attract other objects using her magnet like ears. Leroy & Stitch 576 Darn Designed to destroy dams. Leroy & Stitch 577 Oof Designed to break people's spines. Leroy & Stitch 578 Carrie Designed to carry and drop bombs. Leroy & Stitch 579 Spinster Designed to spin. Leroy & Stitch 580 Friday Designed to make people have a freaky day. Leroy & Stitch 581 Roadie Designed to break roads. Leroy & Stitch 582 Spout Designed to make geysers spout all over. Leroy & Stitch 583 Blue Blake A red Faffy-like experiment. This experiment was mentioned in Disney's Stitch: Experiment 626 as a flying experiment. Designed to be a voracious eater and he is able to breathe lightning and fire. He appeared in some Disney Adventures Magazines (the ones where Jumba’s fixing stitch). Disney's Stitch: Experiment 626 584 Balar Designed to overload Bio-electric and mechanical energy 1000%. Leroy & Stitch 585 Petrifier Designed to freeze things in ice. Leroy & Stitch 586 Blue Tank A round orange armadillo/bulldog-like experiment with thick legs, sharp teeth, and a short tail. Designed to eat metal, and grows bigger each time he does. He is eventually caught by Gantu and sent to Hämsterviel, but rescued in "Snafu". Note that he shrunk between "Tank" and "Snafu", suggesting he returns to normal size after a while. 120, 226, Leroy & Stitch 587 Noviz Designed to turn into a shadow, make people blind and transform light into darkness. Leroy & Stitch 588 Sa Designed to annoy people with her mexican music. Leroy & Stitch 589 Stoopinslide Designed to make you slip and slide with the goo he releases on his stomach. Leroy & Stitch 590 Baron Meter Designed to control the weather. Leroy & Stitch 591 Squidly Designed to eat up fish and cause a fish famine. Leroy & Stitch 592 Deodorant Designed to launch a near invisible liquid out from underneath his tail. The liquid will make the person that was hit have an unbearable body odor that roots from the arm-pit. This odor lasts for weeks and is very contagious. Leroy & Stitch 593 Heatwaver Designed to make heat waves when he flies. Leroy & Stitch 594 Colm Designed to make soda. Leroy & Stitch 595 Blue Icecrusher A green Fly-like experiment with a bent hammer-shaped face with a body shaped like Faffy from Dave the Barbarian. Designed to crush ice for fishers in the winter. Leroy & Stitch 596 El Carbon Designed to release carbon monoxide to poison the air. Leroy & Stitch 597 Zirconia Designed to compress mineral matter into high-quality gemstones. Leroy & Stitch 598 Gluteous Designed to destroy fishing vessels. Leroy & Stitch 599 Tattoo Designed to make tattoos. Leroy & Stitch 6-Series Num Pod Color Nickname Short Description Episode 600 Blue Woops A purple, skinny, Stitch-like experiment with huge yellow buckteeth, a football-shaped head with three short white-tipped antennae and a short white-tipped tail. Designed to have all the powers of Stitch, but is a klutz who accidentally bumps into everything. The only thing he can say is, of course, "Woops." His one true purpose is being a valued member of Pleakley's bowling team (because the one thing he can actually do is knock things over, including bowling pins). He is the first prototype of Stitch and is a massive failure. 224 601 Blue Kixx A large, purple, muscular, beastly, Tasmanian Devil-like creature with bulky legs and torso, four strong arms with three fingers on each paw, a blue oval spot on each elbow, short ears, hardly any neck, a wide mouth, a round nose, and black eyes. Designed to be a bully with special kickboxing skills. His one true place is teaching kickboxing, and has his own instructional video entitled "Kickboxing with Kixx". He is voiced by Frank Welker. 103, Leroy & Stitch 602 Blue Sinker A small, purple shark-like experiment designed to destroy and sink enemy ships with its large dorsal fin. His one true place is at a Japanese restaurant where he uses his large fin to cut up vegetables and fillet fish for the chefs to make sushi. 124 603 Yellow Zap A bright yellow, living laser beam and has lightning-shaped antennae, dark blue eyes, and a small limbless dog-like body. He was caught by Gantu with the help of experiment 627 in "627", but was later rescued in "Snafu". 123, 226 604 Yellow Houdini A whitish-tan rabbit-like experiment with four brown spots on each elbow and knee, pink mark on his chest and stomach, purple markings on his back and ear tips and a little face with a small mouth, dark pink nose, and huge black eyes. Designed to make anything and himself disappear with a blink of his huge eyes, though he can also make them re-appear. His eyes are sensitive to intense light (i.e. camera flashes), which cause him to blink reflexively and randomly make surrounding objects or creatures disappear. He is named after Harry Houdini. His one true place is as a Hollywood magician. He was one of the twelve new pods found by Lilo and Stitch in "Drowsy". He is voiced by Rob Paulsen. 119 605 Warpstron Designed to warp you into the future. Leroy & Stitch 606 Blue Holio A small, red, chipmunk-like experiment with a large mouth, two thin antennae, and three thin back spines. Designed to create a matter-sucking black hole when he opens his mouth. His one true place is in construction, clearing up waste. He is voiced by Frank Welker. 116, Leroy & Stitch 607 Blue Launch A tan naked mole rat-like experiment with four spines on his back. Designed to warp the fabric of time and space, causing the entire universe to collapse upon itself. 607 itself never actually appeared in the series, but he was the pod on the sandcastle in 627. Rufus the Mole Rat was mistaken for this experiment in the Lilo & Stitch/Kim Possible crossover episode until Stitch identified him as not being one of the "cousins". 123, 208 608 Blue Slugger A small, yellow, pterosaur-like experiment. Designed to deflect projectiles with his tail shaped like a baseball bat. His one true place is as a coaching assistant for Little League baseball. 139, Leroy & Stitch 609 Green Heat An orange doglike experiment with small eyes, a big mouth, small ears and a large black oval on his forehead. Designed to fire heat from the black oval in his forehead. Heat was used by Gantu to defeat Stitch but was defeated in "Dupe". He is rescued by Lilo and Stitch in "Snafu". 126, 226 610 Blue Witch A purple, ghost-like experiment with a white-striped witch hat extending from her head, a yellow heart-shaped mark on her white chest, and wavy arms similar to cloth. Designed to be an evil witch. Leroy & Stitch 611 Blue El Fin (Doomsday) Designed to make the universe implode when Jumba speaks the password. Fortunately, Jumba forgot the password. Called the "ultimate super weapon", Gantu thought that he had 611's pod in "Houdini" but he was actually reading 119's pod upside down. His original name was Doomsday, but this was changed due to a copyright issue. 119 612 Blue Blandzilla A red dinosaur-like experiment with round spikes down its back and two spines on the back of its head. Designed to terrorize cities. Leroy & Stitch 613 Yellow Yaarp A small, blue, lemur-like experiment with Drowsy-like ears, but with darker tips instead of stripes, four arms and a megaphone-like antenna on his head. Designed to make a literally deafening sonic blast. After Pleakley captured him because Stitch could not, he named him with a word from his native planet. His one true place is as an alien invasion alarm and buzzer for Lilo's hula school. He also operates the scoreboard for the game show in "Spike". Leroy & Stitch 614 Blue Gunner A small, bluish teal dinosaur/salamander-like experiment with a roughly reptilian face with wide mouth, small blue eyes, a small round body, little arms and legs with small hands and feet, some dinosaur qualities, long tail, and black markings on his back. He also have a type of Alien/chameleon-like tongue that shoots blue plasma blasts. Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be really well with weapons and destroy everything. Lilo & Stitch 2: Stitch Has a Glitch 615 Yogee Designed to build fatal booby traps in order to steal picnic baskets. Leroy & Stitch 616 Joey Designed to jump across planets. Leroy & Stitch 617 Blue Plasmoid A large green scorpion-like creature with a pincer-less tail. Designed to shoot explosive balls of plasma from his tail. Plasmoid was used by Gantu to defeat Stitch but was defeated in "Dupe". He is rescued by Lilo and Stitch in "Snafu". 126, 226 618 Blue Crystallene A tall and thin purple Angel (624)-like experiment with long crossed, ears, a large nose, small eyes and a thin body designed to turn things into crystals, rubies, diamonds, and gems. Leroy & Stitch 619 Blue Splodyhead A small red, six-legged reptilian dog-like experiment with a red-purple-striped horn on his head, brick-red markings on his forehead and back, short red-orange-tipped ears, blue eyes with red-purple spots around them and a hole-like nose. Designed to shoot fiery plasma blasts from his nose. His one true place is lighting luau torches. He comes over to Lilo's house when he overheated in "Slushy". He later helped fight Slushy with fire against ice. In the episode, Jumba erroneously refers to him as "515". 117, 127 620 Page Designed to possess any other living being. Leroy & Stitch 621 Blue Chopsuey A green, skinny Stitch look-alike with a spiky yellow mohawk and two prominent fangs jutting from his lower jaw. He has all of Stitch's powers and is jealous of all the attention Stitch gets. In the PlayStation 2 game Disney's Stitch: Experiment 626 he steals the DNA that Stitch collects for Jumba, mutating into a stronger form. The plot of this game has since been retconned from canon continuity due to the events depicting Stitch being apprehended immediately after his creation in Lilo & Stitch 2: Stitch Has A Glitch. However, 621 could still have the same physical appearance and personality. He is both very physical and well-equipped. His weapons include Jet-Pack, Grapple-Gun, rocket-launching Big Gun, and Freeze Gun. The second true prototype of Stitch but he does not appear in the series and has no record from Disney so 625 or Reuben takes this prototype number. He also has the strange ability to mutate when power is charged at most extreme. He is voiced by Frank Welker. Disney's Stitch: Experiment 626, Leroy & Stitch 622 Jumby Designed to be Jumba's clone, but he is smaller than him and only speaks alien. Leroy & Stitch 623 Trainer Designed to retrain all Experiments who have lost or forgotten how to carry out their primary functions, and be a master of all combat skills but failed because though he knows all combat skills he only uses judo. Leroy & Stitch 624 White Angel A pink shapely female experiment with a strong feminine resemblance to Stitch and his primary love interest, with two long tendril-like violet-tipped antennae, violet-tipped ears, small eyelashes, white V-shaped symbol, slightly larger chest puffed out and dark pink Stitch-like back markings (originally upside-down heart-shaped or sometimes gone). Designed to sing a song that turns "good" experiments to "bad", though it also worked on Jumba. Stitch and Reuben are immune to her song's effect, as they were created after Angel. The spell can be reversed by Angel singing the song backwards or by playing a recording of her song in reverse. She is in love with Stitch and is the closest one to him. Experiment 625, Reuben, has feelings for her, calling her "toots", "sweet lips" and "hotcakes", but as for Angel, she rejected him. Angel was caught by Gantu after defecting from his side out love for Stitch but rescued in "Snafu". She is voiced by Tara Strong. 125, 215, 226, Leroy & Stitch, Stitch Jam, Stitch! 625 Blue Reuben A golden, koala/marmot-like experiment resembling a chubbier version of Stitch with short ears that flop down at the sides of his head, three small antennae that look like a tuft of fluffy fur, pointed fingers, short stumpy legs, hourglass-shaped marking on his back and two flat teeth sticking out of his mouth and overlapping his bottom lip (in the Disney Adventures Magazine Comics before Lilo & Stitch, he was blue). He is a prototype of Stitch; but while his powers, he is lazy, cowardly, and only makes sandwiches. Only referred to as 625 in the series and Stitch! The Movie, but was finally named Reuben by Lilo during Leroy & Stitch. He speaks English with a hint of a Brooklyn accent. Reuben serves as Gantu's wisecracking sidekick during the series. After receiving his name and working alongside Lilo in Leroy & Stitch, he found his one true place alongside a newly recommissioned (and redeemed) Captain Gantu as his Galley Officer. He is voiced by Rob Paulsen. Disney Adventures Magazine, Most episodes, Stitch! The Movie, Leroy & Stitch 626 N/A Stitch A blue, koala-like experiment with large rabbit-like ears, a wide mouth, a round nose, black eyes, a small, short, stubby tail, two nose wrinkles, one chin wrinkle, three tuffs of sharp hair on top of his head and on his chest as well as two extra, retractable arms, three retractable spines that run down his back (the first spine is the shortest, then longest, then medium), sharp retractable claws on his front and back paws and two retractable antennae on his head. Designed to be abnormally strong, virtually indestructible, super intelligent and very mischievous. He can think faster than a supercomputer, he is fireproof and bulletproof, can spit acid, can hear in different hearing levels, can see in the dark, can jump really high, can climb up walls and walk on ceilings, can roll into a ball, have super sight and hearing and lift objects 3000 times his own weight (but not an ounce more). His only weakness is water, as he cannot swim due to his molecular density. When he becomes good, he has a heart of gold. His one true place is, of course, as Lilo's "dog." He is the first experiment to be created without Dr. Hämsterviel's funding. He is the most successful experiment Jumba has made. He's also the main character and hero in the series and in the movies. After learning of his older "cousins", he and his friend, Lilo, make it their mission to give them a new purpose beyond chaotic mayhem. He has a romantic relationship with Experiment 624, Angel and, later, acts like a brother to both her and Reuben. He is voiced by Chris Sanders. He is the first successful destructing experiment Jumba created after two failures: 600 and 625. All movies, episodes, and magazines 627 Blue N/A A red and yellow, conehead, purple-nosed, monstrous experiment that looks like a bigger, badder, and worse-mannered version of Stitch, with the same face expression, ear notches at the top of each ear, a wiry body, dark eyes, four extra retractable arms, four retractable spines that run down his back (the first and last spine are the shortest, the second spine is the longest, then medium), black sharp retractable claws on his front and back paws, retractable antennae, and an extra retractable head as well. He also have a type of Alien-like outstretchable mouth. He is the first experiment to be created on Earth with limited alien technology and without Dr. Hämsterviel's funding and serves as Stitch's bitter, villainous rival. Designed to have all the powers/strengths of Stitch and 20 other experiments, but none of their weaknesses, and absolutely no ability to turn to good. All 627 can say is "evil". 627 was mostly stronger and healthier than Stitch. 627's other powers include telekinesis, electrokinesis, plasma shoot and ice breath. His only apparent weakness is his loud, uncontrollable laughter. Even though seemingly "indestructible", 627 was outwitted and dehydrated back into an experiment pod by Stitch and Lilo, using a commercially available home food dehydrator, and he had been dehydrated for three years. After this, he did not appear again except for in a video recording in "Mrs. Hasagawa's Cats/Ace" and a dream sequence in "Remmy". He is also briefly mentioned in Leroy & Stitch. He is voiced by Chris Sanders. He is the only experiment to keep his number as a name since Lilo did not give him one. 123 628 Blue N/A Created with 627 or after Stitch defeated 627. Seen only in pod form at the end of "627" as Jumba locked it away in a vault, saying, "So much for experiment 627. Perhaps I will have better luck next time". 123 629 N/A Leroy Stitch's evil twin, with red fur, frilly ears, yellow teeth, bent antennae, three bent spines on his back, a fluffy tail, and a slightly deeper voice as well as two extra, retractable arms and retractable claws on his front paws. Jumba started creating him from a template similar to Stitch, until Dr. Hämsterviel captured him and forced him to make a "new version" of 626. Designed to have all of Stitch's powers, but he also has the ability to disguise himself as Stitch by changing his fur color from red to blue (Dr. Hämsterviel hates the color blue, so he told Jumba to make him resplendent red to match his cape) and instantly regrow his fur. Leroy is very physical, but also makes liberal use of his plasma gun. After naming him "Leroy", Dr. Hämsterviel used a cloning machine to create an army, then sent the original Leroy down to Earth to capture the 624 experiments remaining there. Fortunately, Jumba secretly programmed a failsafe into Leroy before he was charged: If Leroy (or his clones) hears the song "Aloha Oe", his nervous system will shut down. After his defeat, Leroy and his clones are all placed in jail with Hämsterviel. Leroy's number is never mentioned in the movie. Jumba tries to call him "627" as mentioned on the Disney website, but Gantu reminds him that he's already made experiment 627. He is voiced by Chris Sanders. He and all his clones are sent to jail at the end of the movie, where they are seen happily dancing to "Jailhouse Rock". Leroy & Stitch Trivia Disney's Stitch: Experiment 626 featured an experiment series numbered as 700, which were mass-produced by Jumba and served as enemies in the game. In Stitch!, a similar experiment named Dark End is introduced. Although similar to Stitch, it is not among the official experiment series due to Dark End being created by Delia, lacking an official number, and whether or not it is canon based on the anime's disputable canon status. According to the Lilo & Stitch: The Series episode "Skip" (as seen on a monitor) and the Magic Kingdom attraction Stitch's Great Escape (as seen on wanted posters in the exit halls of the attraction), the official shorthand prefix for "Experiment" is "X-" (X with a hyphen). In addition, Jumba referred to Spooky as "X300" in that experiment's episode, further supporting this. Continuity errors Several experiments have been given multiple numbers, such as Bonnie and Clyde, who are called 349 and 350 in their episode but called 149 and 150 in the end credits of Leroy & Stitch. Many of the experiments that appear in the background during the Aloha Stadium battle in Leroy & Stitch are duplicates or recolors and slight edits of existing experiments. They may not be canon experiments, but were put in as screen fillers to make it appear that all 626 experiments were actually there. For example, Experiment 604, Houdini, appears five times in the frame, while Experiment 520, Cannonball, appears eight times; twice recolored, twice re-edited and four times copied. Experiment 540, Phoon, is also seen twice in the scene both in normal and mutated form. A non-existent experiment, "Mamf", was listed as Experiment 272 in the end credits of Leroy & Stitch. The real 272, Wormhole, was listed as 275 (Tickle-Tummy), who was mistakenly left off the list in the movie.
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Post by Freddie on Jul 27, 2019 15:36:42 GMT 1
Background Biology Due to different experiments' original purposes, most experiments each have a unique appearance, powers, and weaknesses. Though all experiments have unique capabilities and functions, most of them have some abilities in common. For one thing, most seem capable of scaling walls like a gecko (as Stitch frequently does); many are able to grow and retract an extra pair of arms and they all seem to be immune to aging, as the experiments remain the same while Lilo and the rest of humanity age 20 years in "Skip".
It is also shown that some experiments' powers (such as Mr. Stenchy (254)'s cuteness, and Checkers (029)'s hypnotic effect) do not affect other experiments, possibly so that these powers do not prevent other experiments from carrying out their primary functions. If affected by other experiments' powers, it might be temporary as Stitch managed to recover from Drowsy (360)'s sleep-inducing program without being exposed to water. Though Angel (624) primarily reverts other experiments (before her time) to evil, Amnesio (303) and Retro (210) can do so as well.
It is also shown that when an experiment is dehydrated, they will deactivate and turn into a small orb called an experiment pod. If an experiment pod gets wet, the experiment will be reactivated and released. According to Jumba, a home food dehydrator is the only known method of deactivating an experiment a second time.
Creation Upon each experiment's creation, it is important that their molecules be charged. If an experiment's molecules are not fully charged, about a year after their creation, they will suffer glitches, during which they will experience seizures and temporarily revert to their original programming. If the molecular charging process is not completed, these glitches will eventually burn out the experiment's circuits and kill them.
Experiment series The first digit of the experiment numbers reflects what series of experiments they belong to. The official series of experiments, as stated by Jess Winfield, one of the executive producers, are as follows:
0-Series: Jumba's test batch, including many household helpers. 1-Series: Civic disturbances. 2-Series: Technological and scientific. 3-Series: Psychological. 4-Series: Military. 5-Series: Elemental manipulators. 6-Series: Battlefield or doomsday experiments with galactic implications and world-ending properties, Jumba's strongest line. For the most part, the colors of the experiment pods correspond to the series numbers; however, some of the pods are colored incorrectly.
List of experiments 0-Series Num Pod Color Nickname Short Description Episode 000 Cyber A purple version of Stitch with the same abilities, but he is turning into a black, cyborg experiment, part machine part alien. His alien form resembles a cross between some sort of lizard, and koala (and robot) with bat-like face. He has two cyborg arms, three spider-like legs, and half-helmet (right half of his face is metal) with big black cyclopic-like right eye from some unknown incident. His cyborg arms serve many purposes such as cybernatic wiry rope, laser guns, forked harpoon, and welding tool, and his cyborg eye has zoom functions and improves his aim. He is an evil experiment that is a cyborg version of Stitch. He then attempts to put an early ending to their emerging rivalry by proceeding in kidnapping Angel. He is voiced by Paul St. Peter. Stitch! 001 Blue Shrink A small purple experiment with a white lower jaw and chest, three wobbly legs, two stubby little arms and two floppy antennae with two rings on each antenna. Designed to zap a green ray from his antennae to change the size of objects. His picture appears on the wall of Jumba's lab in Leroy & Stitch, along with several other pictures of Jumba and Dr. Hämsterviel's early accomplishments. Leroy & Stitch 002 Purple Doubledip A purple opossum-like experiment with two light purple stripes on the back of his ears, beady eyes and an orange nose (In Leroy & Stitch, his nose is dark purple). Designed to double-dip food. His one true place is with Mrs. Hasagawa as one of her "cats". He somehow changed in size in Leroy & Stitch. 220, Leroy & Stitch 003 Howcome Designed to annoy Jumba's neighbors by asking repetitive questions like "How come?" and "Why?" Leroy & Stitch 004 Squawk Designed to act like a parrot and annoy people with a shrill shriek. Leroy & Stitch 005 Truxx Designed to move Jumba's heavy equipment. Leroy & Stitch 006 Percy Designed to make you walk on all fours. Leroy & Stitch 007 White Gigi (also known as "Yapper") She is a white Shih Tzu-like experiment with a purple bow. Designed to annoy people with her constant barking. She behaves like a typical "good dog": does tricks, licks her owner's face, fetches the morning paper, etc. Because of her appearance and behavior, 007 was adopted by Mertle and wasn't recognized as an experiment until Jumba saw her. Her episode is named "Yapper" after the nickname Lilo gave her, but she is officially "Gigi" on the experiment name list in Leroy & Stitch. Her one true place is with Mertle as her pet. In Leroy and Stitch, it is revealed that she can speak English very well. At the end of the movie, Mertle joins Lilo and Stitch's ohana because Gigi wants to be in it with the rest of Jumba's experiments. She is voiced by Tress MacNeille. 108, 118, 209, Leroy & Stitch 008 Carmine Designed to smother people in caramel. Leroy & Stitch 009 Red Pop Designed to pop balloons at the enemy to surprise and disorient them. Leroy & Stitch 010 Green Felix/Oscar A green anteater-like experiment with a small body, mouth, arms and legs, a thin tail with a brushy fuzz at the end, a vacuum-like trunk that can fire lasers, dark eyes, short ears, and three dark-tipped spines. Designed to sterilize, disinfect, and clean everything in sight. However, he had a problem with doing these tasks: he threw anything away, assuming it was trash, and tried to "sterilize" anyone, assuming they were germs. 010 was upgraded to try to be less of a neat-freak. Instead, he turned into a dirt-maker (renamed Oscar), so Lilo gave him to Gantu. Gantu sent 010 to Hämsterviel, who didn't like him and sent him back. Gantu set him free, and Lilo and Stitch found him. Later, after he was upgraded, they sent him back to Gantu, who sent him back to Hämsterviel, who sent him back to Gantu when Woops almost broke his cover. Felix/Oscar was rescued later in "Snafu." The only thing that 010 can say with both of his upgrades is dirty, but with Felix he says it disgustedly, while with Oscar he says it happily. Both of 010's names are a reference to the main characters of The Odd Couple. He is voiced by Tress MacNeille. 131, 224, 226, Leroy & Stitch 011 Inkstain Designed to spill ink on everything. Leroy & Stitch 012 Antitherm Designed to keep Jumba's lab insulated and make for Jumba a sunny day. Leroy & Stitch 013 Furry Designed to make people grow more hair. Leroy & Stitch 014 White Kernel A tan gourd-shaped experiment with a large opening at the top of his head. Designed to pop popcorn. His one true place is in a movie theater. Was mentioned in "Angel" when Jumba falsely said, "624 is harmless early experiment. Designed to...pop popcorn for Jumba's movie night." Leroy & Stitch 015 Ruggles Designed to be a rug that trips you as you walk over him. Leroy & Stitch 016 Malt Designed to make frozen treats for Jumba. Leroy & Stitch 017 Lidds Designed to take lids off containers. Leroy & Stitch 018 Puck Designed to be a hockey puck that never misses the goal, and never goes in the opposing team's goal. Leroy & Stitch 019 White Clumsy Seen in pod form in Stitch! The Movie. Pod says 19 instead of 019. Designed to drop things. Leroy & Stitch 020 Red Slick A fast-talking, pink experiment with a resemblance to Jumba and Cannonball (520), but with a smaller face and two ebony-black eyes who wears a straw boater hat and bowtie, carries a cane, and acts as a salesperson who never turns down a customer. Designed to be able to sell anything to anyone. Lilo used him to get ahead in the chocolate bar selling contest/fundraiser, but Mertle took him. When Lilo took him back, Mertle took him back again. Lilo tried to take him back once more, but found out Mertle sold him to Reuben. Slick was rescued, but Lilo had to give up the contest by giving her last chocolate bar to Gantu as a swap for Slick. His one true place is at a fundraiser, following which he began working for charity, not profit. Slick was one of the experiments Lilo turned to for the capture of Ploot, but besides selling her an umbrella that she later used against Ploot, he didn't/couldn't help. He is voiced by Jeff Glen Bennett. 205, 217, Leroy & Stitch 021 Green Twang A yellow rabbit-like experiment with blue fluff in his ears. He is very manipulative and sly. Designed to absorb likeness and popularity to mutate through three forms. The first is described above, the second is similar to the first but has four arms, is larger, and is much more buff. The third is an ugly, snot-green figure with only two arms, and a huge purple nose. He can switch back to his first form after he's been the second. He is extemely intelligent and specializes in the flute. Leroy & Stitch 022 Purple Hertz Donut A dark-green, seahorse-like experiment with lips shaped like a donut. He is designed to shoot donuts out of his mouth that restrain movements. Leroy & Stitch 023 Cyclo Designed to spin at high speeds making you feel dizzy. Leroy & Stitch 024 Purple Hamlette An experiment designed to turn objects into ham. She was activated when Mrs. Hasagawa's cats were activated, as indicated by Gantu's experiment computer, but did not physically appear in the episode. She was referred to in Remmy when Pleakley said, "Is that the one that turns everything into ham?" 215, 220 025 White Topper A small yellow star-shaped creature with a little antenna on his head. Designed to be a beacon to signal the alien attack fleet, but the official Disney website states his purpose is to keep people awake with his bright light. Topper is given to a little girl as a Christmas present, then placed atop the local Christmas tree and emits a light so bright that aliens from other galaxies can see him from Earth. His number is likely a reference to Christmas Day (December 25). He is voiced by Tress MacNeille. 114, 132, Leroy & Stitch 026 Pawn Designed to grab hot plates and other dangerous/fragile materials for Jumba, and make you obsessed with chess, but Jumba accidentally added shrimp DNA into the mix so the only way you could become obsesed is if you were playing near water. Leroy & Stitch 027 Plushy Designed to turn you into a toy. Leroy & Stitch 028 White Lori Designed to make you jump up and down constantly. Leroy & Stitch 029 Yellow Checkers A yellow centipede-like experiment that sits curled up like a crown on people's heads. Designed to make his wearer a king or queen by hypnotizing those around them, with the exception of other experiments. The victims retain their normal personality while under its control, and the effect immediately wears off once Checkers is removed. Lilo first donned him, but her so-called good intentions got many people arrested by Mertle for being "troublemakers" when they accidentally disobeyed Lilo's rules. When Lilo decided to step down, Gantu took Checkers and was in power until Stitch gathered several experiments to help overthrow him. 207, Leroy & Stitch 030 Green Vialet A smaller purple Gotchu (031)-like experiment with two pincers instead of four and a dragon-like tail. Designed to turn everything a vulgar shade of purple. Leroy & Stitch 031 Gotchu An orange lobster-like experiment. Designed to run around and pinches things with his four pincers. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 032 Green Fibber A small orange experiment with small body, arms and legs, a large head with dark orange mark on the forehead, little antennae, a little mouth, a round nose, black eyes and four ears. Designed to detect lies. When a lie is told, he beeps loudly and the pattern on his forehead lights up. The bigger the lie, the louder he beeps, and the brighter the pattern lights up. Fibber was captured by Gantu, but rescued by Lilo and Stitch in "Snafu." He was also part of Pleakley's E.A.R.W.A.X. group in "Spike." Which was a blooper in the episode since he was captured by Gantu at the time. He is voiced by Jeff Glen Bennett. 113, 201, 224, 226, Leroy & Stitch 033 White Hammerface A blue dinosaur-like experiment with short forearms and a thick tail and legs. Designed to drive in nails around Jumba's house with his hammer-shaped head/face, but at times he will pound living things. He was used by Gantu to defeat Stitch in "Dupe" and rescued by Lilo's rescue team in "Snafu." 033 was called "Hammerhead" by Pleakley in "The Asteroid". In "Stitch! The Movie", his number is 124. 109, 126, 213, 215, 224, 226, Leroy & Stitch 034 Splort Designed to ruin friendships. Leroy & Stitch 035 Philip Designed to be a bouncer for Jumba's lab but failed because he wouldn't let anyone in, not even Jumba. Leroy & Stitch 036 Green Poki A small yellow and brown opossum-like experiment with a spiked tail. Designed to poke holes in liquid containers. He was seen in "Shoe," where he helped turn Jumba's ship into a hotel by putting up an umbrella over an outdoor table and holding a palette for Lilo to paint an arrow sign titled "Jumba & Pleakley's Bed & Not Breakfast." 203, 215, Leroy & Stitch 037 Snipper Designed to give Jumba's luxurious hair a trim. Leroy & Stitch 038 Plats Designed to plait Jumba's hair. Leroy & Stitch 039 Atlas Designed to be a globe for over 400 different planets. Leroy & Stitch 040 White Backhoe A gray mole-like experiment with large black claws. Designed to scrape up vegetation, and is also an efficient digger. He was first seen in "Shoe," where he dug the pool for "Jumba & Pleakley's Bed & Not Breakfast," and was part of the "rebellion" in "Checkers." 203, 207, 215, Leroy & Stitch 041 Kitsch Designed to do Jumba's washing up. Leroy & Stitch 042 Itch Designed to make you extremely itchy. Leroy & Stitch 043 Cubesteak Designed to make food and meat square. Leroy & Stitch 044 Green Forehead A pink, four-headed mustached experiment with four arms and four red bowties on his necks that speaks English. Designed to sing barbershop music off-key, agonizing anyone who hears it. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 045 Melvin Designed to give people "Melvin's" (a type of wedgie). Leroy & Stitch 046 Wedgie Designed to give people wedgies. Leroy & Stitch 047 Green Lorider A blue platypus-like experiment with an accordion body. Designed to pull down people's pants, therefore causing public humiliation. Leroy & Stitch 048 Purple Echo Designed to "echo" everything you say throu its big mouth on its forehead Leroy & Stitch 049 White Picker This experiment was seen in pod form in Stitch! The Movie. His pod says 49 instead of 049, possibly due to the angle. Designed to pick fruit from Jumba's neighbor's tree. Stitch! The Movie 050 Dunk Designed to dunk people in any body of water. Leroy & Stitch 051 Green Hocker A green experiment with a huge blue nose and a yellow spot around his eyes and a yellow stripe on his ears and tail (In his episode the spots and stripes were originally red.). Designed to spit acidic saliva that can burn through wood in about three seconds. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 052 White Coco A chocolate-colored pink-haired lizard/Stitch-like experiment. Designed to turn things into chocolate (from a Disney Adventures magazine). She was given to Lilo by Stitch for her birthday. Disney Adventures Magazine 053 Whine Designed to make you whine and complain about everything. Leroy & Stitch 054 Blue Fudgy An experiment made of chocolate that looks like a blob. Designed to drown people in his sticky sweetness. When he was activated, he was called 119, and he was mistaken for experiment 611. The mistake with his number was due to Jumba's untidy database, although Jumba later corrected this mistake. Was rescued in "Snafu." 119, 226 055 Snarfhonk Designed to make a horrible honking noise and make you speak in a series of random noises like "beep ping ping boing". Leroy & Stitch 056 Nibbiolo Designed to nibble on the corners of anything. Leroy and Stitch" 057 Tenderizer Designed to tenderize heat up Jumba's meat. Leroy & Stitch 058 Shortsheet Designed to short-sheet beds. Leroy & Stitch 059 Tornette Designed to tear paper in half. Leroy & Stitch 060 Plink Designed to make the color you see change from color to black and white, but failed because its effects made you see in pink. Leroy & Stitch 061 Anachronator Designed to make Jumba's technology better by bringing technology from the future. Leroy & Stitch 062 White Frenchfry A small gray and white mustached experiment with four arms with three fingers on each hand, black eyes, a round nose, a little mouth, short ears, a chef's hat, and a spatula for a tail. Designed to use his lightning speed, which allows him to instantly prepare food or whip up a mini-tornado in battle. He is also the only experiment in the series that speaks French. Designed to be Jumba's personal chef, but instead made unhealthy food that quickly made people fat and overweight, then ate the fattened victims. However, he stopped when he learned that healthy food could be just as delicious. His one true place is running a healthy French fry hut. 202, Leroy & Stitch 063 Pufferizer Designed to make people puff up like a balloon. Leroy & Stitch 064 Nappifier Designed to make you take a nap, (temporary). Leroy & Stitch 065 Britfood Designed to be a better version of Frenchfry (062) but she only serves seafood or shrimp other than junk food. Leroy & Stitch 066 Glam Designed to make Jumba look super snazzy. Leroy & Stitch 067 Shady Designed to make shades. Leroy & Stitch 068 Tom Designed to improve Jumba's TV reception. Leroy & Stitch 069 H. T. Designed to be a hot tub for Jumba. Leroy & Stitch 070 White Flopjack Seen in pod form in Stitch! The Movie. Pod says 70 instead of 070. Designed to make flapjacks for Jumba, but is a flop (doesn't work). Stitch! The Movie 071 Yellow Penny Seen in pod form in Stitch! The Movie. Pod says 71 instead of 071. Designed to drop pennies off high areas. Leroy & Stitch 072 Stickystuck Designed to put glue on chairs and glue things together with sticky saliva. Leroy & Stitch 073 Cornerpiece Designed to be a corner piece for a corner Jumba couldn't do anything better with. Leroy & Stitch 074 White Welco A pink balloon-dog-experiment with a heart-shaped tail. She has humaniod eyes and big lips. Designed to spit temporary solid bubbles. This experiment was seen in pod form in Stitch! The Movie. Pod says 74 instead of 074. Stitch! The Movie 075 WooWoo Designed to make you over-confident. Leroy & Stitch 076 Bath Matt Designed to be a bathmat. Leroy & Stitch 077 White Zawp A fat purple Nosy (199)-like experiment with black nails, a dark blue stripe around his torso between his chest and stomach, a dark blue circle on the top of his head, dark blue-striped ears, a larger belly and a slightly smaller, gold nose. Designed to irritate people with his constant snoring. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 078 White Snozzle Seen in pod form in Stitch! The Movie. Pod says 78 instead of 078. Designed to sneeze fake money. Leroy & Stitch 079 Fogger Designed to fog up windows. Leroy & Stitch 080 Dan Designed to entertain Jumba by playing the violin. Leroy & Stitch 081 Backscratcher Designed to scratch part of back Jumba can't reach. Leroy & Stitch 082 White Plunge Seen in pod form in Stitch! The Movie. Designed to unclog Jumba's toilet, after he had an... incident. Pod says 82 instead of 082. Stitch! The Movie 083 Grimple Designed to be a bug catcher in order to make the natural order become chaos. Leroy & Stitch 084 Subwoof Designed to woof if he sees a bus. Leroy & Stitch 085 Screwup Designed to be nothing Jumba screwed up. All he does is lay down and do nothing. Leroy & Stitch 086 White Clink A big green mouthless crab-like experiment with four legs, two large claws and a window on its chest. Able to capture and confine any other experiment inside the holding tank in his stomach by splitting in half, surrounding whatever he wants to catch, and joining together again. When Clink splits in two, he works with himself, yet he seems to have a separate mind for each half. 20 years in an alternate future, Lilo, Stitch, and Skip encountered Clink in the possession of Hämsterviel, who ruled Earth and the rest of the universe. 206 087 Puddles Designed to cry so much that she makes puddles. Leroy & Stitch 088 Decrisper Designed to make Jumba's burnt food less crispy by putting it in his pouch in his belly. Leroy & Stitch 089 White Skip A purple hourglass-shaped experiment with small eyes. Designed to skip time by 10 minutes, because Jumba was too impatient to wait for his microwave to reheat his leftovers. However, there was an error in his program: he skips time by ten years. Fortunately, he has a reset button. Lilo used him to jump ahead 10 years and become a teenager, then 20 years later to become a full-fledged adult. However, since Lilo and Stitch were gone for 20 years, no one was there to catch experiments except Gantu. So 20 years later, Hämsterviel ruled Earth. 206, Leroy & Stitch 090 Fetchit This experiment was activated when Mrs. Hasagawa's cats were. Designed to fetch the morning paper for Jumba. 220 091 Nutsy Designed to steal things and replace them with walnuts. Leroy & Stitch 092 Gutman Designed to have super strength. Leroy & Stitch 093 Unkind Designed to be unkind to everyone for no reason whatsoever. Leroy & Stitch 094 White Louis B. Seen in pod form in Stitch! The Movie. Designed to make and play horror movies to scare away nosy neighbors. Pod says 94 instead of 094. Stitch! The Movie 095 Coaster Designed to be a roller coaster without tracks. Leroy & Stitch 096 Cable Dude Designed to fix a TV's cable by plugging himself into the back of the TV. Leroy & Stitch 097 Dogalarm Designed to be a living dog whistle. Leroy & Stitch 098 Cooper Designed to make people cooperate with each other. Leroy & Stitch 099 Spot A spotlight experiment that was supposed to be in "Spike" but was removed, and was supposed to appear later. He shines a spotlight on people. Originally 201 (but was removed) 1-Series Num Pod Color Nickname Short Description Episode 100 Trickster Designed to pull tricks on people using the hammer-like appendages on his arms. Leroy & Stitch 101 Trike Designed to tickle people who ride him. Leroy & Stitch 102 Green Stopgo A yellow experiment with a long, narrow neck like a traffic pole, and a traffic light-shaped head with a green and red light (most likely his eyes, oriented vertically) on each side of his head. Designed to cause traffic jams. He was seen in pod form in "Drowsy" and seen activated in Leroy & Stitch. When he first appeared, he was called 239 due to Jumba's untidy database, but this mistake was corrected. His one true place is as a traffic light. 137, Leroy & Stitch 103 Purple Stamen A tan-gray, upside-down ice cream-shaped, mouse-like experiment with an oval body, little arms and legs, big ears, a big mouth, no tail, black eyes, a round blue nose and rabbit-like ears. Designed to prevent pollination of flowers by attracting alien "bees" to himself. He was first seen being rescued in "Snafu." 226, Leroy & Stitch 104 Lapse Designed to destroy enemy weapons and electronics such as computers and blasters with the horn on his nose. Leroy & Stitch 105 Fold Designed to fold paper until its permanently unreadable. Leroy & Stitch 106 Spindle Designed to steal and eat threads. Leroy & Stitch 107 Yellow or Purple Mutilate Seen in pod form in Stitch! The Movie. Designed to make people think the right thing is wrong and the wrong things is right. In one scene his pod was yellow, but in another it was purple. Stitch! The Movie 108 Nudge Designed to nudge you. Leroy & Stitch 109 Sounder Designed to be a party animal and make people dance non-stop, his other powers are sonic screech and super strong tail. Leroy & Stitch 110 Red Squeak A small red mouse-like experiment, vaguely resembling animator Friz Freleng's character Sniffles from the Warner Brothers Merrie Melodies series. Designed to annoy entire planets with his never-ending talking. He is voiced by Rob Paulsen. 201, Leroy & Stitch 111 Blue Mulch A red experiment that resembles a push-mower. Designed to tear up the ground beneath his feet. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 112 Green Toons A yellow platypus-like experiment with an orange mane and a rectangular vacuum-like mouth. Designed to transform into the subject of any drawing inserted into his mouth, as well as has the ability to make images on paper come to life in 3D. Leroy & Stitch 113 Purple Shoe A green and white sloth-like experiment with a wiry body and a round face with black eyes, a small dark purple round nose, a wide mouth and two long, curved horns. Able to control luck. When his horns are up, they cause good luck. When down, they cause bad luck. He can be switched from bad luck to good luck by flipping his horseshoe. His one true place is at a miniature golf course, where he makes people score holes-in-one. 203, Leroy & Stitch 114 Skyooz Designed to destroy the ozone layer. Leroy & Stitch 115 Sellby Designed to sell you things at high prices. Leroy & Stitch 116 Switch Designed to put switches in the opposite directions (ex. If something is “Off” he’ll turn it “On”.) When he points his tails at two different people he has the power to switch the two. Leroy & Stitch 117 Tock Designed to change the times on all clocks. Leroy & Stitch 118 Fink Designed to betray you. Leroy & Stitch 119 Inverto Was misunderstood as Experiment 611. He was reported by Dr. Jacques Von Hämsterviel as a chocolate experiment who droves people into his sweetness, which actually is Experiment 054 (Fudgy). 119, Leroy & Stitch 120 Purple Snafu A small dark green-teal octopus-like experiment with a roughly reptilian face with wide mouth, small white eyes with black pupils, a small round body, little arms and legs with small hands and feet, little tail, black markings on his back, and six tentacles on his large dome head; three on each end of his head. Designed to foil enemy plans by any possible means. He will ruin any plans to catch him. The only way to catch him is by accident. Named for the acronym SNAFU. 226 121 Sappy Designed to make people more and more sappy. Leroy & Stitch 122 Blue Dorkifier A pink calf-like experiment with two horns. Designed to zap a pink ray from his horns that changes anyone's appearance into something ridiculous. Also, the new dorky clothes cannot be taken off the victim, until his horns are turned like Shoe. Leroy & Stitch 123 Red Carmen A pink, blue-eyed, antennaless, Angel (624)-like experiment, wearing a headdress of fruits and holding a maraca in each of her four hands. Designed to make people dance until they drop, after her namesake Carmen Miranda. Leroy & Stitch 124 Rhymer Hammerface was mistakingly labeled 124 in Stitch! The Movie due to Jumbas untidy Database. Designed to make and sing rock music. Leroy & Stitch 125 Gibberish Designed to reflect soundwaves and once reflected it will come back to you as gibberish. Leroy & Stitch 126 Purple Stank A black skunk-like experiment with purple eyes. Designed to launch out spheres of repulsive odor from underneath it's fur. Leroy & Stitch 127 Dembums Designed to annoy you by playing his demon music. Leroy & Stitch 128 Purple Bugby A small green mosquito-like experiment with four eyes. Designed to turn whole civilizations into harmless little insects. Anyone turned into an insect can understand all other insects and arachnids. The only way to reverse the effect is with a machine built by Jumba. 128 was later reprogrammed to only turn inanimate objects into insects. His one true place is helping farmers by turning rocks into swarms of aphid-eating ladybugs. 223 129 Crutch Designed to break bones. Leroy & Stitch 130 Bonez Designed to take your bones so you become a squishy blob. Leroy & Stitch 131 Poik Designed to slap you three times. After she did it, she will laugh until she slaps another person. Also her laugh is loud and sounds like "poikpoikpoikpoik" Leroy & Stitch 132 Spoony Designed to steal spoons at lunch time. Leroy & Stitch 133 White PJ An orange and tan koala-like experiment with a white face, a wide mouth, red nose, black eyes, yellow-tipped antennae that mix with thin rabbit-like ears, and a functioning blow-horn for a tail (reminiscent of Harpo Marx's trademark horn) which he squeaks instead of speaking. He wears joke eyeglasses with a fake nose and mustache resembling those of Groucho Marx. Designed to play practical jokes on people, hence his name P(ractical) J(oker). His one true place is as an opening act for Moses's Hula gig. In the group photo taken at the end of Leroy & Stitch and the Disney.com Lilo and Stitch experiment gallery, PJ is not wearing his glasses. It is possible that the glasses were broken during battle. 209 134 Purple Shredder A green experiment with sharp steel teeth, large ears and a blue nose. Designed to shred important documents. His one true place is with Mrs. Hasagawa as one of her "cats." 220 135 Remote Designed to enter anybody's house and eat their remotes. He can serve as a universal remote to cause havoc by shutting down TVs. Leroy & Stitch 136 Yellow Gloomy Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make you feel sad and depressed. Lilo & Stitch 2: Stitch Has a Glitch 137 Flip Designed to flip things over. Leroy & Stitch 138 Dropsy Designed to make you drop things. Leroy & Stitch 139 I Know You Are But What Am I Designed to mimic what people say. Leroy & Stitch 140 Changeling What Jumba wanted from 140 was an evil experiment that would tear apart complicated wiring and computer systems. What he got was a small cute pink pig-like experiment with no desire to destroy anything. However at night 140 transforms into a purple, four-legged added demon that proceeded to carry out his primary function. In the morning he goes back to a little pink pig experiment. Leroy & Stitch 141 Burr Designed to make it really cold. Leroy & Stitch 142 Blondie Designed to dye your hair blond. Leroy & Stitch 143 Purple Clog Mentioned in "Skip" when Reuben said, "That one whose hair is always clogging the sink." Designed to clog up drains with his hair, as Reuben implied. 206 144 Samolean Designed to dig for gold in the mines. Leroy & Stitch 145 Bragg Designed to make you extremely conceded and braggy. Leroy & Stitch 146 Blue Flashbomb Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make you blind with his constant flashes. Lilo & Stitch 2: Stitch Has a Glitch 147 Newton Designed to have control over gravity. Leroy & Stitch 148 Purple Weasel A brown weasel-like experiment. Designed to climb up planetary leader's pant legs during public appearances. Leroy & Stitch 149 Purple Bonnie A light green koala-like experiment smaller than Stitch with a yellow stomach, a slim body, small antennae, big dark blue eyes, a big head, a wide mouth with two fangs sticking out, a round nose, rabbit-like ears, two dark green marks on the back of her head, dark green, arrow-like patches on arms and legs, and a yellow V-shaped stripe on her forehead, found with 150. Named after bank robber Bonnie Parker. Designed to steal things without the victim's knowledge, as well as her special weapons are pistol and plasma gun. 149 and 150 are captured and end up in prison as convicts, but they are paroled as part of the rescue party in "Snafu." She is voiced by Tress MacNeille.
Note: She is called 349 in the episode but is officially 149 on Disney website.
135 150 Purple Clyde A light brown bear-like experiment with a roundly built body, a round face with a wide mouth, a small black nose, little pointed ears, little stubby antennae, black eyes, and a lantern chin, with a sort of Swiss army knife-like gun for a right hand on a robotic arm from the elbow down, found with 149. Named after bank robber Clyde Barrow. Designed to steal things without the victim's knowledge. 149 and 150 are captured and end up in prison as convicts, but they are paroled as part of the rescue party in "Snafu. Seen in pod form in Stitch! The Movie. He is voiced by Rocky McMurray.
Note: He is called 350 in the episode but is officially 150 on Disney website.
135 Leroy and Stitch 151 White Babyfier A small pink oddly sheep-like experiment with a big head, purple insect-like wings, a yellow pacifier in his mouth and a baby rattle-shaped tail. Designed to disable planets by turning adults into babies with a pink powder shaken from his tail. The antidote is a mix of two teaspoons of applesauce, one cup of milk, three bananas, and 100% kona coffee. His one true place is at the dog pound making older dogs young again, thus making them more appealing to potential adopters. 136 152 Mama Frita Designed to give you leftover food. Leroy & Stitch 153 XYZ Designed to unzip people's pants while they are being worn. Leroy & Stitch 154 Frapp Designed to turn hot things cold. Leroy & Stitch 155 Burger Designed to make different kinds of burgers. Leroy & Stitch 156 Shopahol Designed to make any person addicted to shopping. Leroy & Stitch 157 Red Hotl Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to give off a pleasant warmth that gradually increases. Lilo & Stitch 2: Stitch Has a Glitch 158 Purple Finder A red aardvark/shrew-like experiment with little arms and legs, no tail, a long snout, black eyes, and large rabbit-like ears. Designed to find anything and honk when he finds it, even spinning his ears like helicopter blades if necessary in order to find what he has been asked to locate. His one true place is operating a "Lost and Found" service on the beach. He was in the rescue party for "Snafu."
Note: Finder is called 458 in his episode but on Disney website, and in Skip's episode, he is called 158.
130 159 Nacho Designed to steal cheese. Leroy & Stitch 160 Rabbit Designed to eat all the vegetables in a local area so that Jumba wouldn't have to. Leroy & Stitch 161 Grumbelly Designed to make you look very angry if you eat his cherry. Leroy & Stitch 162 Tub Designed to be a hot tub but hates water. Leroy & Stitch 163 Dumbell Designed to to annoy you by repeatedly ringing his bell. Leroy & Stitch 164 Lesdyxia This experiment's name is a hidden joke: Dyslexia read by a dyslexic person. Designed to give you dyslexia. Leroy & Stitch 165 Sandy Designed to create sandstorms. Leroy & Stitch 166 Peppah Designed to put pepper on 155's burger. If you ask him what did you put there? He only says "peppah!" Leroy & Stitch 167 Frizzy Designed to freeze time. Leroy & Stitch 168 Redped Designed to make everything red, and play loud music. Leroy & Stitch 169 Rolo Designed to be a living ball that rolls anywhere nonstop. Leroy & Stitch 170 Daze Designed to cause blizzards. Leroy & Stitch 171 Rich Designed to give you counterfeit money. He works with 172 and 173. When Jumba was making 171 the embryo split into 3 so he only has 2 of the 6 powers he was supposed to intelligence and strength. He is good, but he is weak-willed and is usually bullied into being evil by 172. Leroy & Stitch 172 Yellow Ditch This experiment was seen in pod form in Stitch! The Movie. Designed to dig ditches in the most inconvenient places. He works with 171 and 173. When Jumba was making 171 the embryo split into 3 so he only has 2 of the 6 powers he was supposed to speed and sharp claws. Stitch! The Movie 173 Mitch Designed to be the leader. she works with 171 and 172. When Jumba was making 171 the embryo split into 3 so she only has 2 of the 6 powers she was supposed to flight and a lethal sting. She is neutral but tens to choose evil because of her brother 172. Leroy & Stitch 174 Nopost Designed to steal mail. Leroy & Stitch 175 Kite Designed to fly like a kite with you on his back and drop you in jail. Leroy & Stitch 176 Yellow Allsox This experiment was seen in pod form in Stitch! The Movie. Designed to do the opposite of what Nosox (204) does. Instead of stealing socks, he helps people to find their missing socks. Stitch! The Movie 177 White Clip A small yellow hairball-like experiment with a pink bow, dark blue eyes, and long scissor-like claws. Designed to eat Uburnium (an efficient, cheap, and abundant fuel used in outer space) in order to create a fuel crisis. However, in Jumba's native language, the word "Uburnium" closely resembles the word for "hair", so she eats hair instead of Uburnium (in fact, Jumba had more before her creation). As 177 eats more hair, she grows larger and larger, to where she can only be tamed by shampoo and hair conditioning products. Her one true place is cutting hair at the beauty salon. 112, Leroy & Stitch 178 Barkleigh Designed to bark loudly through his megaphone mouth when he hears a noise. Leroy & Stitch 179 Yellow Bumper Seen in pod form in Stitch! The Movie. Designed to bump things over. Leroy & Stitch, Stitch! The Movie 180 Boggle Designed to confuse or mystify experienced physicists alike. Leroy & Stitch 181 Roberts Designed to crank up the TV to its maximum volume. Leroy & Stitch 182 Ollie Designed to be a living radio and annoy people by playing a music when he sees a person sleeping. Leroy & Stitch 183 Detour Designed to give you good directions when you aren't lost. Leroy & Stitch 184 NPH Designed to give you a “Normal Pressure Hydrocephalus”. Leroy & Stitch 185 Splutter Designed to have various gas-emitting stud-like orifices surrounding its body. Leroy & Stitch 186 Laakso Designed to make things salty and can swim very well. Leroy & Stitch 187 Cal Designed to perform work such as carrying objects on his back. Leroy & Stitch 188 Forward Designed to fast forward the show you’re watching until it ends. Leroy & Stitch 189 Hotcold Designed to switch the hot and cold valves on sink faucets. Leroy & Stitch 190 Florrie Designed to destroy flower vases. Leroy & Stitch 191 Roxy Designed to make trash and litter appear everywhere. Leroy & Stitch 192 Breakup Designed to break up things. Leroy & Stitch 193 Will Designed to throw water balls. Leroy & Stitch 194 Trax Designed to be the guard for Jumba’s lab. Leroy & Stitch 195 Whoooa! Designed to be so much fun you never get any work done. Leroy & Stitch 196 Escalater Designed to used his scales on his back as an escalator. Leroy & Stitch 197 Pretzel Designed to eat all the chocolate 052 made. Leroy & Stitch 198 Carat Designed to put lots of rats inside your car. Leroy & Stitch 199 Purple Nosy A red pig-like experiment with a pink stomach from the chin down, a roundly built body with thick legs, huge arms with three small fingers on each hand, a wide mouth, a very big nose, little black eyes, little rabbit-like ears, black markings on his back and black stripes on the front of his legs. Designed to snoop out enemy secrets but ends up finding out mostly useless gossip. Also, Jumba programmed 199 to be an expert escape artist. He was later caught by Gantu, who thought that 199 would tell him all of Lilo and Stitch's files. Instead, he only talked about useless information and revealed secrets about Gantu to 625. Woops (600) "accidentally" broke Nosy's capsule on Gantu's ship, freeing him. He is voiced by Bobcat Goldthwait. 128, 224 2-Series Num Pod Color Nickname Short Description Episode 200 Adam Designed to be very simple, and not do much except when seduced by 372. Leroy & Stitch 201 White Geigenstein This experiment was one of the pods in Mrs. Hasagawa's dish that was not activated. Designed to eat books so no knowledge is gained. 220 202 Red Jam A purple bat/lizard-like experiment with four arms, a lion-like tail, large wings on his shoulders and a Stitch-like face. Designed to jam radars with his high-pitched screech. Activated at the end of Stitch! The Movie, although his pod was mislabeled as 455. Stitch! The Movie 203 Green Snipe Seen in pod form in Stitch! The Movie. Designed to hunt people down. Stitch! The Movie 204 Green Nosox A gray experiment shaped like a four-legged washing machine designed to make socks disappear. 204 was among the 12 new pods Lilo and Stitch brought home. Nosox was one of the experiments rescued in "Snafu", because Gantu caught him around "Amnesio". 137, 226 205 Cheney Seen in pod form. Designed to to zap a person then zap a house, planet, etc. and make the person own it. 206 206 Maggie Designed to use her different kinds of guard-like disguises to brake into stores and let robbers in. Leroy & Stitch 207 Barcode Designed to reveal your pin codes by writing on walls. Leroy & Stitch 208 Hoax Designed to collect atmospheric data. Leroy & Stitch 209 Smoot Designed to be so cute that anyone who sees him will do whatever he says. Leroy & Stitch 210 Blue Retro A small orange dinosaur-like experiment with a purple nose, tiny gold-tipped ears, gold markings on his back and spots around his eyes and a thick, short tail and legs. Designed to turn enemy weapons and technology into their most primitive state by wrapping his tongue around the object, rendering the object useless as he lets go. This process also works on people and other items, and it can be reversed by spanking 210's bottom three times while his tongue is wrapped around the de-evolved person or thing. His one true place is making a prehistoric zoo. 214, 224, Leroy and Stitch 211 Jangle Designed to turn things and humans into monkeys. Leroy & Stitch 212 2-Late Designed to make you 2 hours late. Leroy & Stitch 213 UHF Designed to speak at an Ultra High Frequency. Leroy & Stitch 214 Green Pix A blue camera-like experiment with arms with three legs similar to a tripod. Designed to take only bad pictures of people. He takes the pictures with his "nose" and develops the pictures like a Polaroid camera with the pictures coming out of his mouth. His one true place is with Mrs. Hasagawa as one of her "cats." 220 215 Crammer Designed to cram everything together. Leroy & Stitch 216 Key Designed to open any lock with his key-like tail. Leroy & Stitch 217 Rat Designed to rat on enemy plans to the Government. Leroy & Stitch 218 Target Designed to be a moving target for war games but is too big and not challenging enough. Leroy & Stitch 219 Missy Designed to plug the holes in air filters crucial to all H-drives but is too small. Leroy & Stitch 220 Green Millie A giant green millipede-like experiment with a koala-like face, a wide mouth, a big blue nose, black eyes, Nosy-like ears and ten short tentacle limbs. Designed to plug the holes in air filters crucial to all H-drives. Leroy & Stitch 221 Green Sparky A small light yellow Chinese dragon/Monkey/Gecko-like creature with skinny arms, legs, and body, a slightly twisted yet pointed tail, a large head with a wide mouth, a round nose, dark blue eyes and long antennae that can create crippling electric surges. His body can turn into an electrical current, so he can also fly or travel through outlets, power lines, and machines. He was the first experiment that Lilo and Stitch met and rehabilitated, first appearing in Stitch! The Movie. His one true place is powering the old lighthouse that had been abandoned for requiring too much electricity, though he offers Stitch aid. He is voiced by Frank Welker in the series. Sparky also appears as a boss in the PSP game Kingdom Hearts Birth by Sleep, fighting Terra within Gantu's ship. 226, Stitch! The Movie, Leroy and Stitch 222 Green Poxy A tiny pale green-grey single-celled experiment with pink-purple spots and four white grey-tipped antennae. Designed to transmit disease to popular planetary leaders and disable them. The symptoms are purple pimples, smelly feet, a swollen eye, and uncontrollable burping. When he turns to good, he could cure health problems. Ends up with (actually in) Gantu until he was rescued in "Snafu" and later uses his powers to cure people according to a game in the DVD for Lilo & Stitch 2: Stitch Has a Glitch. He is voiced by Frank Welker. 101, 226 223 Green Glitch A bright green experiment with a round torso, pudgy arms and legs, a large round head with little mouth, round nose, dark green eyes, a small arrow-shaped mark above his face (In his episode, his marking was originally V-shaped) and two thin antennae that resembles a cross between Morpholomew (316) and Poxy (222). Designed to turn technology against its user by entering machines and making them malfunction, operating like a computer virus. Lilo tricked him into being downloaded into her video game. He was released as of Leroy and Stitch to help fight the Leroy clones. His one true place is Lilo's video game, rendering the games harder. 224 224 Tweak Designed to reset important valves and dials to “maximum chaos.” Leroy & Stitch 225 Green Mashy A light blue dinosaur-like experiment, with a huge mouth, with tiny horns above each nostril, 2 large ears, and a large body. Designed to crush orbs of precious Uburnium in his mouth, which Clip (177) was originally made to do, due to an error on Jumba's part, Uburnium being close to the word for hair on his planet. Leroy & Stitch 226 Combo Designed to turn your food into a combo. Leroy & Stitch 227 Green Butter A large tan mammoth-like creature with two tiny little antennae, a big round green nose instead of trunk, green markings on his back, legs at the middle of his torso with external toes, a big hump near his face, and tusks as large as the entire front of his body. Able to batter through even the thickest doors. Leroy & Stitch 228 Green Melty A small red dragon-like experiment with small bat-like wings, a reptilian head with thin pointed ears, black eyes and a thin body. Designed to melt enemy fortresses, weapons, and transportation, among other things, with the bright blue blasts from his mouth. His one true place is burning metal at the recycling plant. He is voiced by Tress MacNeille. 134 229 Green Kingpin An unlucky experiment that looks like a yellow bowling pin with rabbit ears. Designed as a target for military war games. Leroy & Stitch 230 Checkup Designed to launch checkup attacks on unsuspecting people by annoying them with checkups checking heart beat, checking ears, checking for sore throats. Leroy & Stitch 231 Blue Sprok Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to spit up slime. Lilo & Stitch 2: Stitch Has a Glitch 232 Green Poser Seen in pod form in Stitch! The Movie. Designed as a flashlight. Stitch! The Movie 233 Pitch Designed to catch incoming projectiles and through them back. Leroy & Stitch 234 Green Shush A pink weasel-like experiment with large ears and a speaker at the end of her tail. Designed to eavesdrop on private enemy conversations. To stop her from eavesdropping, someone has to pat her on the head. Her one true place is with Cobra Bubbles as a CIA operative. 222 235 White Docker This experiment was one of the pods in Mrs. Hasagawa's dish that was not activated. Designed to turn houses into boat docks. 220 236 Green Charger Seen in pod form in the game "Stitch Speed Chase" on the Disney website. Designed to have his body fold up into his head and then launch over high walls by Sproing (249). Then destroy everything inside. Leroy & Stitch 237 Blip Designed to create blip-enhancement field for all ships around him. He is like a very high-tec radar. Leroy & Stitch 238 Green Bworp Seen in pod form in Stitch Speed Chase on the Disney Site. Leroy & Stitch 239 Clickster This experiment is mentioned in "Drowsy" when Pleakley said, "experiment 239 designed to cause traffic jams" However he does not cause traffic jams, he was mistaken for Stopgo, experiment 102. Its actual function is unknown. Leroy & Stitch 240 Sap Designed to to leave a sticky sap-like residue from his feet when he walks. Leroy & Stitch 241 Press-5 Designed to leave you on hold forever. Leroy & Stitch 242 Brownout Designed to disable power grids and electrical generators by consuming their energy. Leroy & Stitch 243 Pane Designed to to write jokes. His partner is 244. Leroy & Stitch 244 Bore Designed to tell jokes. His partner is 243. Leroy & Stitch 245 Sournote Designed to sing a single note that is so bad everyone could go deaf just from hearing it. Leroy & Stitch 246 Creamer Designed to put cream on sandwiches. Leroy & Stitch 247 Qwerty Designed to to change your advanced keyboard to "primitive" Earth keyboard (has no effect on planet Earth). Presumably named after QWERTYUIOP, the top row of keys on a computer keyboard. Leroy & Stitch 248 Green Belle A small blue experiment with a forkpitch-shaped head with an upside-down arrow-shaped mark on her forehead, a small body, thin arms and a small lion-like tail and that looks like a cross between Holio and Heat. Designed to scare people with a loud high-pitched shriek. Her one true place is Nani's alarm clock. She is voiced by Grey DeLisle. 216 249 Green Sproing A dark blue and white roughly koala-like experiment with a spring-like body, a wide mouth, round nose, dark eyes, two little ears and little antennae. Designed to launch boulders. Her one true place is helping people reach high places. Leroy & Stitch 250 Lacrosse Designed to be an expert at lacrosse. Leroy & Stitch 251 Green Link A small yellow Grundo-like experiment with red eyes and long antennae that shoot a sticky substance that will only dissolve in mud. Designed to bind together incompatible individuals, usually by the hand or wrist. His one true place is helping arguing couples bungee jump. 212 252 Crete Designed to encase people and objects in stone Leroy & Stitch 253 Uncrete Designed to undo the ability of 252. Leroy & Stitch 254 Green Mr. Stenchy An irresistibly cute pink experiment with a big head with big blue eyes, puffy antennae and a small hair and a small body. Designed to trick his enemies into taking him into their homes. Once there, Mr. Stenchy lets out a noxious odor, released 42 hours after activation. Mr. Stenchy's one true place on Pleakley's home planet, where his stench is considered a rare and valuable perfume. Somehow he ended up back on Earth in Leroy & Stitch, stench-free, suggesting he can either control the smell or it wears off after a while. He is voiced by Frank Welker. 107 255 Green Mrs. Sickly Mrs. Sickly is a light blue Mr. Stenchy (254)-like experiment with golden hair, puffier antennae and smaller hair. Designed to make you sick with her obnoxious fumes. Mrs. Sickly’s one true place is with Mr. Stenchy as his wife, where her fumes are considered a rare and valuable perfume. Leroy & Stitch 256 Addy Designed to make your nose extremely runny. Leroy & Stitch 257 Rattat Designed to turn you into a dog. Leroy & Stitch 258 White Sample A bright orange koala/cat-like experiment with a wide mouth, a big round nose which functions as a microphone, black pupil-less eyes, and big round ears resembling speakers. Designed to annoy enemies by looping random sounds with his mouth or his ears and can also climb walls. His one true place is providing backbeats for an originally rhythm-less musical group. Was in the rescue mission for "Snafu." 138, 226 259 Rash Designed to give you a perfect rash if you touch him. Leroy & Stitch 260 GPS Designed to be Jumba’s personal Global Positioning Satellite. Leroy & Stitch 261 B. V. Beaverton Designed to cut down trees with its chainsaw-like tail. Leroy & Stitch 262 Yellow Ace A bright red, roughly koala/dragon/superhero-like experiment with a muscular body, yellow chest and stomach, white gloves-style front paws, a wide mouth, a blue nose, dark eyes, pointed ears and small antennae as well as four arms, super strength, warm ice-melting breath, and dazzling teeth. He has one fatal error: he has no evil function and is a failed experiment that is pure good. To top it off, he is the only experiment programmed not to cause trouble or mayhem unlike his other "cousins" initially were. When Jumba was about to have his membership revoked from E.G.O. (Evil Genius Organization), Lilo and Stitch tried to trick the head of E.G.O. into thinking that Jumba was still evil. The plan worked until a screen of Ace rescuing a cat from a house on fire was seen. His one true place is balancing out Jumba's evil and acting as a local do-gooder. His experiment number - 262- is the "opposite" of 626 - Stitch's number; Ace is good, and Stitch had been evil. He is also polar opposites with 627. He is voiced by Jeff Glen Bennett. 220 263 SFS Designed to have "smart file system". Leroy & Stitch 264 Poach Designed to hunt rare animals. Leroy & Stitch 265 Wip Designed to whip you hard with her lasso-like snake tail. Leroy & Stitch 266 10x Designed to multiply himself by 10. Leroy & Stitch 267 Green Wishy-Washy A lavender-bluish teddy bear-like experiment with fairy-like wings that enable him to fly. He also has a "wand" on his head that lights up every time a wish is granted, and is also good for throwing an unsuspecting opponent, like Stitch. Designed to be a wish giver that grants any wish he hears, but the wishes are granted literally and may not turn out quite as expected. In addition to rejecting wishes for more wishes, he also has a wish limit, indicated by a small meter on his stomach which starts out completely red. As wishes are granted, the meter slowly goes down. When white, all the wishes are gone, and 267 is deemed useless. 221 268 Celsenheit Designed to mess-up thermometers. Leroy & Stitch 269 Gyrotta Designed to follow her enemy to its secret hiding place. Leroy & Stitch 270 Gillmore Designed to designed to be the back-up of 269 but has a glitch, instead being back-up he is now in love with 269 Leroy & Stitch 271 Noso Designed to say "so"? After you say "no". Leroy & Stitch 272 Green Wormhole A purple and cyan caterpillar-like experiment with black eyes, two dark purple-tipped antennae, four dark purple-tipped legs and blue mouth inside. Designed to create a wormhole to parallel universes, by folding itself together and then spinning. Leroy & Stitch 273 Boxboom Designed to be a pro boxer and box you all over the place, making you sore and have broken bones. Leroy & Stitch 274 Green Alexander An experiment designed to make lots of long distance telephone calls. He makes calls on your phone to run up the cost on your phone bill. One of the 12 new pods found by Lilo & Stitch. His name is obviously taken from Alexander Graham Bell, the inventor of the telephone. 137 275 White Tickle-Tummy A round, pink experiment with rabbit-like ears, no legs, a clownish face, two hands with long fingers and a large patterned torso, which she uses to jump really high. It is assumed that her primary function is to tickle people, since she tickled Reuben into hysterics after he denied being ticklish. She was caught by Gantu and rescued in "Snafu". 226, Leroy and Stitch 276 Green Remmy A blue experiment with a huge head that resembles a Pac-Man ghost. Designed to enter a sleeping person's head and turn dreams into nightmares. If the person wakes up while he is still inside, 276 will remain there permanently to turn all future dreams into nightmares. Also, 276 was designed to attack at peak of the subconscious enjoyment. His one true place is making virtual reality games. His name is in reference to the REM stage of sleep, in which dreams occur. He is voiced by Rob Paulsen. 215, Leroy and Stitch 277 Red Snooty A light purple bat-like experiment with a furless, triangle-like body, little legs, two fingers and a thumb on each of his wings, hardly any neck, fanged wide mouth, two little nostrils, pointed ears and black eyes. Designed to find and enrich "Snootonium," a rare element that becomes extremely dangerous once enriched. Snootonium has a similar chemical makeup as that of mucus on Earth. To help clear her sinuses, Lilo's friend Victoria decides to keep Snooty as a pet, as his one true place. 213 and 220 278 Pasthole Designed to be a living black hole that sucks you up and takes you to the past. Leroy & Stitch 279 Yellow Futurehole Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be a living black hole that sucks you up and takes you to the future. Lilo & Stitch 2: Stitch Has a Glitch 280 Benedict Arnold Designed to find out the enemy’s plans for you, but has a glitch and tells the enemy your plan. Leroy & Stitch 281 Ray Designed to zap you with his ray. Leroy & Stitch 282 Click Designed to click a lot. Leroy & Stitch 283 Quarklifter Designed to be as strong as 626. Leroy & Stitch 284 Pixel Designed to steal the pictures 214 takes. Leroy & Stitch 285 Green Lax A purple parrot-like experiment with a small antenna, a beak and tail feathers. Designed to fire a green ray from his antenna that will cause anything it hits to stop working, and can also climb walls. A person hit with 285's ray will relax, and even a machine hit with the ray will shut down. The ray can be blocked or bounced off reflective surfaces. However, the ray wears off in time. His one true place is at the airport, making grouchy business people enjoy their vacation. Leroy & Stitch 286 Red Gellasifier Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be a plant eater. Lilo & Stitch 2: Stitch Has a Glitch 287 Burl Designed to to undo the work of 141. Leroy & Stitch 288 Yellow Boomer A small white and brown experiment with a curved head and lightweight body. Designed to be a living boomerang. His one true place is with Mrs. Hasagawa as one of her "cats." 220, Leroy & Stitch 289 Red Stringulator Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make bad sounds using his guitar-like body. Lilo & Stitch 2: Stitch Has a Glitch 290 U-port Designed to lie about delays. For example. If there are no delays 290 will say there are delays. And if there are delays 290 will say that there are no delays. Leroy & Stitch 291 Catalyst Designed to turn things into cats. Leroy & Stitch 292 Whatsamattafoyou Designed to make you talk like a gangster. Leroy & Stitch 293 Vacuum Designed to clean floors and suck crumbs. Leroy & Stitch 294 Poppapoppup Designed to keep you up all night by playing drums. Leroy & Stitch 295 Spineless Designed to make you lose your spine. Leroy & Stitch 296 Green Crash Seen in pod form in Stitch Speed Chase on the Disney Site. Designed to cause car crashes, enter unattended vehicles, steal them and take them for joyrides ending in accidents. Leroy & Stitch 297 Green Shortstuff A red-orange crab-like experiment with four claws, four legs, dark blue eyes and two antennae on his head, able to swivel at the waist more than 360°. Designed to destroy machinery by going inside and cutting the mechanism and electrical wiring. His size was greatly increased by accident, thanks to Jumba's growth ray. His one true place is as an amusement park ride. He is voiced by Nancy Cartwright. 133 298 Cat Designed to be a pet. Leroy & Stitch 299 Dimensionator Designed to warp entire cities into different dimensions. Leroy & Stitch 3-Series Num Pod Color Nickname Short Description Episode 300 Green Spooky A green blob-like experiment with olive green eyes, a wide mouth and three round, short, stubby spikes on his back, greatly resembling the other Disney (and Halloween based) character Oogie Boogie. Designed to scare people by morphing/shapeshifting into their worst horrifying fears. Appears during Halloween. His one true place is as a greeter for trick-or-treaters during Halloween, and at an old house believed to be haunted during the rest of the year. 103 301 Progno Designed to make things fail. Leroy & Stitch 302 Noidster Designed to produce a soothing glow and make everything go quiet. Leroy & Stitch 303 Yellow Amnesio A small blue beetle-like creature with a round body, two thick arms, two thick legs, a purple mark on his stomach, two large wings on his back, a round face with large black eyes, a little mouth, and two antennae. Designed to erase people's memory by zapping a red laser vision in their eyes. The password "ohana" must be spoken to reverse its effects. (How Jumba knew this word, which is Hawaiian, and why he chose that particular word before he came to Earth are unknown.) 303 was given to Dr. Hämsterviel, who promptly lost his memory. He was rescued in "Snafu." He is voiced by Tress MacNeille. 118, 226 304 Drag Designed to split a person in two opposing directions. Leroy & Stitch 305 Purple Spunky Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be 066's assistant. Lilo & Stitch 2: Stitch Has a Glitch 306 Roadrage Designed to give you horrible road rage. Leroy & Stitch 307 Anna Stesia Designed to sing a song and play a record. Leroy & Stitch 308 Jenny Designed to make things that don’t work. Leroy & Stitch 309 Smiler Designed to make you smile. Leroy & Stitch 310 Fritzabrain Designed to make your brain fritz out. Leroy & Stitch 311 Yellow Yellowstone Seen in pod form in Stitch! The Movie. Designed to turn everything into a vulgar shade of yellow. Stitch! The Movie 312 Ben Designed to get inside the filters of a space ship hyper-drive and clog them, causing severe complication for the pilots. Leroy & Stitch 313 Red Thinktank Seen in pod form in Stitch! The Movie. Designed to eat metal, the more metal he eats, the smarter he'll get. Leroy & Stitch 314 Jones Designed to make 308’s things work. Leroy & Stitch 315 Chum Designed to make people ugly, and when we say ugly, we mean really ugly! Leroy & Stitch 316 Yellow Morpholomew A small red blob-like experiment with two arms, two legs, a thin mouth and dark eyes that loves chicken legs (called by Jumba "over-sized Earth-fowl legs"). Designed to morph organisms into any other organism, after seeing the target organism or a photo of the target organism at least once before. However, someone who has been morphed keeps the same voice and needs 316 to change back. His one true place is at a costume store. Jake Long was also mistaken for this experiment, when he was in his Dragon form.
316, Leroy & Stitch 317 Hyuckster Designed to reply you with the word "Yuck!!!" He only says it if he hears somebody asking a question. Leroy & Stitch 318 Chortle Designed to chortle. Leroy & Stitch 319 Yellow Spike A large dark blue porcupine-like experiment, with huge white-tipped spines on his tail, back, front legs and head, a red nose, large black eyes, black claws and a long tail that he can throw like darts. Designed to make 99% of the population silly and useless by pricking them with his spines, leaving only 1% of the population clever (which Jumba used to explain why he never got hurt by one of the quills of Spike). When Lilo discovers Mertle cheating in a contest by getting the answers from Teresa, she uses 319 on Teresa to have her give Mertle completely silly answers. His one true place is hugging and thus taming truant experiments at Pleakley's E.A.R.W.A.X. group, after he is given protective armor to cover his silliness-inducing spines. 201 320 White Cloudy A grey cloud-like experiment. Designed to depress others with constant rain. His one true place is raining on Mrs. Hasagawa's fruit, thus keeping them fresh longer. Leroy & Stitch 321 Lightfoot A diversionary experiment that distracts the enemy with his entertaining tap dance. Leroy & Stitch 322 Red Heckler An orange experiment that resembles 625 and 627, with short pointed ears, small beady eyes, large fangs, a shirt and bowtie imprint on his body. Designed to verbally insult people by appearance and personality. His insults can be defused by accepting that they are true. His one true place is sitting over a dunk tank where he provokes people to try and dunk him. He is voiced by Will Sasso. 218 323 White Hunkahunka A pink/purple hummingbird-like experiment. Designed to peck people, making them artificially fall in love with the first person they see. The effect is reversed by being sprayed with water. Named after a lyric in the Elvis song "Burnin' Love," Lilo refers to him as a "Hunkahunka bird of love." 323 was given to Dr. Hämsterviel, who fell in love with Gantu. Despite being in love with Gantu, Hämsterviel still insulted him like he would on a regular basis. Was rescued in "Snafu". 121, 226 324 Ruinit Designed to ruin everything and sabotage precious electrical devices and when in danger he could even return to pod form (by accident or with a conscience in pod form) before reactivating again if it senses water nearby. Leroy & Stitch 325 Rack Designed to destroy fishing lines and nets. Leroy & Stitch 326 Pannix Designed to make you panic over anything. Leroy & Stitch 327 Molar Designed to turn you into an ogre. Leroy & Stitch 328 Bugle Designed to distract the enemy by playing the bagpipes. Leroy & Stitch 329 Ava Designed to do the opposite of 567. Leroy & Stitch 330 Serum Designed to give you love potion #9. Leroy & Stitch 331 Shagdog Designed to turn you into a shaggy dog. Leroy & Stitch 332 Cackle Designed to make you cackle. Leroy & Stitch 333 Hairy Designed to cut your hair very short. Leroy & Stitch 334 Miranda Designed to make you split your good from your bad so there are two versions of you but in doing so splits itself as well. Leroy & Stitch 335 Popquiz Designed to annoy people by asking them very hard questions. Leroy & Stitch 336 Blooz Designed to make you look and feel blue. Leroy & Stitch 337 Guilttrip Designed to make you feel so guilty, you confess everything bad you’ve ever done. Leroy & Stitch 338 Crow Designed to eat up all crops in local areas. Leroy & Stitch 339 Crowsfoot Designed to bring good luck to aliens (foreign people). Leroy & Stitch 340 White Nodessertro (Whatsisname) Is able to cause mass depression by stealing puddings, cakes, pies, and other sweets. His name is often forgotten, and so he is called "Whatsisname". 118,226, and Leroy & Stitch 341 Wafty Designed to transport anyone to other places in a second. Leroy & Stitch 342 Greensleeves Designed to revert objects to their Middle Age equivalents. Leroy & Stitch 343 Chaching Designed to drive people crazy by making the sound of a cash register or slot machine repeatedly. Leroy & Stitch 344 Yellow Dupe A small gold monkey/lemur-like experiment with relatively flat ears, a brown-striped tail and brown-striped prehensile appendage protruding from his head. Able to generate clones with the appendage on his head; however, the traits of the cloned object become divided amongst the original and the clones; in other words, each duplicate is not as powerful as the original. He has a reverse function that can send duplicates back into the original. His one true place is making low-fat, low-calorie ice cream cones at Luki's Shave Ice with Experiment 523 (Slushy). 126 345 Green Elastico A green, furless, earless, clownish, roughly monkey-like creature with no tail, a large red round clown nose, white face and stomach, wide mouth, black eyes, neck frill, three huge tendrils on his head that resemble a jester's cap, and a purple spot on his stomach. Designed to distract enemies by performing tricks with his elastic body. He was found already activated and in his one true place: the circus. 132 346 Stuckup Designed to make you stuck up and think you're better than everyone else. Leroy & Stitch 347 Slobber A green lizard/snake-like experiment with an antenna on the back of his head who stands on two legs. He appeared in some a Disney Adventures comics (the ones where Jumba is fixing Stitch). He dribbles drool downward from his mouth. Disney Adventure Magazine 348 Snappish Designed to bite non-stop. Leroy & Stitch 349 Blue Lotuseater Bonnie was called this in his episode but it was proclaimed on the Disney website that Bonnie was 149. Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make people forget their worries and cares. Lilo & Stitch 2: Stitch Has a Glitch 350 Yellow Addly Clyde was called this in his episode but it was proclaimed on the Disney website that Clyde was 150. Designed to shoot rays out of his antennae. 125 and Leroy & Stitch 351 Whoover Designed to almost cause bad things and then say "Whoo, that was close". Leroy & Stitch 352 Yvonne Designed to hypnotize enemies into souls. Leroy & Stitch 353 Blackoutro Designed to make you blackout. Leroy & Stitch 354 Red Jesstifer This experiment is named after Jess Winfield's user name at TVTome/tv.com. Designed to fix errors in Jumba's database, and also enjoys making fun of Shakespeare. Leroy & Stitch 355 Swapper A two-headed, four-armed green lizard-like experiment. Able to switch people's minds. Only this same experiment can undo the switch. In his episode, he switches Lilo with Stitch, Jumba with Pleakley, Hamsterviel with Gantu, and eventually switches all four protagonists' minds before back into their original bodies. In Leroy & Stitch, he is seen playing the bongos. 204 356 Rippington Originally designed to destroy enemy projectiles and rip through all engines however he has stubby claws and is deamed by Jumba as a failure. Leroy & Stitch 357 Downes Designed to have depressive qualities. Leroy & Stitch 358 Yellow Manners A black penguin or orca-like experiment that acts like a doorman or butler. Designed to make people too polite to fight back against bullies, by sprinkling a special dust from his finger onto them. His one true place is with Mrs. Hasagawa as one of her "cats." One of the few experiments that can speak English. 220 359 Phoebe Designed to make the female of any species highly attractive to the opposite gender so all the males are completely distracted and don't get any work done making society fall as the remaining women try to compete with the affected female. Leroy & Stitch 360 Yellow Drowsy A gray sheep-like experiment with striped ears and that can walk on its hind legs. Designed to put people to sleep by bleating, although the effect is near permanent. The surest way to reverse 360's effect is with a splash of water. Lilo put Stitch to sleep with 360 in order to release PJ (133), but Stitch managed to wake up on his own. He's one true place is putting insomniacs to sleep. 137 361 Aron Designed to make people run errands. Leroy & Stitch 362 Putdown Designed to make you feel depressed but she is too depressed herself to make anyone else depressed. Leroy & Stitch 363 Crankster Designed to crank up the volume as much as he can. Leroy & Stitch 364 'Sgo Designed to give people cigars. Leroy & Stitch 365 Queasy Designed to make you feel sick. Leroy & Stitch 366 Xanad Designed to jump up to 500 miles high. Leroy & Stitch 367 Ob Designed to turn you into aliens. He can pull planets from their orbit and see backwards. Leroy & Stitch 368 Luddi Designed to annoy people with his singing. Leroy & Stitch 369 Thomas Designed to be a train. Leroy & Stitch 370 Blueblood Designed to infect your blood. Leroy & Stitch 371 Simpatico Designed to make people nice. Leroy & Stitch 372 Eve Designed to corrupt 200. Leroy & Stitch 373 Worrywart Designed to make you worry about everything. Leroy & Stitch 374 Demotifier Designed to make new things rust quickly to make it look old. Leroy & Stitch 375 Yellow Phantasmo A green phantom-like experiment with short arms, a large conehead with two stripes, a squeaky voice, a koala-like face, long rabbit-like ears, and dark pupil-less eyes. Able to possess inanimate objects and bring them to life. Being a ghostlike experiment , he can also travel through weapons and materials typically used to capture experiments, such as nets and bottles which can keep experiments under containment. His one true place is at the Macky Macaw's restaurant, possessing the robotic body of Macky Macaw. He is voiced by Nancy Cartwright. 110 376 Cassandra Designed to shoot gums to the people she sees that is holding hands. And make those two persons in love and marry immediately after that day. The only way to stop the marriage is to spray them water with mixed mud. Leroy & Stitch 377 Annie Designed to have an off-key, beautiful singing voice. Leroy & Stitch 378 Lonelyhearts Designed to induce unrequited love in males. Leroy & Stitch 379 Purple Grudge Designed to make you hold a grudge against your best friend. Leroy & Stitch 380 Judy Designed to destroy projectiles with laser beams she shoots out of her eyes. Leroy & Stitch 381 Neg Designed to make you all naggy so everyone is annoyed with you. Leroy & Stitch 382 1-Imp Designed to control your attitude. Leroy & Stitch 383 Yellow Swirly A small turquoise koala-like experiment with a huge head, an expressionless face with a little mouth, little nose, huge black eyes (with white swirling lines when using powers), rabbit-like ears, a single small antenna on the middle of his head and a huge furry dog-like tail. Able to hypnotize anyone into obeying the next command that person hears. The effect can be undone by snapping one's fingers. His one true place is hypnotizing people at children's parties. 129 384 Woesmy Designed to do amazing things. 384 is 345's younger brother. Leroy & Stitch 385 Hoobie Designed to turn people into owls. Leroy & Stitch 386 Hitch Designed to hitch cultivations. Leroy & Stitch 387 Substein Designed to bore people by telling facts about buses. Leroy & Stitch 388 Megan Designed to shop so much she uses up the limit on your credit card. Leroy & Stitch 389 Facepainter Designed to paint faces, so you would look like a clown. Leroy & Stitch 390 Red Slimy A large green slug-like experiment with three spines on his back. Designed to leave a slippery snail-like trail to trip up enemies. He first appeared at the end of Stitch! The Movie. 390 was captured by Gantu in "627" and rescued later in "Snafu." Stitch! The Movie, 123, 226 391 Green Barry Designed to be a living shovel. Leroy & Stitch 392 Margaret Designed to have advanced medical knowledge. Leroy & Stitch 393 Missandra Designed to be the improved version of 219. Leroy & Stitch 394 Joe Designed to make sloppy joes. Leroy & Stitch 395 Polly Designed to turn people into ghosts. Leroy & Stitch 396 Connie Designed to eat non-stop using his long tentacles in his mouth. Leroy & Stitch 397 Yellow Spats A small yellow squirrel-like creature with cat-like ears, orange markings on his back, small pointed antennae, orange spots on his forehead and two prongs on his tail. Designed to make people fight with each other. The cure for this is to stop and count to ten. His one true place is in the professional wrestling show, in hope that he can use Spats to make pro wrestlers fight more convincingly. Seen in Proud Family buddy episode. Leroy & Stitch 398 Gus the Second Designed to be 526's prototype. Leroy & Stitch 399 Super-X Designed to do anything you tell it to, but if you ask it to get you something, it might steal it so that it can give it to you. Leroy & Stitch 4-Series Num Pod Color Nickname Short Description Episode 400 Red Precious Designed to control all the other experiments. To neutralize this experiment, she has to be thrown into a volcano. Her name, powers, and neutralization procedure are based on the One Ring from The Lord of the Rings. She was originally supposed to have her own episode, a parody of The Lord of the Rings, but Disney scrapped it due to copyright issues. Leroy & Stitch 401 Chafe Designed to make your entire body chafe. Leroy & Stitch 402 Chile Designed to undo the work of 401. Leroy & Stitch 403 Zinger (Cancer) Designed to turn people into crabs and other seashore invertebrates. Leroy & Stitch 404 Bloom Designed to make carniverous plants grow very fast. Leroy & Stitch 405 Lucky Designed to give one person good luck once in a day, but the moment the luck kicks in, it is the most inconvenient time, and it makes people resent you for it. Leroy & Stitch 406 China Designed to break Jumba's wife's china. Leroy & Stitch 407 Yellow Punk Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. He is designed to vandalize anything for no reason whatsoever. His one true place is as a police officer. Lilo & Stitch 2: Stitch Has a Glitch 408 Berg I Designed to make small icebergs but he's only big enough to make blocks of ice. Leroy & Stitch 409 Gumshoe Designed to stick gum on people's shoes. Leroy & Stitch 410 Jay Designed to make you feel blue. Leroy & Stitch 411 Red Cowlick Seen in pod form in Stitch! The Movie. Designed to lick cows. Stitch! The Movie 412 Red Char A red-orange koala/flame-like experiment designed to burn bagels. Was mentioned in "Link" when Reuben was searching the experiment database. 212 413 Red Botulator A red dinosaur-like experiment designed to spoil food. Was mentioned in "Link" when Reuben was searching the experiment database. 212 414 Red Crusty A blue meerkat/koala/Stitch-like experiment with knive-like hands designed to spread mold on bread. Was mentioned in "Link" when Reuben was searching the experiment database. 212 415 Red Patter A purple turtle-like experiment designed to eat a single sock in each pair. Was mentioned in "Link" when Reuben was searching the experiment database. 212 416 Parslifier (Sloppy) Designed to be a sloppy eater. Leroy & Stitch 417 Sageonomificator Designed to dig artifacts out of the ground. Leroy & Stitch 418 Rosemary Designed to be a flower stealer. Leroy & Stitch 419 Vane Designed to be ferocious towards any critter that is sweet or innocent in her eyes. Leroy & Stitch 420 Curdle Designed to curdle milk. Leroy & Stitch 421 Bustduster Designed to bust things. Leroy & Stitch 422 Doublecross Designed to break violation of a presumptive social contract, and deliberate collusion to lose a contest of some kind. He is agile and aggressive, but what makes him dangerous is that his eyes that can shoot multiple kinds of rays. Leroy & Stitch 423 Filibuster Designed to present both sides of an argument and thus extend debates, unfortunately, it has a glitch and mostly only argues with itself. Leroy & Stitch 424 Decayer Designed to cause tooth decay. Leroy & Stitch 425 Mr. Brown Designed make racist people afraid of the color brown for 24 hours and after it they will see the error in their ways. Leroy & Stitch 426 Rewind Designed to rewind real life. Leroy & Stitch 427 Toepoke Designed to poke your toe nonstop. Leroy & Stitch 428 Gameover Designed to to restart games all the way back to the beginning and he also breaks their video game system. Leroy & Stitch 429 Klamp Designed to to slam doors. Leroy & Stitch 430 Slipknot Designed to tie knots in people's shoes. Leroy & Stitch 431 Purple Bluerinse Seen in pod form in Stitch! The Movie. Designed to make your tongue blue. Stitch! The Movie 432 Tonix Designed to change the volume on T.V.'s. Leroy & Stitch 433 Speck Designed to be an improved version of 010. Leroy & Stitch 434 Monochrome Designed to suck color out of everything. Leroy & Stitch 435 Tony Designed to make Italian food. Leroy & Stitch 436 Steve Designed to lie. Leroy & Stitch 437 Honk Designed to honk his horn-like tail. Leroy & Stitch 438 Potter Designed to use magic. Leroy & Stitch 439 Winceslaws Designed to turn people into mice. Leroy & Stitch 440 Waistrel Designed to steal food and make them go to waste. Leroy & Stitch 441 Green Choppers Choppers is a large green quadrapedal experiment with a spiked tail. Designed to chop things in two. Leroy & Stitch 442 Moldavia Designed to spoil milk. Leroy & Stitch 443 Taps Designed to annoy people by tapping. Leroy & Stitch 444 Pooperson Designed to cause digestive problems. Leroy & Stitch 445 No-C Designed to take your CDs and transport them to a place you’d least expect them to be. Leroy & Stitch 446 Jacob Designed to become a dragon. Leroy & Stitch 447 Handprint Designed to make hand-prints. Leroy & Stitch 448 Diesel Designed to spill diesel fuel. Leroy & Stitch 449 Bellyup Designed to target important deliveries and stop them reaching their destinations on time, by launching himself in front of the vehicle and then ‘ playing possum ’ once hit. 449 has a peculiar attention-seeking character, which leads him to throw himself in front of whatever traffic there is, just to get sympathy. His one true place is as a test dummy for car braking tests (he will step out in front of a car, and it doesn’t matter if the car’s brakes fail, as he is never seriously injured). Leroy & Stitch 450 Sapsucker Designed to suck the sap from trees, he's a bit of a tree vampire. Leroy & Stitch 451 Pullplug Designed to pull plugs out of their sockets. Leroy & Stitch 452 Bob A possible reference to Bob from the CG animated series ReBoot. Bob's "Guardian" number is also 452. Designed to catch fish so that fishermen can't. Leroy & Stitch 453 Trip Designed to trip you when you don’t expect it with his elephant-like trunk. Leroy & Stitch 454 Blackhead Designed to give you blackheads. Leroy & Stitch 455 Red Mary A big, round peach-colored experiment with two long white-tipped ears, three large white stripes on her back, a white stomach and a red nose. Designed to be the bouncer for Jumba's lab. Activated at the end of Stitch! The Movie. Stitch! The Movie 456 Nub Designed to destroy cities. Leroy & Stitch 457 Hangnail Designed to give you hangnails. Leroy & Stitch 458 Greaseprint Finder was mistakenly called 458 in his episode. Designed to make grease-prints all over the place. Leroy & Stitch 459 Nobyte Designed to eat every food in sight so the food's owner can't get a bite. Leroy & Stitch 460 Noise Designed to make noise. Leroy & Stitch 461 Pacer Designed to win races. Leroy & Stitch 462 Flat Designed to flatten everything in his path. Leroy & Stitch 463 Keyz Designed to steal he gets inside by picking the locks with his key-like claws. Leroy & Stitch 464 Sharpflat Designed to switch sharps and flats on sheet music. Leroy & Stitch 465 Skid Designed to infiltrate strongholds and consume enemies. Leroy & Stitch 466 Loomiere This experiment name may be a reference to the character Lumiere, from the Disney's Beauty and the Beast. Design to burn Jumba's failed plans. Leroy & Stitch 467 Scale Designed to make people scared in the evening by playing it's piano in a scary sound. Leroy & Stitch 468 Undewey Designed to undo things. Leroy & Stitch 469 Jitters Designed to make you very jittery and nervous. Leroy & Stitch 470 Octopalmer Designed to dismantle mechanical devices and make weapons out of them. Leroy & Stitch 471 Sneak Designed to sneak up behind you and give you a scare. Leroy & Stitch 472 Red Little Dorrat Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to turn people into a dicken (small demon-like creature). Possibly a reference to the Dickens character Little Dorrit. Lilo & Stitch 2: Stitch Has a Glitch 473 Tripsy Designed to trip people. Leroy & Stitch 474 Dizzifier Designed to spin you round and round twisting you out of shape. Leroy & Stitch 475 Therman Designed to be an elemental disaster. Leroy & Stitch 476 Haasinator Designed to undo the works of 336 and 410. Leroy & Stitch 477 Buzzcut Designed to buzz cut your hair. Leroy & Stitch 478 Tire Slasher Designed to slash tires with unbelievable speed aided by his wings. Leroy & Stitch 479 Lotta Designed to make a lot of duplications of things. Leroy & Stitch 480 Tappity Designed to tap a lot. Leroy & Stitch 481 Yellow Twitch Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make you twitch. Lilo & Stitch 2: Stitch Has a Glitch 482 Gesundt Designed to make you talk, act, eat, and drink like a baby. Leroy & Stitch 483 Hiver Designed to make you break out in hives. Leroy & Stitch 484 Buffie Designed to lift and destory buildings, he can also climb buildings too. Leroy & Stitch 485 Period Designed to throw periods of anything. Leroy & Stitch 486 Grindz Designed to grind meat. Leroy & Stitch 487 Crunkle Designed to crush things and has 3 retractable arms. Leroy & Stitch 488 Speirs Designed to shoot harpoons at the enemy. Leroy & Stitch 489 Green or Red Huggo A large, round red octopus-like experiment, but with six tentacles. Designed to squeeze the life out of a person. Activated at the end of Stitch! The Movie. In one scene his pod was green, and in another it was red. Stitch! The Movie 490 Stones Designed to throw stones at people. Leroy & Stitch 491 Spikyhands Designed to destroy things with his spiky hands. Leroy & Stitch 492 Milston Designed to help people. Leroy & Stitch 493 Enguard Designed to vaporize enemies and weapons. Leroy & Stitch 494 Mortamer Designed to destroy motor boats. Leroy & Stitch 495 Joy Designed to decorate for the holidays so Jumba doesn't have to. Leroy & Stitch 496 Froggifier Designed to turn you into a frog. Leroy & Stitch 497 Copywronger Designed to make clones of anything he touches. Leroy & Stitch 498 Floods Designed to jump in water, until there is a flood. Leroy & Stitch 499 Brad Designed to reach high places with his long sharp claws. Leroy & Stitch 5-Series Num Pod Color Nickname Short Description Episode 500 Blue Cooler A tall blue Stamen-like experiment with small ears and a orange cork shape on top of his head designed to cool the temperature 100 degrees, but Jumba made a glitch and he can only make it 10 degrees colder. Leroy & Stitch 501 Blue Yin A blue female octopus/living waterhose-like experiment. Designed to condense moisture in air into water and spray water from its tentacles. Yin was activated with Yang. Jumba said that should the two touch each other, they will cause a giant explosion, but they turned out to be a good example of Yin and Yang; they use fire and water to create a new island. Yin is seen in the episode "Finder" playing poker with Stitch, Yang, Richter and Cannonball and at Lilo's slumber party in the episode "Dupe" with Yang, Richter and Cannonball. 105, 126, 130, Leroy & Stitch 502 Blue Yang A red male weasel/lizard/dragon-like experiment. Designed to shoot lava from the pits along its back, in a similar manner to the nasal opening on experiment 619's face. Yang was activated with Yin. Jumba said that should the two touch each other, they would cause a giant explosion, but they turned out to be a good example of Yin and Yang; they use fire and water to create a new island. Yang is seen in the episode "Finder" playing poker with Stitch, Yin, Richter and Cannonball and at Lilo's slumber party in the episode "Dupe" with Yin, Richter and Cannonball. 105, 126, 130, Leroy & Stitch 503 Green Comet Seen in pod form in Stitch! The Movie. Designed to shoot across the sky, and land in people’s backyards causing a panic. Leroy & Stitch, Stitch! The Movie 504 Bling Bling Designed to make false money. Leroy & Stitch 505 Blue Ploot A small blue-green gastropod-like experiment with a small pouch, black beady eyes, green crab-like claws, and two spinning sweeper brushes for feet. He makes dolphin-like sounds at normal size and monster sounds when grown to bigger size. Designed to flood entire cities with thick black sludge made from ordinary trash and pollution that he collects. His two antennae become like giant smoke stacks, letting pollution into the air. Air freshener can dissolve his sludge and make him clean instead of pollute. His one true place is cleaning the beach. In the episode he is referred to as 515 which is a number taken by Deforestator who as well appears in that episode. The episode he was in was aired on Earth Day. 217 506 Ug Designed to make you speak like a caveman. Leroy & Stitch 507 Blue Woody A brown beaver-like experiment with insect-like pincers. Able to eat wood at a rapid pace. His one true place is with Mrs. Hasagawa as one of her "cats." 220 508 Phil Designed to turn into a werewolf at night. Leroy & Stitch 509 Blue Sprout A plant-like experiment with a green stem, leaf-like body, tentacle-like vines, and a purple head with lizard-like face, little sharp teeth, dark blue pupil-less eyes, and a single antenna. Designed to sprout into an uncontrollable forest of destruction. Lilo and Stitch ended up catching him after he had grown enormous, deciding to put him in an old water tower that was slated for demolition. However, in the battle between the Leroy army and the experiments at the end of Leroy & Stitch, 509 did not grow into an uncontrollable forest of destruction like he did in his episode. He is voiced by Frank Welker. He is a parody of the alien plant monster Audrey II from Little Shop of Horrors. 111, Leroy & Stitch 510 Drill Designed to drill holes in walls. Leroy & Stitch 511 Wilt Designed to wilt plants by licking them with his long tongue with plant killing saliva. Leroy & Stitch 512 Bog Designed to turn places into bogs. Leroy & Stitch 513 Blue Richter A small purple ankylosaurus-like creature with a lavender stomach, a bulky body and legs, a huge tail with a triangle shape at the end, a round face with a wide mouth, a round nose, black eyes, short ears, a single horn on his head and tiny spikes down his back. Designed to cause vicious, Earth-shattering earthquakes with one thump of his tail. He is named after the Richter scale, and his one true place is making milkshakes. He is seen in the episode "Finder" playing poker with Stitch, Yin, Yang and Cannonball and at Lilo's slumber party in the episode "Dupe" with Yin, Yang and Cannonball. Seen in pod form in Stitch! the movie. He is voiced by Tress MacNeille. 106, Leroy & Stitch, Stitch! the movie 514 Cone Designed to give different flavors of ice cream. His breath can turn marbles into large cones. However, he has no evil function because Jumba only made him to serve him delicious ice cream while he was working. Leroy & Stitch 515 White Deforestator A big purple roughly wombat-like creature about three feet tall with long blade-like claws on his front paws and blade-like neck. Designed to cut down entire forests. He first appeared just before Jumba created 627, when Stitch started bragging about how easily he catches experiments (overwhelming and rehabilitating Deforestator in two minutes). 123 516 Auntie Designed to eat all bugs up to make the bug population decrease. Leroy & Stitch 517 Parch Designed to suck up water to cause drought. Leroy & Stitch 518 Flame Designed to shoot flames out of his head. Leroy & Stitch 519 Green Splat A large green experiment, with two cone-shaped antenna and a roller between his front legs. Designed to level entire cities with his deceptively small roller. His one true place is as a road roller. Leroy & Stitch 520 Blue Cannonball A pink experiment with a big posterior and short stubby tail. Designed to make big waves (or tsunamis). Lilo and Stitch fear for Kauai because they think he is going to create an island-flooding tsunami, but it turns out that 520 can control his waves and creates one just big enough to send Gantu to San Francisco. His one true place is making waves for surfers. He is seen in the episode "Finder" playing poker with Stitch, Yin, Yang and Richter and at Lilo's slumber party in the episode "Dupe" with Yang, Yin, and Richter. He is voiced by Tress MacNeille. 104 521 Blue Wrapper A yellow-orange experiment designed to wrap things up like a mummy using his roll of paper for a tail. His one true place is with Mrs. Hasagawa as one of her "cats." 220 522 Tarantula Designed to make you scared of spiders and web people up. Leroy & Stitch 523 Blue Slushy A small icy blue-colored koala-like creature with no ears, small arms and legs, a thin mouth, a large nose, dark blue eyes and three icicles behind his head. Designed to freeze land with his ice breath, generates ice, and also break apart into bits of ice and return to its original form. 523 chills the weather in Lilo's town during a very hot day. He makes it so cold that it starts to snow. Slushy also battles with Splodyhead (619). Splodyhead and Stitch overwhelm him, and the former restores the warm climate to the island. His one true place at the ice cream shop creating Shave Ice. In the episode "Snafu", he is shown at the Shave Ice stall working with Experiment 344 (Dupe). 127, 226 524 Shovel Designed to dig using his shovel-like tail. Leroy & Stitch 525 Blue Stoneface Seen in pod form in Stitch! The Movie. Designed to eat a large amount of rock and can eat more than his body weight. When he gets big enough, he is programmed to find the nearest hill, roll down it and smash into the nearest town. Stitch! The Movie 526 Blue Gus Designed to eat up all crops in mere seconds. Previously called "Gipper" for some reason on this website, even though it is Gus in the credits of Leroy and Stitch. Leroy & Stitch 527 Chip Designed to turn trees into chips starting at the top. Leroy & Stitch 528 SPF Designed to block out all sun light on planets, causing all sorts of problems. When turned to good, he can block out harmful sunlight leading to his one true place: fixing the ozone. Leroy & Stitch 529 Red or Purple Digger A yellowish tan meerkat-like experiment with a long drill-shaped tail, a round body, short arms and legs with sharp claws, a round head with sharp teeth, a dark round nose, dark blue eyes and a row of spikes from his head down to his tail. Designed to drill holes through planets. His one true place is in the mines. He was activated at the end of Stitch! The Movie. Stitch! The Movie, Leroy & Stitch 530 Crybaby Designed to cry, until she makes a flood. Leroy & Stitch 531 Hisee A green mole/chimp-like experiment with six hairs on his head, a very small body and a stubby tail. He appeared in some Disney Adventures comics (the ones where Jumba’s fixing Stitch). Designed to study past events and, like Snafu, foil enemy plans by any possible means, but he is smarter and can jump higher than him. Disney Adventures Magazines 532 Yellow Strato Designed to electrocute you with her antennae. Leroy & Stitch 533 Blue Blowhard A purple anteater-like experiment with an elephant-like head with a long trunk and a bellows on the back of his head, designed to immobilize any object by flying it like a kite. His one true place is with Mrs. Hasagawa as one of her "cats." 220 534 Crabweed Designed make weeds grow everywhere. Leroy & Stitch 535 Blue Spectrum Seen in pod form in Stitch! The Movie. Designed to make rainbows appear everywhere, until you go crazy. Stitch! The Movie 536 Polar Designed to bury cities in snow. Leroy & Stitch 537 Rust Designed to make rust appear on any metal surface. Leroy & Stitch 538 Autumn Designed to turn season into autumn. Leroy & Stitch 539 Blue Algae Seen in pod form in Stitch! The Movie. Designed to make harmful algae blooms grow on ponds. Stitch! The Movie 540 Blue Phoon A small red elephant-like creature that also resembles an Octorok. Designed to create massive typhoon-like winds. She mutated into a stronger form after being shot by Jumba's ray but reverted to her original form after Stitch put her to sleep. Her one true place is creating winds for windsurfers on the beach. 210 541 Swell Designed to grow bigger due to being ignored. Leroy & Stitch 542 Hallie Designed to be a bigger, better version of Comet (503). Leroy & Stitch 543 Green Franklin Seen in pod form in Stitch! The Movie. Designed to make lightning strike everything. Stitch! The Movie 544 Purple Thresher A small purple, roughly slug-like experiment with a slim body, a wide mouth, two eyes on two stocks, six spiky mace-like tentacles and three short legs. Designed to thrash crops with his mace-like appendages. Thresher was used by Gantu to defeat Stitch but was defeated in "Dupe". He is rescued by Lilo and Stitch in "Snafu". 126, 226 545 Pompey Designed to produce enough lava to cover whole cities. Leroy & Stitch 546 Rip Designed to be the improved version of 356. Leroy & Stitch 547 Cam Designed to record the enemy's most private moments. Leroy & Stitch 548 Cheesy Designed to to have the personality of a very, young child. Leroy & Stitch 549 Supersweet Designed to make you lose your sense of taste. Leroy & Stitch 550 Clammy Designed to make people clammy. Leroy & Stitch 551 Dryheat Designed to make you go against air conditioners during summer so you’ll literally boil. Leroy & Stitch 552 Astro Designed to suck the leaders of planets into its air bubbles and then go into orbit around the planet. Leroy & Stitch 553 Clipse Designed to cause constant eclipses. Leroy & Stitch 554 Sol Designed to destroy the ozone layer. Leroy & Stitch 555 Liquefactor Designed to make anything he touches turn into water; kind of a water version of the Midas touch. Leroy & Stitch 556 Berg II Designed to make the perfect iceberg with its back side of his body. Leroy & Stitch 557 Cauldron Designed to make soup and other liquid food. He uses tail like a nun-chuck (tail is detachable). Brusselsprouts are his one weakness. Leroy & Stitch 558 Sepia Designed to bite people and make them swollen. Leroy & Stitch 559 Blue Midasminus Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make everything she touching turn into fool’s gold. Lilo & Stitch 2: Stitch Has a Glitch 560 Prism Designed to change the flow of light. Leroy & Stitch 561 He Designed to tell on everyone when they do something bad saying "He did…" or "She went and did…". Leroy & Stitch 562 Hardy Designed to have a hard shell. Leroy & Stitch 563 Silbert Designed to scare people. Leroy & Stitch 564 Lotis Wife Designed to make people married after one day, she can even turn you into an adult. Leroy & Stitch 565 Phosphor Designed to make everything glow by painting it with his luminous paint. Leroy & Stitch 566 Blue Derrick A grey dinosaur-like experiment with a drill-like tail, wearing a construction helmet. Designed to drill potholes. His one true place is with Mrs. Hasagawa as one of her "cats." 220 567 Blue Eva Seen in pod form in 627. Pod caught by Gantu. Designed to control the weather. 123 568 Slenky Supposed to be designed to have all of the elemental powers, but Jumba accidentally knocked some extra DNA into the mix and now none's sure what he does. His known powers are fire, super-speed, and bullet proof skin. He has metal bones making him tougher. And he's also known to smash things with his hammer nose when he's mad. Water is an obvious weakness, though not only does it stop his fire power, but he's not a very strong swimmer due to his heavy bone structure. Magnets that are powerful enough will stick to him because of his metal bones. Leroy & Stitch 569 Glenn Designed to become an incredibly attractive male of any species and use that to sway women away from their previous relationships. Leroy & Stitch 570 Frosty D. Designed to make everything very icy outside. Leroy & Stitch 571 Dusty Designed to create tons of dust making it hard to breathe. Leroy & Stitch 572 Dropcall Designed to make prank phone calls. Leroy & Stitch 573 Handoman Designed to give people jobs. Leroy & Stitch 574 Blue Lardo Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to make people fat. Lilo & Stitch 2: Stitch Has a Glitch 575 Magnarette Designed to attract other objects using her magnet like ears. Leroy & Stitch 576 Darn Designed to destroy dams. Leroy & Stitch 577 Oof Designed to break people's spines. Leroy & Stitch 578 Carrie Designed to carry and drop bombs. Leroy & Stitch 579 Spinster Designed to spin. Leroy & Stitch 580 Friday Designed to make people have a freaky day. Leroy & Stitch 581 Roadie Designed to break roads. Leroy & Stitch 582 Spout Designed to make geysers spout all over. Leroy & Stitch 583 Blue Blake A red Faffy-like experiment. This experiment was mentioned in Disney's Stitch: Experiment 626 as a flying experiment. Designed to be a voracious eater and he is able to breathe lightning and fire. He appeared in some Disney Adventures Magazines (the ones where Jumba’s fixing stitch). Disney's Stitch: Experiment 626 584 Balar Designed to overload Bio-electric and mechanical energy 1000%. Leroy & Stitch 585 Petrifier Designed to freeze things in ice. Leroy & Stitch 586 Blue Tank A round orange armadillo/bulldog-like experiment with thick legs, sharp teeth, and a short tail. Designed to eat metal, and grows bigger each time he does. He is eventually caught by Gantu and sent to Hämsterviel, but rescued in "Snafu". Note that he shrunk between "Tank" and "Snafu", suggesting he returns to normal size after a while. 120, 226, Leroy & Stitch 587 Noviz Designed to turn into a shadow, make people blind and transform light into darkness. Leroy & Stitch 588 Sa Designed to annoy people with her mexican music. Leroy & Stitch 589 Stoopinslide Designed to make you slip and slide with the goo he releases on his stomach. Leroy & Stitch 590 Baron Meter Designed to control the weather. Leroy & Stitch 591 Squidly Designed to eat up fish and cause a fish famine. Leroy & Stitch 592 Deodorant Designed to launch a near invisible liquid out from underneath his tail. The liquid will make the person that was hit have an unbearable body odor that roots from the arm-pit. This odor lasts for weeks and is very contagious. Leroy & Stitch 593 Heatwaver Designed to make heat waves when he flies. Leroy & Stitch 594 Colm Designed to make soda. Leroy & Stitch 595 Blue Icecrusher A green Fly-like experiment with a bent hammer-shaped face with a body shaped like Faffy from Dave the Barbarian. Designed to crush ice for fishers in the winter. Leroy & Stitch 596 El Carbon Designed to release carbon monoxide to poison the air. Leroy & Stitch 597 Zirconia Designed to compress mineral matter into high-quality gemstones. Leroy & Stitch 598 Gluteous Designed to destroy fishing vessels. Leroy & Stitch 599 Tattoo Designed to make tattoos. Leroy & Stitch 6-Series Num Pod Color Nickname Short Description Episode 600 Blue Woops A purple, skinny, Stitch-like experiment with huge yellow buckteeth, a football-shaped head with three short white-tipped antennae and a short white-tipped tail. Designed to have all the powers of Stitch, but is a klutz who accidentally bumps into everything. The only thing he can say is, of course, "Woops." His one true purpose is being a valued member of Pleakley's bowling team (because the one thing he can actually do is knock things over, including bowling pins). He is the first prototype of Stitch and is a massive failure. 224 601 Blue Kixx A large, purple, muscular, beastly, Tasmanian Devil-like creature with bulky legs and torso, four strong arms with three fingers on each paw, a blue oval spot on each elbow, short ears, hardly any neck, a wide mouth, a round nose, and black eyes. Designed to be a bully with special kickboxing skills. His one true place is teaching kickboxing, and has his own instructional video entitled "Kickboxing with Kixx". He is voiced by Frank Welker. 103, Leroy & Stitch 602 Blue Sinker A small, purple shark-like experiment designed to destroy and sink enemy ships with its large dorsal fin. His one true place is at a Japanese restaurant where he uses his large fin to cut up vegetables and fillet fish for the chefs to make sushi. 124 603 Yellow Zap A bright yellow, living laser beam and has lightning-shaped antennae, dark blue eyes, and a small limbless dog-like body. He was caught by Gantu with the help of experiment 627 in "627", but was later rescued in "Snafu". 123, 226 604 Yellow Houdini A whitish-tan rabbit-like experiment with four brown spots on each elbow and knee, pink mark on his chest and stomach, purple markings on his back and ear tips and a little face with a small mouth, dark pink nose, and huge black eyes. Designed to make anything and himself disappear with a blink of his huge eyes, though he can also make them re-appear. His eyes are sensitive to intense light (i.e. camera flashes), which cause him to blink reflexively and randomly make surrounding objects or creatures disappear. He is named after Harry Houdini. His one true place is as a Hollywood magician. He was one of the twelve new pods found by Lilo and Stitch in "Drowsy". He is voiced by Rob Paulsen. 119 605 Warpstron Designed to warp you into the future. Leroy & Stitch 606 Blue Holio A small, red, chipmunk-like experiment with a large mouth, two thin antennae, and three thin back spines. Designed to create a matter-sucking black hole when he opens his mouth. His one true place is in construction, clearing up waste. He is voiced by Frank Welker. 116, Leroy & Stitch 607 Blue Launch A tan naked mole rat-like experiment with four spines on his back. Designed to warp the fabric of time and space, causing the entire universe to collapse upon itself. 607 itself never actually appeared in the series, but he was the pod on the sandcastle in 627. Rufus the Mole Rat was mistaken for this experiment in the Lilo & Stitch/Kim Possible crossover episode until Stitch identified him as not being one of the "cousins". 123, 208 608 Blue Slugger A small, yellow, pterosaur-like experiment. Designed to deflect projectiles with his tail shaped like a baseball bat. His one true place is as a coaching assistant for Little League baseball. 139, Leroy & Stitch 609 Green Heat An orange doglike experiment with small eyes, a big mouth, small ears and a large black oval on his forehead. Designed to fire heat from the black oval in his forehead. Heat was used by Gantu to defeat Stitch but was defeated in "Dupe". He is rescued by Lilo and Stitch in "Snafu". 126, 226 610 Blue Witch A purple, ghost-like experiment with a white-striped witch hat extending from her head, a yellow heart-shaped mark on her white chest, and wavy arms similar to cloth. Designed to be an evil witch. Leroy & Stitch 611 Blue El Fin (Doomsday) Designed to make the universe implode when Jumba speaks the password. Fortunately, Jumba forgot the password. Called the "ultimate super weapon", Gantu thought that he had 611's pod in "Houdini" but he was actually reading 119's pod upside down. His original name was Doomsday, but this was changed due to a copyright issue. 119 612 Blue Blandzilla A red dinosaur-like experiment with round spikes down its back and two spines on the back of its head. Designed to terrorize cities. Leroy & Stitch 613 Yellow Yaarp A small, blue, lemur-like experiment with Drowsy-like ears, but with darker tips instead of stripes, four arms and a megaphone-like antenna on his head. Designed to make a literally deafening sonic blast. After Pleakley captured him because Stitch could not, he named him with a word from his native planet. His one true place is as an alien invasion alarm and buzzer for Lilo's hula school. He also operates the scoreboard for the game show in "Spike". Leroy & Stitch 614 Blue Gunner A small, bluish teal dinosaur/salamander-like experiment with a roughly reptilian face with wide mouth, small blue eyes, a small round body, little arms and legs with small hands and feet, some dinosaur qualities, long tail, and black markings on his back. He also have a type of Alien/chameleon-like tongue that shoots blue plasma blasts. Seen in pod form in Lilo & Stitch 2: Stitch Has a Glitch special feature the experiment profiler. Designed to be really well with weapons and destroy everything. Lilo & Stitch 2: Stitch Has a Glitch 615 Yogee Designed to build fatal booby traps in order to steal picnic baskets. Leroy & Stitch 616 Joey Designed to jump across planets. Leroy & Stitch 617 Blue Plasmoid A large green scorpion-like creature with a pincer-less tail. Designed to shoot explosive balls of plasma from his tail. Plasmoid was used by Gantu to defeat Stitch but was defeated in "Dupe". He is rescued by Lilo and Stitch in "Snafu". 126, 226 618 Blue Crystallene A tall and thin purple Angel (624)-like experiment with long crossed, ears, a large nose, small eyes and a thin body designed to turn things into crystals, rubies, diamonds, and gems. Leroy & Stitch 619 Blue Splodyhead A small red, six-legged reptilian dog-like experiment with a red-purple-striped horn on his head, brick-red markings on his forehead and back, short red-orange-tipped ears, blue eyes with red-purple spots around them and a hole-like nose. Designed to shoot fiery plasma blasts from his nose. His one true place is lighting luau torches. He comes over to Lilo's house when he overheated in "Slushy". He later helped fight Slushy with fire against ice. In the episode, Jumba erroneously refers to him as "515". 117, 127 620 Page Designed to possess any other living being. Leroy & Stitch 621 Blue Chopsuey A green, skinny Stitch look-alike with a spiky yellow mohawk and two prominent fangs jutting from his lower jaw. He has all of Stitch's powers and is jealous of all the attention Stitch gets. In the PlayStation 2 game Disney's Stitch: Experiment 626 he steals the DNA that Stitch collects for Jumba, mutating into a stronger form. The plot of this game has since been retconned from canon continuity due to the events depicting Stitch being apprehended immediately after his creation in Lilo & Stitch 2: Stitch Has A Glitch. However, 621 could still have the same physical appearance and personality. He is both very physical and well-equipped. His weapons include Jet-Pack, Grapple-Gun, rocket-launching Big Gun, and Freeze Gun. The second true prototype of Stitch but he does not appear in the series and has no record from Disney so 625 or Reuben takes this prototype number. He also has the strange ability to mutate when power is charged at most extreme. He is voiced by Frank Welker. Disney's Stitch: Experiment 626, Leroy & Stitch 622 Jumby Designed to be Jumba's clone, but he is smaller than him and only speaks alien. Leroy & Stitch 623 Trainer Designed to retrain all Experiments who have lost or forgotten how to carry out their primary functions, and be a master of all combat skills but failed because though he knows all combat skills he only uses judo. Leroy & Stitch 624 White Angel A pink shapely female experiment with a strong feminine resemblance to Stitch and his primary love interest, with two long tendril-like violet-tipped antennae, violet-tipped ears, small eyelashes, white V-shaped symbol, slightly larger chest puffed out and dark pink Stitch-like back markings (originally upside-down heart-shaped or sometimes gone). Designed to sing a song that turns "good" experiments to "bad", though it also worked on Jumba. Stitch and Reuben are immune to her song's effect, as they were created after Angel. The spell can be reversed by Angel singing the song backwards or by playing a recording of her song in reverse. She is in love with Stitch and is the closest one to him. Experiment 625, Reuben, has feelings for her, calling her "toots", "sweet lips" and "hotcakes", but as for Angel, she rejected him. Angel was caught by Gantu after defecting from his side out love for Stitch but rescued in "Snafu". She is voiced by Tara Strong. 125, 215, 226, Leroy & Stitch, Stitch Jam, Stitch! 625 Blue Reuben A golden, koala/marmot-like experiment resembling a chubbier version of Stitch with short ears that flop down at the sides of his head, three small antennae that look like a tuft of fluffy fur, pointed fingers, short stumpy legs, hourglass-shaped marking on his back and two flat teeth sticking out of his mouth and overlapping his bottom lip (in the Disney Adventures Magazine Comics before Lilo & Stitch, he was blue). He is a prototype of Stitch; but while his powers, he is lazy, cowardly, and only makes sandwiches. Only referred to as 625 in the series and Stitch! The Movie, but was finally named Reuben by Lilo during Leroy & Stitch. He speaks English with a hint of a Brooklyn accent. Reuben serves as Gantu's wisecracking sidekick during the series. After receiving his name and working alongside Lilo in Leroy & Stitch, he found his one true place alongside a newly recommissioned (and redeemed) Captain Gantu as his Galley Officer. He is voiced by Rob Paulsen. Disney Adventures Magazine, Most episodes, Stitch! The Movie, Leroy & Stitch 626 N/A Stitch A blue, koala-like experiment with large rabbit-like ears, a wide mouth, a round nose, black eyes, a small, short, stubby tail, two nose wrinkles, one chin wrinkle, three tuffs of sharp hair on top of his head and on his chest as well as two extra, retractable arms, three retractable spines that run down his back (the first spine is the shortest, then longest, then medium), sharp retractable claws on his front and back paws and two retractable antennae on his head. Designed to be abnormally strong, virtually indestructible, super intelligent and very mischievous. He can think faster than a supercomputer, he is fireproof and bulletproof, can spit acid, can hear in different hearing levels, can see in the dark, can jump really high, can climb up walls and walk on ceilings, can roll into a ball, have super sight and hearing and lift objects 3000 times his own weight (but not an ounce more). His only weakness is water, as he cannot swim due to his molecular density. When he becomes good, he has a heart of gold. His one true place is, of course, as Lilo's "dog." He is the first experiment to be created without Dr. Hämsterviel's funding. He is the most successful experiment Jumba has made. He's also the main character and hero in the series and in the movies. After learning of his older "cousins", he and his friend, Lilo, make it their mission to give them a new purpose beyond chaotic mayhem. He has a romantic relationship with Experiment 624, Angel and, later, acts like a brother to both her and Reuben. He is voiced by Chris Sanders. He is the first successful destructing experiment Jumba created after two failures: 600 and 625. All movies, episodes, and magazines 627 Blue N/A A red and yellow, conehead, purple-nosed, monstrous experiment that looks like a bigger, badder, and worse-mannered version of Stitch, with the same face expression, ear notches at the top of each ear, a wiry body, dark eyes, four extra retractable arms, four retractable spines that run down his back (the first and last spine are the shortest, the second spine is the longest, then medium), black sharp retractable claws on his front and back paws, retractable antennae, and an extra retractable head as well. He also have a type of Alien-like outstretchable mouth. He is the first experiment to be created on Earth with limited alien technology and without Dr. Hämsterviel's funding and serves as Stitch's bitter, villainous rival. Designed to have all the powers/strengths of Stitch and 20 other experiments, but none of their weaknesses, and absolutely no ability to turn to good. All 627 can say is "evil". 627 was mostly stronger and healthier than Stitch. 627's other powers include telekinesis, electrokinesis, plasma shoot and ice breath. His only apparent weakness is his loud, uncontrollable laughter. Even though seemingly "indestructible", 627 was outwitted and dehydrated back into an experiment pod by Stitch and Lilo, using a commercially available home food dehydrator, and he had been dehydrated for three years. After this, he did not appear again except for in a video recording in "Mrs. Hasagawa's Cats/Ace" and a dream sequence in "Remmy". He is also briefly mentioned in Leroy & Stitch. He is voiced by Chris Sanders. He is the only experiment to keep his number as a name since Lilo did not give him one. 123 628 Blue N/A Created with 627 or after Stitch defeated 627. Seen only in pod form at the end of "627" as Jumba locked it away in a vault, saying, "So much for experiment 627. Perhaps I will have better luck next time". 123 629 N/A Leroy Stitch's evil twin, with red fur, frilly ears, yellow teeth, bent antennae, three bent spines on his back, a fluffy tail, and a slightly deeper voice as well as two extra, retractable arms and retractable claws on his front paws. Jumba started creating him from a template similar to Stitch, until Dr. Hämsterviel captured him and forced him to make a "new version" of 626. Designed to have all of Stitch's powers, but he also has the ability to disguise himself as Stitch by changing his fur color from red to blue (Dr. Hämsterviel hates the color blue, so he told Jumba to make him resplendent red to match his cape) and instantly regrow his fur. Leroy is very physical, but also makes liberal use of his plasma gun. After naming him "Leroy", Dr. Hämsterviel used a cloning machine to create an army, then sent the original Leroy down to Earth to capture the 624 experiments remaining there. Fortunately, Jumba secretly programmed a failsafe into Leroy before he was charged: If Leroy (or his clones) hears the song "Aloha Oe", his nervous system will shut down. After his defeat, Leroy and his clones are all placed in jail with Hämsterviel. Leroy's number is never mentioned in the movie. Jumba tries to call him "627" as mentioned on the Disney website, but Gantu reminds him that he's already made experiment 627. He is voiced by Chris Sanders. He and all his clones are sent to jail at the end of the movie, where they are seen happily dancing to "Jailhouse Rock". Leroy & Stitch Trivia Disney's Stitch: Experiment 626 featured an experiment series numbered as 700, which were mass-produced by Jumba and served as enemies in the game. In Stitch!, a similar experiment named Dark End is introduced. Although similar to Stitch, it is not among the official experiment series due to Dark End being created by Delia, lacking an official number, and whether or not it is canon based on the anime's disputable canon status. According to the Lilo & Stitch: The Series episode "Skip" (as seen on a monitor) and the Magic Kingdom attraction Stitch's Great Escape (as seen on wanted posters in the exit halls of the attraction), the official shorthand prefix for "Experiment" is "X-" (X with a hyphen). In addition, Jumba referred to Spooky as "X300" in that experiment's episode, further supporting this. Continuity errors Several experiments have been given multiple numbers, such as Bonnie and Clyde, who are called 349 and 350 in their episode but called 149 and 150 in the end credits of Leroy & Stitch. Many of the experiments that appear in the background during the Aloha Stadium battle in Leroy & Stitch are duplicates or recolors and slight edits of existing experiments. They may not be canon experiments, but were put in as screen fillers to make it appear that all 626 experiments were actually there. For example, Experiment 604, Houdini, appears five times in the frame, while Experiment 520, Cannonball, appears eight times; twice recolored, twice re-edited and four times copied. Experiment 540, Phoon, is also seen twice in the scene both in normal and mutated form. A non-existent experiment, "Mamf", was listed as Experiment 272 in the end credits of Leroy & Stitch. The real 272, Wormhole, was listed as 275 (Tickle-Tummy), who was mistakenly left off the list in the movie.
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Post by Freddie on Jul 27, 2019 20:01:27 GMT 1
Structure of the United States Army From Wikipedia, the free encyclopedia Jump to navigationJump to search This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages) This article needs to be updated. (June 2012) This article includes a list of references, but its sources remain unclear because it has insufficient inline citations. (June 2009) The United States Army Drill Team The structure of the United States Army is complex, and can be interpreted in several different ways: active/reserve, operational/administrative, and branches/functional areas. This page aims to portray the current overall structure of the US Army. Contents 1 History 1.1 Post World War II 2 Active and reserve components 3 Administrative 3.1 Headquarters Department of the Army (HQ DA) Staff 3.2 Field Operating Agencies 3.3 The Office of the Inspector General 4 Army Commands 5 Operational unit structure 6 Major Operational Units 6.1 Armies 6.2 Corps 6.3 Divisions 6.4 Separate brigades/regiments 6.5 Smaller units 7 Branches and functional areas 7.1 Maneuver, Fires, and Effects (MFE) Branches and Functional Areas 7.1.1 Maneuver 7.1.2 Fires 7.1.3 Maneuver Support 7.1.4 Special Operations Forces 7.1.5 Effects 7.2 Operations Support (OS) Branches and Functional Areas 7.2.1 Network and Space Operations 7.2.2 Intelligence, Surveillance, and Reconnaissance (ISR) & Area Expertise 7.2.3 Plans development 7.2.4 Forces development 7.2.5 Education and Training 7.3 Force Sustainment (FS) Branches and Functional Areas 7.3.1 Integrated Logistics Corps 7.3.2 Soldier Support 7.3.3 Acquisition Corps 7.3.4 Special Branches 8 See also 9 Notes 10 References History Main article: History of the United States Army Prior to 1903, members of the National Guard were considered state soldiers unless federalized by the President. Since the Militia Act of 1903, all National Guard soldiers have held dual status: as National Guardsmen under the authority of the governors of their states and as a reserve of the U.S. Army under the authority of the President. Since the adoption of the total force policy, in the aftermath of the Vietnam War, reserve component soldiers have taken a more active role in U.S. military operations. Reserve and Guard units took part in the Gulf War, peacekeeping in Kosovo, and the 2003 invasion of Iraq. Although the present-day Army exists as an all-volunteer force, augmented by Reserve and National Guard forces, measures exist for emergency expansion in the event of a catastrophic occurrence, such as a large scale attack against the U.S. or the outbreak of a major global war. The final stage of Army mobilization, known as "activation of the unorganized militia" would effectively place all able-bodied males in the service of the U.S. Army. During World War I, the "National Army" was organized to fight the conflict.[1] It was demobilized at the end of World War I. After World War I, former units were replaced by the Regular Army, the Organized Reserve Corps, and the State Militias. In the 1920s and 1930s, the "career" soldiers were known as the "Regular Army" with the "Enlisted Reserve Corps" and "Officer Reserve Corps" augmented to fill vacancies when needed.[2] In 1941, the "Army of the United States" was founded to fight World War II. The Regular Army, Army of the United States, the National Guard, and Officer/Enlisted Reserve Corps (ORC and ERC) existed simultaneously.[citation needed] Post World War II After World War II, the ORC and ERC were combined into the United States Army Reserve. The Army of the United States was re-established for the Korean War and Vietnam War and was demobilized upon the suspension of the Draft.[2][dead link] Active and reserve components The United States Army is made up of three components: one active—the Regular Army; and two reserve components—the Army National Guard and the Army Reserve. Both reserve components are primarily composed of part-time soldiers who train once a month, known as Battle Assembly, Unit Training Assemblies (UTAs), or simply "drills", while typically conducting two to three weeks of annual training each year. Both the Regular Army and the Army Reserve are organized under Title 10 of the United States Code. The National Guard is organized under Title 32. While the Army National Guard is organized, trained, and equipped as a component of the U.S. Army, individual units are under the command of individual states' governors. However, units of the National Guard can be federalized by presidential order and against the governor's wishes.[3] Administrative Headquarters Department of the Army (HQ DA) Staff Chart summarizing the organization of the Department of the Army's Headquarters as of 2010. The U.S. Army is led by a civilian Secretary of the Army, who reports to the secretary of defense, and serves as civilian oversight for the U.S. Army chief of staff. The U.S. Army chief of staff is a member of the Joint Chiefs of Staff, a body composed of the service chiefs from each service who advise the president and secretary of defense on military matters under the guidance of the chairman and vice chairman of the Joint Chiefs of Staff. Field Operating Agencies Assistant Secretary of the Army for Financial Management and Comptroller (ASA (FM&C)) Cost and Economic Analysis Agency, MD Finance Command, VA Assistant Secretary of the Army for Manpower & Reserve Affairs (ASA (M&RA)) EEO Agency, DC EEO Compliance and Complaints Review Agency, VA Assistant Secretary of the Army for Acquisition, Logistics, and Technology (ASA(ALT)) Army Contracting Agency (ACA) Office of the Auditor General (SAAG) United States Army Audit Agency, VA Office of the Chief of Public Affairs (OCPA) Soldiers Media Center Office of the Chief of Staff of the Army (OCSA) U.S. Army Test and Evaluation Management Agency, DC Center for Army Analysis, VA Center of Military History, DC U.S. Army Combat Readiness Center, Ala. Office of the Army G-8 (Financial Management)[nb 1] Center for Army Analysis, VA Office of the Army Chief Information Officer/G-6 Second Army Office of the Army G-4 Logistics Innovation Agency, VA Office of the Army G-3/5/7 (Operations/Plans) Army War College, PA Command and Control Support Agency, VA (not available) U.S. Military Observers Group, DC (not available) Office of the Deputy Chief of Staff, Intelligence (Army G-2)[4] United States Army Intelligence and Security Command (INSCOM) Office of the Deputy Chief of Staff for Personnel (Army G-1) Army Human Resources Command Office of the Assistant Chief of Staff for Installation Management (ACSIM) Installation Support Management Activity Office of the Judge Advocate General (OTJAG) The Judge Advocate General's Legal Center and School, VA U.S. Army Legal Services Agency, VA The Office of the Inspector General The Inspector General of the Army (IG) maintains open channels of communication for extraordinary issues which might lie outside the purview of the chain of command; it lists points of contact for the 3 Army Commands (ACOMs), the 11 Army Service Component Commands (ASCCs), and 12 Direct Reporting Units (DRUs).[5] IG teams might then be assigned to a case, if need be, to perform inspections, assessments, and investigations.[6] Inspector General's Corps Army Commands Map showing the six geographical commands of the U.S. Army. There are six geographical Unified Combatant Commands (CCMDs). United States Army Central headquartered at Shaw Air Force Base, South Carolina[7] United States Army North headquartered at Fort Sam Houston, Texas United States Army South headquartered at Fort Sam Houston, Texas United States Army Europe headquartered at Lucius D. Clay Kaserne, Wiesbaden, Germany United States Army Africa headquartered at Caserma Ederle, Vicenza, Italy[8][9][10] United States Army Pacific headquartered at Fort Shafter, Hawaii. Each command will eventually have a numbered army as operational command, except in the case of U.S. Army Pacific, which will not maintain one but will have a numbered army for U.S. Army forces in the Republic of Korea. Army Cyber Command is a component of United States Cyber Command. The commander of Army Cyber is also commander of Second Army. Second Army is now a direct reporting unit to the Army CIO/G-6, with CIO reporting to the Secretary of the Army, while G-6 reports to the Army Chief of Staff. Army Network Enterprise Technology Command/9th Army Signal Command (NETCOM/9thSC(A)), formerly reporting directly to the CIO/G-6, is now a component of Second Army. In addition, the Army's Special Operations Command administers its Joint Operations units; Space and Missile Defense Command provides global satellite-related infrastructure, and missile defense for the combatant commands, and for the nation. The Air Force provides air transport, and Surface Deployment and Distribution Command provides ocean transport. Headquarters US Army SSI.png Headquarters, United States Department of the Army (HQDA): Army Commands Current commander Location of headquarters United States Army Forces Command SSI.svg United States Army Forces Command (FORSCOM) GEN Michael X. Garrett Fort Bragg, North Carolina Army Futures Command SSI.png United States Army Futures Command (AFC) GEN John M. Murray Austin, Texas AMC shoulder insignia.svg United States Army Materiel Command (AMC) GEN Gustave F. Perna Redstone Arsenal, Alabama TRADOC patch.svg United States Army Training and Doctrine Command (TRADOC) GEN Stephen J. Townsend Fort Eustis, Virginia Army Service Component Commands Current commander Location of headquarters U.S. Army Africa Shoulder Sleeve Insignia.jpg United States Army Africa (USARAF)/Ninth Army/United States Army Southern European Task Force[11] MG Roger L. Cloutier, Jr. Caserma Ederle, Vicenza, Italy United States Army Central CSIB.svg United States Army Central (ARCENT)/Third Army LTG Terry Ferrell Shaw Air Force Base, South Carolina USAREUR Insignia.svg United States Army Europe (USAREUR)/Seventh Army (U.S.) LTG Christopher Cavoli Clay Kaserne, Wiesbaden, Germany United States Army North CSIB.svg United States Army North (ARNORTH)/Fifth Army LTG Jeffrey S. Buchanan Joint Base San Antonio, Texas USARPAC insignia.svg United States Army Pacific (USARPAC) GEN Robert B. Brown Fort Shafter, Hawaii UNITED STATES ARMY SOUTH SSI.svg United States Army South (ARSOUTH)/Sixth Army MG Clarence K.K. Chinn Joint Base San Antonio, Texas Surface Deployment and Distribution Command SSI.svg Surface Deployment and Distribution Command (SDDC) MG Stephen E. Farmen Scott AFB, Illinois US Army Cyber Command SSI.png United States Army Cyber Command (ARCYBER)[12][13][14] LTG Stephen G. Fogarty Fort Belvoir, Virginia[15] United States Army Space and Missile Defense Command Logo.svg United States Army Space and Missile Defense Command/United States Army Strategic Command (USASMDC/ARSTRAT) LTG James H. Dickinson Redstone Arsenal, Alabama U.S. Army Special Operations Command SSI (1989-2015).svg United States Army Special Operations Command (USASOC) LTG Francis M. Beaudette Fort Bragg, North Carolina Operational Force Headquarters Current commander Location of headquarters Eighth United States Army CSIB.svg Eighth Army (EUSA)[16] LTG Michael A. Bills Camp Humphreys, South Korea Direct reporting units Current commander Location of headquarters Arlington National Cemetery Seal.png Arlington National Cemetery and Soldiers' and Airmen's Home National Cemetery[17] Jack E. Lechner Arlington, Virginia United States Army Marketing and Engagement Brigade (USAMEB)[18] COL Brian M. Cavanaugh Fort Knox, Kentucky US Army Acquisition Support Center SSI.png United States Army Acquisition Support Center (USASC)[19] Craig A. Spisak Fort Belvoir, Virginia US Army Civilain Human Resources Agnecy seal.png United States Army Civilian Human Resources Agency (CHRA)[20] Barbara P. Panther Washington, D.C. USACE.gif United States Army Corps of Engineers (USACE) LTG Todd T. Semonite[21] Washington, D.C. Cid patch color.jpg United States Army Criminal Investigation Command (USACIDC) MG Mark S. Inch Quantico, Virginia United States Army Financial Management Command (USAFMCOM) MG David C. Coburn Indianapolis, Indiana[22] US Army HRC SSI.png United States Army Human Resources Command (HRC)[23] MG Jason T. Evans Alexandria, Virginia United States Army Installation Management Command Shoulder Patch.png United States Army Installation Management Command (IMCOM) LTG Kenneth R. Dahl Joint Base San Antonio, Texas INSCOM.svg United States Army Intelligence and Security Command (INSCOM) MG Christopher S. Ballard Fort Belvoir, Virginia MEDCOM.png United States Army Medical Command (MEDCOM) LTG Nadja West Joint Base San Antonio, Texas United States Army Military District of Washington CSIB.svg United States Army Military District of Washington (MDW) MG Michael L. Howard Fort Lesley J. McNair, Washington, D.C. US Army Recruiting Command SSI.png United States Army Recruiting Command (USAREC)[24] MG Jeffrey J. Snow Fort Knox, Kentucky United States Army Test and Evaluation Command SSI.png United States Army Test and Evaluation Command (ATEC) MG Joel K. Tyler Alexandria, Virginia US Army War College SSI.png United States Army War College (AWC)[25] MG John S. Kem Carlisle, Pennsylvania USMA SSI.png United States Military Academy (USMA) LTG Darryl A. Williams West Point, New York Source: U.S. Army organization[26] Operational unit structure Most U.S. Army units can be operationally divided into the following components from largest to smallest: Field army: Formerly consisted of an army headquarters battalion, two corps, army troops (including army field artillery and army air defense artillery groups and brigades, an armored cavalry regiment, army aviation, military intelligence, engineer, and signal groups, and brigades), and a field army support command (FASCOM) consisting of military police, medical, and support (i.e., maintenance, quartermaster, and services) brigades, and transportation and ordnance groups. Now primarily an administrative arrangement, consisting of multiple corps. The last time a multiple-corps army took the field was Third Army directing VII and XVIII Corps during Operation Desert Storm. Armies now also operate as army service component commands (ASCCs) of unified combatant commands, such as Seventh Army/USAREUR. Armies have also effectively operated as military districts formerly in the continental United States. Fifth Army and First Army performed this function up until recently. Usually commanded by a general or lieutenant general Corps: Formerly consisted of a corps headquarters and two or more divisions, corps troops (consisting of corps artillery, an armored cavalry regiment, an air defense artillery group, and an army aviation group), a corps support command (COSCOM) and other organic support brigades. A corps is now designated as an "operational unit of employment", that may command a flexible number of modular units. Usually commanded by a lieutenant general. 20,000–45,000 soldiers. Division: Formerly consisted of a division headquarters company, three maneuver brigades, division artillery (DIVARTY), division support command (DISCOM), an aviation brigade, an air defense artillery battalion, an armored cavalry squadron, and an engineer brigade, and other support assets. Until the brigade combat team program was developed, the division was the smallest self-sufficient level of organization in the U.S. Army. Current divisions are "tactical units of employment", and may command a flexible number of modular units, but generally will include three brigade combat teams and a combat aviation brigade, supported by a staff in a headquarters and headquarters battalion. Usually commanded by a major general who is supported by a command sergeant major. Typically consists of 17,000 to 21,000 soldiers, but can grow up to 35 - 40,000 with attached support units. Brigade (or group): Composed of three battalions, with a brigadier general or a colonel as commander, supported by a staff in a headquarters and headquarters company. Maneuver brigades have transformed into brigade combat teams, generally consisting of three maneuver battalions, a cavalry squadron, a fires battalion, a special troops battalion (with engineers, signals, and military intelligence), and a command sergeant major and a support battalion. Stryker brigade combat teams have a somewhat larger structure. 3,000–5,000 soldiers. Regiment: The Army, for the most part is no longer organized by regiments. Rather, battalions and squadrons maintain regimental affiliations in that they are called (for example), 1st Battalion, 8th Infantry (Regiment is implied) and is written 1–8 Inf. In this case, there is no regimental commander and the battalion is organized as part of a brigade for combat. The exceptions are those units, such as armored cavalry regiments which remain organized, and fight, as a regiment and have a regimental commander. The written designation is easy to distinguish and commonly misused. A "forward slash" ("/") separates levels of command. 1st Squadron, 3rd Armored Cavalry Regiment is written 1/3 ACR whereas the 1st Battalion, 6th Field Artillery (again, Regiment is implied) is written 1–6 FA. Battalion (or cavalry squadron): Normally composed of three companies, troops or batteries and led by a battalion/squadron commander, usually a lieutenant colonel supported by a command sergeant major and a staff in a headquarters and headquarters company/battery/troop. 300–1,000 soldiers. Company (or artillery battery/cavalry troop): Designated A to C (plus HQ or support companies/batteries/troops) when in a 3 company/battery battalion or A to D when organized in a 4 company/battery battalion. Regimental troops are designated A to T, depending on the number of troops. The troops are then divided into their like squadrons. Each company/battery/troop is composed of a company/battery/troop headquarters and three platoons, and led by a company/battery/troop commander, usually a first lieutenant, captain or sometimes a major supported by a first sergeant. 62–190 soldiers. Platoon: Composed of a platoon headquarters and three squads, led by a platoon leader, usually a second lieutenant supported by a platoon sergeant (sergeant first class). 42 soldiers. Section: Usually directed by a sergeant supported by one or two corporals who supplies guidance for junior NCO squad leaders. Often used in conjunction with platoons at the company level. 12-24 soldiers. Squad: Composed of two teams and is typically led by a staff sergeant or sergeant. 9 soldiers. Team: The smallest unit. A fire team consists of a team leader (usually a sergeant or corporal), a rifleman, a grenadier, and an automatic rifleman. A sniper team consists of a sniper who engages the enemy and a spotter who assists in targeting, team defense, and security. 4 soldiers. Major Operational Units Armies First United States Army, US Army Forces Command Third United States Army, US Army Central Fifth United States Army, US Army North Sixth United States Army, US Army South Seventh United States Army, US Army Europe Eighth United States Army, US Army Korea Ninth United States Army, US Army Africa Corps Main article: List of corps of the United States I Corps headquartered at Fort Lewis, Washington III Corps headquartered at Fort Hood, Texas XVIII Airborne Corps headquartered at Fort Bragg, North Carolina Divisions See also: Divisions of the United States Army Regular Army Divisions 1st Armored Division 1st Cavalry Division 1st Infantry Division 2nd Infantry Division 3rd Infantry Division 4th Infantry Division 7th Infantry Division (Headquarters Only) 10th Mountain Division 25th Infantry Division 82nd Airborne Division 101st Airborne Division Army National Guard Divisions 28th Infantry Division 29th Infantry Division 34th Infantry Division 35th Infantry Division 36th Infantry Division 38th Infantry Division 40th Infantry Division 42nd Infantry Division Separate brigades/regiments 2nd Cavalry Regiment (Stryker brigade combat team) at Vilseck, Germany 3rd Cavalry Regiment (Stryker brigade combat team) at Fort Hood, Texas 11th Armored Cavalry Regiment (multi-compo heavy brigade combat team) at Fort Irwin, California (Not in total below due to its non-deployable role as permanent OPFOR at NTC) 75th Ranger Regiment (special operations airborne light infantry) HQ at Fort Benning, Georgia 173rd Airborne Brigade Combat Team (infantry brigade combat team (airborne)) at Vicenza, Italy 3rd Infantry Regiment at Fort Myer and Fort McNair, Virginia US Army Combat Brigades after the current round of deactivations / re-organizations: 31 10 Heavy Brigade Combat Teams 7 Stryker Brigade Combat Teams 7 Infantry Brigade Combat Teams (light) 4 Infantry Brigade Combat Teams (airborne) 3 Infantry Brigade Combat Teams (air assault) For 2020, the Army plans to convert one SBCT to a HBCT, and one IBCT to a SBCT, which would bring the totals to 11 HBCTs, 7 SBCTs, and 13 IBCTs.[27] Smaller units Combat formations of the US Army at below brigade level include the United States Army Special Forces groups and several reserve separate battalions (100–442 Inf (USAR), 3-172 Inf (Mtn) (Vermont Army National Guard) etc.). Branches and functional areas See also: United States Army branch insignia Personnel in the Army work in various branches, which is their area of training or expertise. Traditionally, the branches were divided into three groups combat arms, combat support, and combat service support. Currently, the Army classifies its branches as maneuver, fires, and effects; operations support; and force sustainment. Basic branches - contain groupings of military occupational specialties (MOS) in various functional categories, groups, and areas of the army in which officers are commissioned or appointed (in the case of warrant officers) and indicate an officer's broad specialty area. (For example, Infantry, Signal Corps, and Adjutant General's Corps.) Generally, officers are assigned to sequential positions of increasing responsibility and authority within one of the three functional categories of the army branches (Maneuver, Fires and Effects; Operations Support; Force Sustainment) to develop their leadership and managerial skills to prepare them for higher levels of command. The branches themselves are administrative vice operational command structures that are primarily involved with training, doctrine, and manpower concerns. Each branch has a Branch Chief who is the Head of the Branch and usually serves as the respective branch school commandant or director. Special branches - contain those groupings of military occupational specialties (MOS) of the army in which officers are commissioned or appointed after completing advanced training and education and/or receiving professional certification in one of the classic professions (i.e., theology, law, or medicine), or other associated health care areas (e.g., dentistry, veterinary medicine, pharmacy, registered nurse, physician's assistant). Officers of most special branches are restricted to command of units and activities of their respective department/branch only, regardless of rank or seniority. This means, for example, that Army Medical Department (AMEDD) branch officers may only command AMEDD units and activities. Likewise, Chaplains are essentially "officers without command" and are ineligible to command operational units and activities. They do, however, supervise junior ranking chaplains and enlisted chaplain's assistants. As an exception to this general rule, JAG Corps officers are eligible to command and may be assigned (with permission from the Judge Advocate General) to non-legal command positions, although ordinarily, like other Special branch officers, a JAG officer will only lead JAG Corps units and activities during their career.[28] Basic branches and date established[29] Infantry, 14 June 1775 Adjutant General's Corps, 16 June 1775 Corps of Engineers, 16 June 1775 Finance Corps, 16 June 1775 Quartermaster Corps, 16 June 1775 Field Artillery, 17 November 1775 Armor, 12 June 1776 Ordnance Corps, 14 May 1812 Signal Corps, 21 June 1860 Chemical Corps, 28 June 1918 Military Police Corps, 26 September 1941 Transportation Corps, 31 July 1942 Military Intelligence Corps, 1 July 1962 Air Defense Artillery, 20 June 1968 Aviation, 12 April 1983 Special Forces, 9 April 1987 Civil Affairs Corps, 17 August 1955 (special branch); 16 October 2006 (basic branch) Psychological Operations, 16 October 2006 Logistics, 1 January 2008 Acquisition Corps, 1 October 2002 Cyber Corps (As of 2014)[30] Special branches and date established[29] Army Medical Department, 27 July 1775: Medical Corps, 27 July 1775 Nurse Corps, 2 February 1901 Dental Corps, 3 March 1911 Veterinary Corps, 3 June 1916 Army Medical Specialist Corps, 16 April 1947 Medical Service Corps, 30 June 1917 Chaplain Corps, 29 July 1775 Judge Advocate General's Corps, 29 July 1775 Special assignment "branches" insignia Aides-de-Camp, 16 June 1775 (2nd Continental Congress authorized three military aides for the Commander in Chief) - officers only Army Bands, 14 June 1775 (2nd Continental Congress authorized a musician in each Continental Army infantry company) - enlisted only (officers wear Adjutant General's Corps branch insignia) Chaplain Candidates Corps, 18 June 2012 - officers only Chaplain Assistant 28 December 1909 - enlisted only General Staff Corps, 16 June 1775 (2nd Continental Congress authorized a general staff for the Continental Army) - officers only Inspector General's Corps, 13 December 1777 (2nd Continental Congress appointed Major General Thomas Conway as first Inspector General of the Continental Army) National Guard Bureau, 3 June 1916 Senior Enlisted Leader, 1 July 1975 - worn by command sergeants major and sergeants major when in a position rated by a general officer or senior executive service level civilian Sergeant Major of the Army, 4 July 1966 Senior Enlisted Advisor to the Chairman of the Joint Chiefs of Staff, 20 December 2005 Staff Specialist Corps, 1 November 1941 - officers only Each branch of the army has a different branch insignia. Per US Army Pamphlet 600-3, dated 1 February 2010, the three functional categories and associated functional groups for the branches and associated functional areas are:[31] Maneuver, Fires, and Effects (MFE) Branches and Functional Areas Maneuver Infantry, 14 June 1775 Ten companies of riflemen were authorized by a resolution of the Continental Congress on 14 June 1775. However, the oldest Regular Army infantry regiment, the 3rd Infantry Regiment, was constituted on 3 June 1784, as the First American Regiment. Armor, 12 December 1776[29] The Armor Branch traces its origin to the Cavalry. A regiment of cavalry was authorized to be raised by the Continental Congress Resolve of 12 December 1776. Although mounted units were raised at various times after the Revolution, the first in continuous service was the United States Regiment of Dragoons, organized in 1833. The Tank Service was formed on 5 March 1918. The Armored Force was formed on 10 July 1940. Armor became a permanent branch of the army in 1950. Aviation, 12 April 1983 Following the establishment of the U.S. Air Force as a separate service in 1947, the army began to develop further its own aviation assets (light planes and rotary wing aircraft) in support of ground operations. The Korean War gave this drive impetus, and the war in Vietnam saw its fruition, as army aviation units performed a variety of missions, including reconnaissance, transport, and fire support. After the war in Vietnam, the role of armed helicopters as tank destroyers received new emphasis. In recognition of the growing importance of aviation in army doctrine and operations, aviation became a separate branch on 12 April 1983. Cyber Corps, 1 September 2014 (previously Signal Corps Information Systems Management) Fires Field Artillery, 17 November 1775 The Continental Congress unanimously elected Henry Knox "Colonel of the Regiment of Artillery" on 17 November 1775. The regiment formally entered service on 1 January 1776. Air Defense Artillery, 20 June 1968 The Air Defense Artillery branch descended from the Anti-Aircraft Artillery (part of the U.S. Army Coast Artillery Corps) into a separate branch on 20 June 1968. Maneuver Support Corps of Engineers, 16 June 1775 Continental Congress authority for a "Chief Engineer for the Army" dates from 16 June 1775. A corps of engineers for the United States was authorized by the Congress on 11 March 1789. The Corps of Engineers as it is known today came into being on 16 March 1802, when the President was authorized to "organize and establish a Corps of Engineers ... that the said Corps ... shall be stationed at West Point in the State of New York and shall constitute a Military Academy." A Corps of Topographical Engineers, authorized on 4 July 1838, was merged with the Corps of Engineers in March 1863. Chemical Corps, 28 June 1918 The Chemical Warfare Service was established on 28 June 1918, combining activities that until then had been dispersed among five separate agencies of government. It was made a permanent branch of the Regular Army by the National Defense Act of 1920. In 1945, it was re-designated the Chemical Corps. Military Police Corps, 26 September 1941 A Provost Marshal General's Office and Corps of Military Police were established in 1941. Prior to that time, except during the Civil War and World War I, there was no regularly appointed Provost Marshal General or regularly constituted Military Police Corps, although a "Provost Marshal" can be found as early as January 1776, and a "Provost Corps" as early as 1778. Special Operations Forces Special Forces, 9 April 1987 The first special forces unit in the Army was formed on 11 June 1952, when the 10th Special Forces Group was activated at Fort Bragg, North Carolina. A major expansion of special forces occurred during the 1960s, with a total of eighteen groups organized in the Regular Army, Army Reserve, and Army National Guard. As a result of renewed emphasis on special operations in the 1980s, the Special Forces Branch was established as a basic branch of the army effective 9 April 1987, by General Order No. 35, 19 June 1987. Special forces are part of U.S. special operations forces Psychological Operations, 16 October 2006 Established as a basic branch effective 16 October 2006 per General Order 30, 12 January 2007. Civil Affairs Corps, 16 October 2006 The Civil Affairs/Military Government Branch in the Army Reserve Branch was established as a special branch on 17 August 1955. It was subsequently redesignated the Civil Affairs Branch on 2 October 1955, and it has continued its mission to provide guidance to commanders in a broad spectrum of activities ranging from host–guest relationships to the assumption of executive, legislative, and judicial processes in occupied or liberated areas. Became a basic branch effective 16 October 2006 per General Order 29, on 12 January 2007. Effects Public Affairs Information Operations Operations Support (OS) Branches and Functional Areas Network and Space Operations Signal Corps, 21 June 1860 The Signal Corps was authorized as a separate branch of the army by act of Congress on 3 March 1863. However, the Signal Corps dates its existence from 21 June 1860, when Congress authorized the appointment of one signal officer in the army, and a War Department order carried the following assignment: "Signal Department – Assistant Surgeon Albert J. Myer to be Signal Officer, with the rank of Major, 27 June 1860, to fill an original vacancy." Information Systems Management Telecommunication Systems Engineer Space Operations Intelligence, Surveillance, and Reconnaissance (ISR) & Area Expertise Military Intelligence Corps, 1 July 1962 Intelligence has been an essential element of army operations during war as well as during periods of peace. In the past, requirements were met by personnel from the Army Intelligence and Army Security Reserve branches, two-year obligated tour officers, one-tour levies on the various branches, and Regular Army officers in the specialization programs. To meet the army's increased requirement for national and tactical intelligence, an Intelligence and Security Branch was established effective 1 July 1962, by General Order No. 38, on 3 July 1962. On 1 July 1967, the branch was re-designated as Military Intelligence. Strategic Intelligence Foreign Area Officer (FAO) Plans development Strategic Plans and Policy Nuclear and Counterproliferation Forces development Force Management Operations Research/Systems Analysis (ORSA) Simulation Operations Education and Training Permanent Academy Professor Force Sustainment (FS) Branches and Functional Areas Integrated Logistics Corps Quartermaster Corps, 16 June 1775 The Quartermaster Corps, originally designated the Quartermaster Department, was established on 16 June 1775. While numerous additions, deletions, and changes of function have occurred, its basic supply and service support functions have continued in existence. Ordnance Corps, 14 May 1812 The Ordnance Department was established by act of Congress on 14 May 1812. During the Revolutionary War, ordnance material was under supervision of the Board of War and Ordnance. Numerous shifts in duties and responsibilities have occurred in the Ordnance Corps since colonial times. It acquired its present designation in 1950. Ordnance soldiers and officers provide maintenance and ammunition support. Transportation Corps, 31 July 1942 The history of the Transportation Corps starts with World War I. Prior to that time, transportation operations were chiefly the responsibility of the Quartermaster General. The Transportation Corps, essentially in its present form, was organized on 31 July 1942. The Transportation Corps is headquartered at Fort Lee, Virginia.[32] Logistics Corps, 1 January 2008 Established by General Order 6, 27 November 2007. Consists of multifunctional logistics officers in the rank of captain and above, drawn from the Ordnance, Quartermaster and Transportation Corps. Soldier Support Human Resources - Adjutant General's Corps, 16 June 1775 The post of Adjutant General was established 16 June 1775, and has been continuously in operation since that time. The Adjutant General's Department, by that name, was established by the act of 3 March 1812, and was re-designated the Adjutant General's Corps in 1950. Financial Management - Finance Corps, 16 June 1775 The Finance Corps is the successor to the old Pay Department, which was created in June 1775. The Finance Department was created by law on 1 July 1920. It became the Finance Corps in 1950. Acquisition Corps Acquisition Corps Special Branches Army Medical Department (AMEDD), 27 July 1775 The Army Medical Department and the Medical Corps trace their origins to 27 July 1775, when the Continental Congress established the army hospital headed by a "Director General and Chief Physician." Congress provided a medical organization of the army only in time of war or emergency until 1818, which marked the inception of a permanent and continuous Medical Department. The Army Organization Act of 1950 renamed the Medical Department as the Army Medical Service. In June 1968, the Army Medical Service was re-designated the Army Medical Department. The Medical Department has the following branches: Medical Corps, 27 July 1775 Army Nurse Corps, 2 February 1901 Dental Corps, 3 March 1911 Veterinary Corps, 3 June 1916 Medical Service Corps, 30 June 1917 Army Medical Specialist Corps, 16 April 1947 Chaplain Corps, 29 July 1775 The legal origin of the Chaplain Corps is found in a resolution of the Continental Congress, adopted 29 July 1775, which made provision for the pay of chaplains. The Office of the Chief of Chaplains was created by the National Defense Act of 1920. Judge Advocate General's Corps, 29 July 1775 The Office of Judge Advocate General of the Army is deemed to have been created on 29 July 1775, the date of appointment of Colonel William Tudor as the first U.S. Army Judge Advocate General.[33] The history of the branch has generally paralleled the origin and development of the American system of military justice. The Judge Advocate General Department, by that name, was established in 1884. Its present designation as a corps was enacted in 1948. See also Transformation of the United States Army Notes See the Continental Staff System for an explanation of "letter-number" (e.g. G-8) designations. References "World War I". Archived from the original on 30 August 2009. Retrieved 28 June 2009. Army Reserve Marks First 100 Years : Land Forces : Defense News Air Force Archived 24 April 2008 at the Wayback Machine Perpich v. Department of Defense, 496 U.S. 334 (1990) "DCS G2, HQDA". army.mil. Archived from the original on 22 May 2015. Retrieved 23 April 2018. Major Commands Mission: missing remainder of citation "U.S. Army Central - www.usarcent.army.mil". www.arcent.army.mil. Retrieved 23 April 2018. "SETAF Takes on a new mission" (Press release). United States Army. 10 December 2008. "SETAF assumes new mission as Army AFRICOM component" (Press release). United States Army. 13 January 2009. "U.S. Army Africa official mission statement". 2 November 2009. Archived from the original on 17 November 2011. Retrieved 20 November 2011. "Archived copy" (PDF). Archived from the original (PDF) on 24 August 2012. Retrieved 20 June 2012. "Archived copy" (PDF). Archived from the original (PDF) on 3 February 2015. Retrieved 2 February 2015. "Archived copy" (PDF). Archived from the original (PDF) on 14 May 2011. Retrieved 7 March 2011. U.S. Army (1 October 2010). "Army establishes Army Cyber Command". army.mil. Retrieved 28 June 2016. "Archived copy". Archived from the original on 18 July 2016. Retrieved 21 July 2016. "Archived copy" (PDF). Archived from the original (PDF) on 4 March 2016. Retrieved 2 February 2015. "Archived copy" (PDF). Archived from the original (PDF) on 3 February 2015. Retrieved 2 February 2015. "Archived copy". Archived from the original on 2 February 2017. Retrieved 27 January 2017. "Archived copy" (PDF). Archived from the original (PDF) on 4 March 2016. Retrieved 2 February 2015. DAGO 2017-03, DESIGNATION OF THE UNITED STATES ARMY CIVILIAN HUMAN RESOURCES AGENCY AND ITS SUBORDINATE ELEMENTS AS DIRECT REPORTING UNIT, apd.army.mil, dated 4 January 2017, last accessed 13 January 2017 Lieutenant General Todd T. Semonite, Biography article, undated. Retrieved 28 June 2016. "Archived copy" (PDF). Archived from the original (PDF) on 15 February 2017. Retrieved 15 February 2017. DAGO 2017-04, DESIGNATION OF UNITED STATES ARMY HUMAN RESOURCES COMMAND AND ITS SUBORDINATE ELEMENTS AS DIRECT REPORTING UNIT, apd.army.mil, dated 4 January 2017, last accessed 13 January 2017 AR 10-87, ARMY COMMANDS, ARMY SERVICE COMPONENT COMMANDS, AND DIRECT REPORTING UNITS, apd.army.mil, dated 4 September 2007, last accessed 13 January 2017 "Archived copy" (PDF). Archived from the original (PDF) on 3 February 2015. Retrieved 2 February 2015. Organization, United States Army Army Times: The Army is converting two BCTs as it beefs up its fighting force for the next big war www.apd.army.mil/jw2/xmldemo/r600_20/main.asp#ch2 "Army Birthdays". United States Army Center of Military History. 31 July 2009. Retrieved 1 June 2010. Jannie Zaaiman; Louise Leenan (24 February 2015). Iccws 2015 - The Proceedings of the 10th International Conference on Cyber Warfare and Security: ICCWS2015. Academic Conferences Limited. pp. 123–124. ISBN 978-1-910309-96-4. "Department of the Army Pamphlet 600-3 (DA PAM 600-3), Commissioned Officer Professional Development and Career Management" (PDF). 1 February 2010. p. 54 (as printed on the source page). Retrieved 29 November 2018 – via dopma-ropma.rand.org. "Transportation School at Fort Lee prepares for first students | Article | The United States Army". Army.mil. 17 September 2010. Retrieved 10 July 2013. "History". goarmy.com. Retrieved 23 April 2018. Categories: Military units and formations of the United States ArmyUnited States Army organizationStructure of contemporary armies Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages Add links This page was last edited on 25 June 2019, at 01:11 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. 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Post by Freddie on Jul 27, 2019 21:28:32 GMT 1
Structure of the United States Army From Wikipedia, the free encyclopedia Jump to navigationJump to search This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages) This article needs to be updated. (June 2012) This article includes a list of references, but its sources remain unclear because it has insufficient inline citations. (June 2009) The United States Army Drill Team The structure of the United States Army is complex, and can be interpreted in several different ways: active/reserve, operational/administrative, and branches/functional areas. This page aims to portray the current overall structure of the US Army. Contents 1 History 1.1 Post World War II 2 Active and reserve components 3 Administrative 3.1 Headquarters Department of the Army (HQ DA) Staff 3.2 Field Operating Agencies 3.3 The Office of the Inspector General 4 Army Commands 5 Operational unit structure 6 Major Operational Units 6.1 Armies 6.2 Corps 6.3 Divisions 6.4 Separate brigades/regiments 6.5 Smaller units 7 Branches and functional areas 7.1 Maneuver, Fires, and Effects (MFE) Branches and Functional Areas 7.1.1 Maneuver 7.1.2 Fires 7.1.3 Maneuver Support 7.1.4 Special Operations Forces 7.1.5 Effects 7.2 Operations Support (OS) Branches and Functional Areas 7.2.1 Network and Space Operations 7.2.2 Intelligence, Surveillance, and Reconnaissance (ISR) & Area Expertise 7.2.3 Plans development 7.2.4 Forces development 7.2.5 Education and Training 7.3 Force Sustainment (FS) Branches and Functional Areas 7.3.1 Integrated Logistics Corps 7.3.2 Soldier Support 7.3.3 Acquisition Corps 7.3.4 Special Branches 8 See also 9 Notes 10 References History Main article: History of the United States Army Prior to 1903, members of the National Guard were considered state soldiers unless federalized by the President. Since the Militia Act of 1903, all National Guard soldiers have held dual status: as National Guardsmen under the authority of the governors of their states and as a reserve of the U.S. Army under the authority of the President. Since the adoption of the total force policy, in the aftermath of the Vietnam War, reserve component soldiers have taken a more active role in U.S. military operations. Reserve and Guard units took part in the Gulf War, peacekeeping in Kosovo, and the 2003 invasion of Iraq. Although the present-day Army exists as an all-volunteer force, augmented by Reserve and National Guard forces, measures exist for emergency expansion in the event of a catastrophic occurrence, such as a large scale attack against the U.S. or the outbreak of a major global war. The final stage of Army mobilization, known as "activation of the unorganized militia" would effectively place all able-bodied males in the service of the U.S. Army. During World War I, the "National Army" was organized to fight the conflict.[1] It was demobilized at the end of World War I. After World War I, former units were replaced by the Regular Army, the Organized Reserve Corps, and the State Militias. In the 1920s and 1930s, the "career" soldiers were known as the "Regular Army" with the "Enlisted Reserve Corps" and "Officer Reserve Corps" augmented to fill vacancies when needed.[2] In 1941, the "Army of the United States" was founded to fight World War II. The Regular Army, Army of the United States, the National Guard, and Officer/Enlisted Reserve Corps (ORC and ERC) existed simultaneously.[citation needed] Post World War II After World War II, the ORC and ERC were combined into the United States Army Reserve. The Army of the United States was re-established for the Korean War and Vietnam War and was demobilized upon the suspension of the Draft.[2][dead link] Active and reserve components The United States Army is made up of three components: one active—the Regular Army; and two reserve components—the Army National Guard and the Army Reserve. Both reserve components are primarily composed of part-time soldiers who train once a month, known as Battle Assembly, Unit Training Assemblies (UTAs), or simply "drills", while typically conducting two to three weeks of annual training each year. Both the Regular Army and the Army Reserve are organized under Title 10 of the United States Code. The National Guard is organized under Title 32. While the Army National Guard is organized, trained, and equipped as a component of the U.S. Army, individual units are under the command of individual states' governors. However, units of the National Guard can be federalized by presidential order and against the governor's wishes.[3] Administrative Headquarters Department of the Army (HQ DA) Staff Chart summarizing the organization of the Department of the Army's Headquarters as of 2010. The U.S. Army is led by a civilian Secretary of the Army, who reports to the secretary of defense, and serves as civilian oversight for the U.S. Army chief of staff. The U.S. Army chief of staff is a member of the Joint Chiefs of Staff, a body composed of the service chiefs from each service who advise the president and secretary of defense on military matters under the guidance of the chairman and vice chairman of the Joint Chiefs of Staff. Field Operating Agencies Assistant Secretary of the Army for Financial Management and Comptroller (ASA (FM&C)) Cost and Economic Analysis Agency, MD Finance Command, VA Assistant Secretary of the Army for Manpower & Reserve Affairs (ASA (M&RA)) EEO Agency, DC EEO Compliance and Complaints Review Agency, VA Assistant Secretary of the Army for Acquisition, Logistics, and Technology (ASA(ALT)) Army Contracting Agency (ACA) Office of the Auditor General (SAAG) United States Army Audit Agency, VA Office of the Chief of Public Affairs (OCPA) Soldiers Media Center Office of the Chief of Staff of the Army (OCSA) U.S. Army Test and Evaluation Management Agency, DC Center for Army Analysis, VA Center of Military History, DC U.S. Army Combat Readiness Center, Ala. Office of the Army G-8 (Financial Management)[nb 1] Center for Army Analysis, VA Office of the Army Chief Information Officer/G-6 Second Army Office of the Army G-4 Logistics Innovation Agency, VA Office of the Army G-3/5/7 (Operations/Plans) Army War College, PA Command and Control Support Agency, VA (not available) U.S. Military Observers Group, DC (not available) Office of the Deputy Chief of Staff, Intelligence (Army G-2)[4] United States Army Intelligence and Security Command (INSCOM) Office of the Deputy Chief of Staff for Personnel (Army G-1) Army Human Resources Command Office of the Assistant Chief of Staff for Installation Management (ACSIM) Installation Support Management Activity Office of the Judge Advocate General (OTJAG) The Judge Advocate General's Legal Center and School, VA U.S. Army Legal Services Agency, VA The Office of the Inspector General The Inspector General of the Army (IG) maintains open channels of communication for extraordinary issues which might lie outside the purview of the chain of command; it lists points of contact for the 3 Army Commands (ACOMs), the 11 Army Service Component Commands (ASCCs), and 12 Direct Reporting Units (DRUs).[5] IG teams might then be assigned to a case, if need be, to perform inspections, assessments, and investigations.[6] Inspector General's Corps Army Commands Map showing the six geographical commands of the U.S. Army. There are six geographical Unified Combatant Commands (CCMDs). United States Army Central headquartered at Shaw Air Force Base, South Carolina[7] United States Army North headquartered at Fort Sam Houston, Texas United States Army South headquartered at Fort Sam Houston, Texas United States Army Europe headquartered at Lucius D. Clay Kaserne, Wiesbaden, Germany United States Army Africa headquartered at Caserma Ederle, Vicenza, Italy[8][9][10] United States Army Pacific headquartered at Fort Shafter, Hawaii. Each command will eventually have a numbered army as operational command, except in the case of U.S. Army Pacific, which will not maintain one but will have a numbered army for U.S. Army forces in the Republic of Korea. Army Cyber Command is a component of United States Cyber Command. The commander of Army Cyber is also commander of Second Army. Second Army is now a direct reporting unit to the Army CIO/G-6, with CIO reporting to the Secretary of the Army, while G-6 reports to the Army Chief of Staff. Army Network Enterprise Technology Command/9th Army Signal Command (NETCOM/9thSC(A)), formerly reporting directly to the CIO/G-6, is now a component of Second Army. In addition, the Army's Special Operations Command administers its Joint Operations units; Space and Missile Defense Command provides global satellite-related infrastructure, and missile defense for the combatant commands, and for the nation. The Air Force provides air transport, and Surface Deployment and Distribution Command provides ocean transport. Headquarters US Army SSI.png Headquarters, United States Department of the Army (HQDA): Army Commands Current commander Location of headquarters United States Army Forces Command SSI.svg United States Army Forces Command (FORSCOM) GEN Michael X. Garrett Fort Bragg, North Carolina Army Futures Command SSI.png United States Army Futures Command (AFC) GEN John M. Murray Austin, Texas AMC shoulder insignia.svg United States Army Materiel Command (AMC) GEN Gustave F. Perna Redstone Arsenal, Alabama TRADOC patch.svg United States Army Training and Doctrine Command (TRADOC) GEN Stephen J. Townsend Fort Eustis, Virginia Army Service Component Commands Current commander Location of headquarters U.S. Army Africa Shoulder Sleeve Insignia.jpg United States Army Africa (USARAF)/Ninth Army/United States Army Southern European Task Force[11] MG Roger L. Cloutier, Jr. Caserma Ederle, Vicenza, Italy United States Army Central CSIB.svg United States Army Central (ARCENT)/Third Army LTG Terry Ferrell Shaw Air Force Base, South Carolina USAREUR Insignia.svg United States Army Europe (USAREUR)/Seventh Army (U.S.) LTG Christopher Cavoli Clay Kaserne, Wiesbaden, Germany United States Army North CSIB.svg United States Army North (ARNORTH)/Fifth Army LTG Jeffrey S. Buchanan Joint Base San Antonio, Texas USARPAC insignia.svg United States Army Pacific (USARPAC) GEN Robert B. Brown Fort Shafter, Hawaii UNITED STATES ARMY SOUTH SSI.svg United States Army South (ARSOUTH)/Sixth Army MG Clarence K.K. Chinn Joint Base San Antonio, Texas Surface Deployment and Distribution Command SSI.svg Surface Deployment and Distribution Command (SDDC) MG Stephen E. Farmen Scott AFB, Illinois US Army Cyber Command SSI.png United States Army Cyber Command (ARCYBER)[12][13][14] LTG Stephen G. Fogarty Fort Belvoir, Virginia[15] United States Army Space and Missile Defense Command Logo.svg United States Army Space and Missile Defense Command/United States Army Strategic Command (USASMDC/ARSTRAT) LTG James H. Dickinson Redstone Arsenal, Alabama U.S. Army Special Operations Command SSI (1989-2015).svg United States Army Special Operations Command (USASOC) LTG Francis M. Beaudette Fort Bragg, North Carolina Operational Force Headquarters Current commander Location of headquarters Eighth United States Army CSIB.svg Eighth Army (EUSA)[16] LTG Michael A. Bills Camp Humphreys, South Korea Direct reporting units Current commander Location of headquarters Arlington National Cemetery Seal.png Arlington National Cemetery and Soldiers' and Airmen's Home National Cemetery[17] Jack E. Lechner Arlington, Virginia United States Army Marketing and Engagement Brigade (USAMEB)[18] COL Brian M. Cavanaugh Fort Knox, Kentucky US Army Acquisition Support Center SSI.png United States Army Acquisition Support Center (USASC)[19] Craig A. Spisak Fort Belvoir, Virginia US Army Civilain Human Resources Agnecy seal.png United States Army Civilian Human Resources Agency (CHRA)[20] Barbara P. Panther Washington, D.C. USACE.gif United States Army Corps of Engineers (USACE) LTG Todd T. Semonite[21] Washington, D.C. Cid patch color.jpg United States Army Criminal Investigation Command (USACIDC) MG Mark S. Inch Quantico, Virginia United States Army Financial Management Command (USAFMCOM) MG David C. Coburn Indianapolis, Indiana[22] US Army HRC SSI.png United States Army Human Resources Command (HRC)[23] MG Jason T. Evans Alexandria, Virginia United States Army Installation Management Command Shoulder Patch.png United States Army Installation Management Command (IMCOM) LTG Kenneth R. Dahl Joint Base San Antonio, Texas INSCOM.svg United States Army Intelligence and Security Command (INSCOM) MG Christopher S. Ballard Fort Belvoir, Virginia MEDCOM.png United States Army Medical Command (MEDCOM) LTG Nadja West Joint Base San Antonio, Texas United States Army Military District of Washington CSIB.svg United States Army Military District of Washington (MDW) MG Michael L. Howard Fort Lesley J. McNair, Washington, D.C. US Army Recruiting Command SSI.png United States Army Recruiting Command (USAREC)[24] MG Jeffrey J. Snow Fort Knox, Kentucky United States Army Test and Evaluation Command SSI.png United States Army Test and Evaluation Command (ATEC) MG Joel K. Tyler Alexandria, Virginia US Army War College SSI.png United States Army War College (AWC)[25] MG John S. Kem Carlisle, Pennsylvania USMA SSI.png United States Military Academy (USMA) LTG Darryl A. Williams West Point, New York Source: U.S. Army organization[26] Operational unit structure Most U.S. Army units can be operationally divided into the following components from largest to smallest: Field army: Formerly consisted of an army headquarters battalion, two corps, army troops (including army field artillery and army air defense artillery groups and brigades, an armored cavalry regiment, army aviation, military intelligence, engineer, and signal groups, and brigades), and a field army support command (FASCOM) consisting of military police, medical, and support (i.e., maintenance, quartermaster, and services) brigades, and transportation and ordnance groups. Now primarily an administrative arrangement, consisting of multiple corps. The last time a multiple-corps army took the field was Third Army directing VII and XVIII Corps during Operation Desert Storm. Armies now also operate as army service component commands (ASCCs) of unified combatant commands, such as Seventh Army/USAREUR. Armies have also effectively operated as military districts formerly in the continental United States. Fifth Army and First Army performed this function up until recently. Usually commanded by a general or lieutenant general Corps: Formerly consisted of a corps headquarters and two or more divisions, corps troops (consisting of corps artillery, an armored cavalry regiment, an air defense artillery group, and an army aviation group), a corps support command (COSCOM) and other organic support brigades. A corps is now designated as an "operational unit of employment", that may command a flexible number of modular units. Usually commanded by a lieutenant general. 20,000–45,000 soldiers. Division: Formerly consisted of a division headquarters company, three maneuver brigades, division artillery (DIVARTY), division support command (DISCOM), an aviation brigade, an air defense artillery battalion, an armored cavalry squadron, and an engineer brigade, and other support assets. Until the brigade combat team program was developed, the division was the smallest self-sufficient level of organization in the U.S. Army. Current divisions are "tactical units of employment", and may command a flexible number of modular units, but generally will include three brigade combat teams and a combat aviation brigade, supported by a staff in a headquarters and headquarters battalion. Usually commanded by a major general who is supported by a command sergeant major. Typically consists of 17,000 to 21,000 soldiers, but can grow up to 35 - 40,000 with attached support units. Brigade (or group): Composed of three battalions, with a brigadier general or a colonel as commander, supported by a staff in a headquarters and headquarters company. Maneuver brigades have transformed into brigade combat teams, generally consisting of three maneuver battalions, a cavalry squadron, a fires battalion, a special troops battalion (with engineers, signals, and military intelligence), and a command sergeant major and a support battalion. Stryker brigade combat teams have a somewhat larger structure. 3,000–5,000 soldiers. Regiment: The Army, for the most part is no longer organized by regiments. Rather, battalions and squadrons maintain regimental affiliations in that they are called (for example), 1st Battalion, 8th Infantry (Regiment is implied) and is written 1–8 Inf. In this case, there is no regimental commander and the battalion is organized as part of a brigade for combat. The exceptions are those units, such as armored cavalry regiments which remain organized, and fight, as a regiment and have a regimental commander. The written designation is easy to distinguish and commonly misused. A "forward slash" ("/") separates levels of command. 1st Squadron, 3rd Armored Cavalry Regiment is written 1/3 ACR whereas the 1st Battalion, 6th Field Artillery (again, Regiment is implied) is written 1–6 FA. Battalion (or cavalry squadron): Normally composed of three companies, troops or batteries and led by a battalion/squadron commander, usually a lieutenant colonel supported by a command sergeant major and a staff in a headquarters and headquarters company/battery/troop. 300–1,000 soldiers. Company (or artillery battery/cavalry troop): Designated A to C (plus HQ or support companies/batteries/troops) when in a 3 company/battery battalion or A to D when organized in a 4 company/battery battalion. Regimental troops are designated A to T, depending on the number of troops. The troops are then divided into their like squadrons. Each company/battery/troop is composed of a company/battery/troop headquarters and three platoons, and led by a company/battery/troop commander, usually a first lieutenant, captain or sometimes a major supported by a first sergeant. 62–190 soldiers. Platoon: Composed of a platoon headquarters and three squads, led by a platoon leader, usually a second lieutenant supported by a platoon sergeant (sergeant first class). 42 soldiers. Section: Usually directed by a sergeant supported by one or two corporals who supplies guidance for junior NCO squad leaders. Often used in conjunction with platoons at the company level. 12-24 soldiers. Squad: Composed of two teams and is typically led by a staff sergeant or sergeant. 9 soldiers. Team: The smallest unit. A fire team consists of a team leader (usually a sergeant or corporal), a rifleman, a grenadier, and an automatic rifleman. A sniper team consists of a sniper who engages the enemy and a spotter who assists in targeting, team defense, and security. 4 soldiers. Major Operational Units Armies First United States Army, US Army Forces Command Third United States Army, US Army Central Fifth United States Army, US Army North Sixth United States Army, US Army South Seventh United States Army, US Army Europe Eighth United States Army, US Army Korea Ninth United States Army, US Army Africa Corps Main article: List of corps of the United States I Corps headquartered at Fort Lewis, Washington III Corps headquartered at Fort Hood, Texas XVIII Airborne Corps headquartered at Fort Bragg, North Carolina Divisions See also: Divisions of the United States Army Regular Army Divisions 1st Armored Division 1st Cavalry Division 1st Infantry Division 2nd Infantry Division 3rd Infantry Division 4th Infantry Division 7th Infantry Division (Headquarters Only) 10th Mountain Division 25th Infantry Division 82nd Airborne Division 101st Airborne Division Army National Guard Divisions 28th Infantry Division 29th Infantry Division 34th Infantry Division 35th Infantry Division 36th Infantry Division 38th Infantry Division 40th Infantry Division 42nd Infantry Division Separate brigades/regiments 2nd Cavalry Regiment (Stryker brigade combat team) at Vilseck, Germany 3rd Cavalry Regiment (Stryker brigade combat team) at Fort Hood, Texas 11th Armored Cavalry Regiment (multi-compo heavy brigade combat team) at Fort Irwin, California (Not in total below due to its non-deployable role as permanent OPFOR at NTC) 75th Ranger Regiment (special operations airborne light infantry) HQ at Fort Benning, Georgia 173rd Airborne Brigade Combat Team (infantry brigade combat team (airborne)) at Vicenza, Italy 3rd Infantry Regiment at Fort Myer and Fort McNair, Virginia US Army Combat Brigades after the current round of deactivations / re-organizations: 31 10 Heavy Brigade Combat Teams 7 Stryker Brigade Combat Teams 7 Infantry Brigade Combat Teams (light) 4 Infantry Brigade Combat Teams (airborne) 3 Infantry Brigade Combat Teams (air assault) For 2020, the Army plans to convert one SBCT to a HBCT, and one IBCT to a SBCT, which would bring the totals to 11 HBCTs, 7 SBCTs, and 13 IBCTs.[27] Smaller units Combat formations of the US Army at below brigade level include the United States Army Special Forces groups and several reserve separate battalions (100–442 Inf (USAR), 3-172 Inf (Mtn) (Vermont Army National Guard) etc.). Branches and functional areas See also: United States Army branch insignia Personnel in the Army work in various branches, which is their area of training or expertise. Traditionally, the branches were divided into three groups combat arms, combat support, and combat service support. Currently, the Army classifies its branches as maneuver, fires, and effects; operations support; and force sustainment. Basic branches - contain groupings of military occupational specialties (MOS) in various functional categories, groups, and areas of the army in which officers are commissioned or appointed (in the case of warrant officers) and indicate an officer's broad specialty area. (For example, Infantry, Signal Corps, and Adjutant General's Corps.) Generally, officers are assigned to sequential positions of increasing responsibility and authority within one of the three functional categories of the army branches (Maneuver, Fires and Effects; Operations Support; Force Sustainment) to develop their leadership and managerial skills to prepare them for higher levels of command. The branches themselves are administrative vice operational command structures that are primarily involved with training, doctrine, and manpower concerns. Each branch has a Branch Chief who is the Head of the Branch and usually serves as the respective branch school commandant or director. Special branches - contain those groupings of military occupational specialties (MOS) of the army in which officers are commissioned or appointed after completing advanced training and education and/or receiving professional certification in one of the classic professions (i.e., theology, law, or medicine), or other associated health care areas (e.g., dentistry, veterinary medicine, pharmacy, registered nurse, physician's assistant). Officers of most special branches are restricted to command of units and activities of their respective department/branch only, regardless of rank or seniority. This means, for example, that Army Medical Department (AMEDD) branch officers may only command AMEDD units and activities. Likewise, Chaplains are essentially "officers without command" and are ineligible to command operational units and activities. They do, however, supervise junior ranking chaplains and enlisted chaplain's assistants. As an exception to this general rule, JAG Corps officers are eligible to command and may be assigned (with permission from the Judge Advocate General) to non-legal command positions, although ordinarily, like other Special branch officers, a JAG officer will only lead JAG Corps units and activities during their career.[28] Basic branches and date established[29] Infantry, 14 June 1775 Adjutant General's Corps, 16 June 1775 Corps of Engineers, 16 June 1775 Finance Corps, 16 June 1775 Quartermaster Corps, 16 June 1775 Field Artillery, 17 November 1775 Armor, 12 June 1776 Ordnance Corps, 14 May 1812 Signal Corps, 21 June 1860 Chemical Corps, 28 June 1918 Military Police Corps, 26 September 1941 Transportation Corps, 31 July 1942 Military Intelligence Corps, 1 July 1962 Air Defense Artillery, 20 June 1968 Aviation, 12 April 1983 Special Forces, 9 April 1987 Civil Affairs Corps, 17 August 1955 (special branch); 16 October 2006 (basic branch) Psychological Operations, 16 October 2006 Logistics, 1 January 2008 Acquisition Corps, 1 October 2002 Cyber Corps (As of 2014)[30] Special branches and date established[29] Army Medical Department, 27 July 1775: Medical Corps, 27 July 1775 Nurse Corps, 2 February 1901 Dental Corps, 3 March 1911 Veterinary Corps, 3 June 1916 Army Medical Specialist Corps, 16 April 1947 Medical Service Corps, 30 June 1917 Chaplain Corps, 29 July 1775 Judge Advocate General's Corps, 29 July 1775 Special assignment "branches" insignia Aides-de-Camp, 16 June 1775 (2nd Continental Congress authorized three military aides for the Commander in Chief) - officers only Army Bands, 14 June 1775 (2nd Continental Congress authorized a musician in each Continental Army infantry company) - enlisted only (officers wear Adjutant General's Corps branch insignia) Chaplain Candidates Corps, 18 June 2012 - officers only Chaplain Assistant 28 December 1909 - enlisted only General Staff Corps, 16 June 1775 (2nd Continental Congress authorized a general staff for the Continental Army) - officers only Inspector General's Corps, 13 December 1777 (2nd Continental Congress appointed Major General Thomas Conway as first Inspector General of the Continental Army) National Guard Bureau, 3 June 1916 Senior Enlisted Leader, 1 July 1975 - worn by command sergeants major and sergeants major when in a position rated by a general officer or senior executive service level civilian Sergeant Major of the Army, 4 July 1966 Senior Enlisted Advisor to the Chairman of the Joint Chiefs of Staff, 20 December 2005 Staff Specialist Corps, 1 November 1941 - officers only Each branch of the army has a different branch insignia. Per US Army Pamphlet 600-3, dated 1 February 2010, the three functional categories and associated functional groups for the branches and associated functional areas are:[31] Maneuver, Fires, and Effects (MFE) Branches and Functional Areas Maneuver Infantry, 14 June 1775 Ten companies of riflemen were authorized by a resolution of the Continental Congress on 14 June 1775. However, the oldest Regular Army infantry regiment, the 3rd Infantry Regiment, was constituted on 3 June 1784, as the First American Regiment. Armor, 12 December 1776[29] The Armor Branch traces its origin to the Cavalry. A regiment of cavalry was authorized to be raised by the Continental Congress Resolve of 12 December 1776. Although mounted units were raised at various times after the Revolution, the first in continuous service was the United States Regiment of Dragoons, organized in 1833. The Tank Service was formed on 5 March 1918. The Armored Force was formed on 10 July 1940. Armor became a permanent branch of the army in 1950. Aviation, 12 April 1983 Following the establishment of the U.S. Air Force as a separate service in 1947, the army began to develop further its own aviation assets (light planes and rotary wing aircraft) in support of ground operations. The Korean War gave this drive impetus, and the war in Vietnam saw its fruition, as army aviation units performed a variety of missions, including reconnaissance, transport, and fire support. After the war in Vietnam, the role of armed helicopters as tank destroyers received new emphasis. In recognition of the growing importance of aviation in army doctrine and operations, aviation became a separate branch on 12 April 1983. Cyber Corps, 1 September 2014 (previously Signal Corps Information Systems Management) Fires Field Artillery, 17 November 1775 The Continental Congress unanimously elected Henry Knox "Colonel of the Regiment of Artillery" on 17 November 1775. The regiment formally entered service on 1 January 1776. Air Defense Artillery, 20 June 1968 The Air Defense Artillery branch descended from the Anti-Aircraft Artillery (part of the U.S. Army Coast Artillery Corps) into a separate branch on 20 June 1968. Maneuver Support Corps of Engineers, 16 June 1775 Continental Congress authority for a "Chief Engineer for the Army" dates from 16 June 1775. A corps of engineers for the United States was authorized by the Congress on 11 March 1789. The Corps of Engineers as it is known today came into being on 16 March 1802, when the President was authorized to "organize and establish a Corps of Engineers ... that the said Corps ... shall be stationed at West Point in the State of New York and shall constitute a Military Academy." A Corps of Topographical Engineers, authorized on 4 July 1838, was merged with the Corps of Engineers in March 1863. Chemical Corps, 28 June 1918 The Chemical Warfare Service was established on 28 June 1918, combining activities that until then had been dispersed among five separate agencies of government. It was made a permanent branch of the Regular Army by the National Defense Act of 1920. In 1945, it was re-designated the Chemical Corps. Military Police Corps, 26 September 1941 A Provost Marshal General's Office and Corps of Military Police were established in 1941. Prior to that time, except during the Civil War and World War I, there was no regularly appointed Provost Marshal General or regularly constituted Military Police Corps, although a "Provost Marshal" can be found as early as January 1776, and a "Provost Corps" as early as 1778. Special Operations Forces Special Forces, 9 April 1987 The first special forces unit in the Army was formed on 11 June 1952, when the 10th Special Forces Group was activated at Fort Bragg, North Carolina. A major expansion of special forces occurred during the 1960s, with a total of eighteen groups organized in the Regular Army, Army Reserve, and Army National Guard. As a result of renewed emphasis on special operations in the 1980s, the Special Forces Branch was established as a basic branch of the army effective 9 April 1987, by General Order No. 35, 19 June 1987. Special forces are part of U.S. special operations forces Psychological Operations, 16 October 2006 Established as a basic branch effective 16 October 2006 per General Order 30, 12 January 2007. Civil Affairs Corps, 16 October 2006 The Civil Affairs/Military Government Branch in the Army Reserve Branch was established as a special branch on 17 August 1955. It was subsequently redesignated the Civil Affairs Branch on 2 October 1955, and it has continued its mission to provide guidance to commanders in a broad spectrum of activities ranging from host–guest relationships to the assumption of executive, legislative, and judicial processes in occupied or liberated areas. Became a basic branch effective 16 October 2006 per General Order 29, on 12 January 2007. Effects Public Affairs Information Operations Operations Support (OS) Branches and Functional Areas Network and Space Operations Signal Corps, 21 June 1860 The Signal Corps was authorized as a separate branch of the army by act of Congress on 3 March 1863. However, the Signal Corps dates its existence from 21 June 1860, when Congress authorized the appointment of one signal officer in the army, and a War Department order carried the following assignment: "Signal Department – Assistant Surgeon Albert J. Myer to be Signal Officer, with the rank of Major, 27 June 1860, to fill an original vacancy." Information Systems Management Telecommunication Systems Engineer Space Operations Intelligence, Surveillance, and Reconnaissance (ISR) & Area Expertise Military Intelligence Corps, 1 July 1962 Intelligence has been an essential element of army operations during war as well as during periods of peace. In the past, requirements were met by personnel from the Army Intelligence and Army Security Reserve branches, two-year obligated tour officers, one-tour levies on the various branches, and Regular Army officers in the specialization programs. To meet the army's increased requirement for national and tactical intelligence, an Intelligence and Security Branch was established effective 1 July 1962, by General Order No. 38, on 3 July 1962. On 1 July 1967, the branch was re-designated as Military Intelligence. Strategic Intelligence Foreign Area Officer (FAO) Plans development Strategic Plans and Policy Nuclear and Counterproliferation Forces development Force Management Operations Research/Systems Analysis (ORSA) Simulation Operations Education and Training Permanent Academy Professor Force Sustainment (FS) Branches and Functional Areas Integrated Logistics Corps Quartermaster Corps, 16 June 1775 The Quartermaster Corps, originally designated the Quartermaster Department, was established on 16 June 1775. While numerous additions, deletions, and changes of function have occurred, its basic supply and service support functions have continued in existence. Ordnance Corps, 14 May 1812 The Ordnance Department was established by act of Congress on 14 May 1812. During the Revolutionary War, ordnance material was under supervision of the Board of War and Ordnance. Numerous shifts in duties and responsibilities have occurred in the Ordnance Corps since colonial times. It acquired its present designation in 1950. Ordnance soldiers and officers provide maintenance and ammunition support. Transportation Corps, 31 July 1942 The history of the Transportation Corps starts with World War I. Prior to that time, transportation operations were chiefly the responsibility of the Quartermaster General. The Transportation Corps, essentially in its present form, was organized on 31 July 1942. The Transportation Corps is headquartered at Fort Lee, Virginia.[32] Logistics Corps, 1 January 2008 Established by General Order 6, 27 November 2007. Consists of multifunctional logistics officers in the rank of captain and above, drawn from the Ordnance, Quartermaster and Transportation Corps. Soldier Support Human Resources - Adjutant General's Corps, 16 June 1775 The post of Adjutant General was established 16 June 1775, and has been continuously in operation since that time. The Adjutant General's Department, by that name, was established by the act of 3 March 1812, and was re-designated the Adjutant General's Corps in 1950. Financial Management - Finance Corps, 16 June 1775 The Finance Corps is the successor to the old Pay Department, which was created in June 1775. The Finance Department was created by law on 1 July 1920. It became the Finance Corps in 1950. Acquisition Corps Acquisition Corps Special Branches Army Medical Department (AMEDD), 27 July 1775 The Army Medical Department and the Medical Corps trace their origins to 27 July 1775, when the Continental Congress established the army hospital headed by a "Director General and Chief Physician." Congress provided a medical organization of the army only in time of war or emergency until 1818, which marked the inception of a permanent and continuous Medical Department. The Army Organization Act of 1950 renamed the Medical Department as the Army Medical Service. In June 1968, the Army Medical Service was re-designated the Army Medical Department. The Medical Department has the following branches: Medical Corps, 27 July 1775 Army Nurse Corps, 2 February 1901 Dental Corps, 3 March 1911 Veterinary Corps, 3 June 1916 Medical Service Corps, 30 June 1917 Army Medical Specialist Corps, 16 April 1947 Chaplain Corps, 29 July 1775 The legal origin of the Chaplain Corps is found in a resolution of the Continental Congress, adopted 29 July 1775, which made provision for the pay of chaplains. The Office of the Chief of Chaplains was created by the National Defense Act of 1920. Judge Advocate General's Corps, 29 July 1775 The Office of Judge Advocate General of the Army is deemed to have been created on 29 July 1775, the date of appointment of Colonel William Tudor as the first U.S. Army Judge Advocate General.[33] The history of the branch has generally paralleled the origin and development of the American system of military justice. The Judge Advocate General Department, by that name, was established in 1884. Its present designation as a corps was enacted in 1948. See also Transformation of the United States Army Notes See the Continental Staff System for an explanation of "letter-number" (e.g. G-8) designations. References "World War I". Archived from the original on 30 August 2009. Retrieved 28 June 2009. Army Reserve Marks First 100 Years : Land Forces : Defense News Air Force Archived 24 April 2008 at the Wayback Machine Perpich v. Department of Defense, 496 U.S. 334 (1990) "DCS G2, HQDA". army.mil. Archived from the original on 22 May 2015. Retrieved 23 April 2018. Major Commands Mission: missing remainder of citation "U.S. Army Central - www.usarcent.army.mil". www.arcent.army.mil. Retrieved 23 April 2018. "SETAF Takes on a new mission" (Press release). United States Army. 10 December 2008. "SETAF assumes new mission as Army AFRICOM component" (Press release). United States Army. 13 January 2009. "U.S. Army Africa official mission statement". 2 November 2009. Archived from the original on 17 November 2011. Retrieved 20 November 2011. "Archived copy" (PDF). Archived from the original (PDF) on 24 August 2012. Retrieved 20 June 2012. "Archived copy" (PDF). Archived from the original (PDF) on 3 February 2015. Retrieved 2 February 2015. "Archived copy" (PDF). Archived from the original (PDF) on 14 May 2011. Retrieved 7 March 2011. U.S. Army (1 October 2010). "Army establishes Army Cyber Command". army.mil. Retrieved 28 June 2016. "Archived copy". Archived from the original on 18 July 2016. Retrieved 21 July 2016. "Archived copy" (PDF). Archived from the original (PDF) on 4 March 2016. Retrieved 2 February 2015. "Archived copy" (PDF). Archived from the original (PDF) on 3 February 2015. Retrieved 2 February 2015. "Archived copy". Archived from the original on 2 February 2017. Retrieved 27 January 2017. "Archived copy" (PDF). Archived from the original (PDF) on 4 March 2016. Retrieved 2 February 2015. DAGO 2017-03, DESIGNATION OF THE UNITED STATES ARMY CIVILIAN HUMAN RESOURCES AGENCY AND ITS SUBORDINATE ELEMENTS AS DIRECT REPORTING UNIT, apd.army.mil, dated 4 January 2017, last accessed 13 January 2017 Lieutenant General Todd T. Semonite, Biography article, undated. Retrieved 28 June 2016. "Archived copy" (PDF). Archived from the original (PDF) on 15 February 2017. Retrieved 15 February 2017. DAGO 2017-04, DESIGNATION OF UNITED STATES ARMY HUMAN RESOURCES COMMAND AND ITS SUBORDINATE ELEMENTS AS DIRECT REPORTING UNIT, apd.army.mil, dated 4 January 2017, last accessed 13 January 2017 AR 10-87, ARMY COMMANDS, ARMY SERVICE COMPONENT COMMANDS, AND DIRECT REPORTING UNITS, apd.army.mil, dated 4 September 2007, last accessed 13 January 2017 "Archived copy" (PDF). Archived from the original (PDF) on 3 February 2015. Retrieved 2 February 2015. Organization, United States Army Army Times: The Army is converting two BCTs as it beefs up its fighting force for the next big war www.apd.army.mil/jw2/xmldemo/r600_20/main.asp#ch2 "Army Birthdays". United States Army Center of Military History. 31 July 2009. Retrieved 1 June 2010. Jannie Zaaiman; Louise Leenan (24 February 2015). Iccws 2015 - The Proceedings of the 10th International Conference on Cyber Warfare and Security: ICCWS2015. Academic Conferences Limited. pp. 123–124. ISBN 978-1-910309-96-4. "Department of the Army Pamphlet 600-3 (DA PAM 600-3), Commissioned Officer Professional Development and Career Management" (PDF). 1 February 2010. p. 54 (as printed on the source page). Retrieved 29 November 2018 – via dopma-ropma.rand.org. "Transportation School at Fort Lee prepares for first students | Article | The United States Army". Army.mil. 17 September 2010. Retrieved 10 July 2013. "History". goarmy.com. Retrieved 23 April 2018. Categories: Military units and formations of the United States ArmyUnited States Army organizationStructure of contemporary armies Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages Add links This page was last edited on 25 June 2019, at 01:11 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. 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Post by Freddie on Jul 27, 2019 21:43:28 GMT 1
venska Scoutrådet Connected to: Sweden Scouting Scouterna
From Wikipedia, the free encyclopedia Svenska Scoutrådet
Swedish Guide and Scout Council Headquarters Instrumentvägen 19 Location Stockholm Country Sweden Founded 1961 Defunct 2013 Scouting portal Svenska Scoutrådet (The Swedish Guide and Scout Council, SSR) was until 2012 the national Scouting and Guiding federation of Sweden. The council was dissolved in September 2013, after a restructuring process creating the new single national Scout association, Scouterna (The Guides and Scouts of Sweden).
Scouting in Sweden was founded in 1908, Guiding followed in 1910. The Swedish Boy Scouts were among the charter members of the World Organization of the Scout Movement in 1922, the Girl Guides were among the founders of the World Association of Girl Guides and Girl Scouts in 1928.
Member organizations The members of the Swedish Scouting federation were:
Svenska Scoutförbundet (SSF, The Swedish Guide and Scout Association: interreligious: 40,200 members) Svenska Missionskyrkans Ungdom Scout (SMU, The Guide and Scout Organization of the Mission Covenant Youth of Sweden: 10,600 members) KFUK-KFUMs Scoutförbund (The Swedish YMCA-YWCA Guide and Scout Association: 9,300 members) Nykterhetsrörelsens Scoutförbund (NSF, The Temperance Guide and Scout Association: 6,400 members) Frälsningsarméns Scoutförbund (FA, The Salvation Army Guide and Scout Association: 600 members) Since 2012 all of the member organizations have been incorporated into Scouterna.
RBP
Emblems RBP
Svenska Scoutförbundet Svenska Scoutförbundet (SSF) (English: The Swedish Guide and Scout Association) founded in 1909, was Sweden's largest Scouting organization with 55,000 members.[1] Their approach to Scouting was interreligious. Headquarter were in Tellusborgsvägen 94, Stockholm.
Vässarö Vässarö is a Scout camp site located on the island of Vässarö (sometimes Vässarön or Wessarö) in the archipelago of Öregrund.
Vässarö was long used for farming but was bought in 1936 by sea captain Ragnar Westin, who planned to use it for his retirement. But in 1942 his ship was torpedoed and he died. In his will he stated that the island was to be donated to the Scout Group of Stockholm.[2]
In 1956 the first confirmation camp for Boy Scouts was held. The first camp for Girl Guides was 1966.
RBP
Svenska Missionskyrkans Ungdom Scout Svenska Missionskyrkans Ungdom Scout (SMU), commonly known as "SMU-Scout" was the Guide and Scout Organization of the Mission Covenant Youth of Sweden, and Sweden's second largest Scouting organization with 18,500 members. Its headquarters were in Stockholm. The organization was co-ed and open to both boys and girls. Since 2007, all dutiess at national level within SMU have been transferred to the collaborative organization equmenia.
The members were distributed into 545 local Scout groups (kårer), which in turn are assembled in seven districts. These districts were shared with SMU's mother denomination, the Mission Covenant Church of Sweden.
Since SMU-Scout was an integral part of equmenia, the board of trustees in equmenia delegated the Scouting issues to a Scout Committee in order to deal with other issues as well. The remunerated chairman of the board, however, was also the chairman of the Scout Committee. Since 2012 SMU-Scout has been incorporated into Scouterna, the national Scouting and Guiding organisation of Sweden. The organization had a campsite called Skräddartorp, Ludvika with accommodation for approximately 1,000 participants.
History Former uniform of SMU Scout, in use until 2007 Former uniform of SMU Scout, in use until 2007 The programme for boys (Våra Pojkar) started in 1931 and for girls (Våra Flickor) in 1936. Boys and girls got the same name and programme in 1957 but still in different sections. The sections became co-ed in 1972. Nyingscout started in 1974 and Seniorscout in 1988.
In 1961, SMU-Scout applied for membership in Svenska Scoutrådet, which was granted in 1963.
KFUK-KFUMs Scoutförbund KFUK-KFUMs Scoutförbund (The Swedish YMCA-YWCA Guide and Scout Association) was Sweden's third largest Scouting association with 12,500 members. The headquarters were in Stockholm.
Scouternas almanacka was a wall almanac sold annually by KFUK-KFUMs Scoutförbund, starting in 1945.[3] Each month is represented by a season-related nature illustration. While most illustrations depict children, some others depict anthropomorphic animals. For many years, Kerstin Frykstrand was famous for the illustrations.[citation needed]
Nykterhetsrörelsens Scoutförbund Nykterhetsrörelsens Scoutförbund (The Temperance Guide and Scout Association, NSF) was a Scouting organization in Sweden with 6,000 members. It was founded in 1926 and headquartered in Stockholm.
Frälsningsarméns Scoutförbund Frälsningsarméns Scoutförbund, (The Salvation Army Guide and Scout Association, FA Scout) was a Scouting association in Sweden with 600 members. It was founded in 1912, and headquartered in Stockholm. From 2010 it functioned as an "ideological district" within Svenska Scoutförbundet.
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Post by Freddie on Jul 27, 2019 21:51:20 GMT 1
venska Scoutrådet Connected to: Sweden Scouting Scouterna
From Wikipedia, the free encyclopedia Svenska Scoutrådet
Swedish Guide and Scout Council Headquarters Instrumentvägen 19 Location Stockholm Country Sweden Founded 1961 Defunct 2013 Scouting portal Svenska Scoutrådet (The Swedish Guide and Scout Council, SSR) was until 2012 the national Scouting and Guiding federation of Sweden. The council was dissolved in September 2013, after a restructuring process creating the new single national Scout association, Scouterna (The Guides and Scouts of Sweden).
Scouting in Sweden was founded in 1908, Guiding followed in 1910. The Swedish Boy Scouts were among the charter members of the World Organization of the Scout Movement in 1922, the Girl Guides were among the founders of the World Association of Girl Guides and Girl Scouts in 1928.
Member organizations The members of the Swedish Scouting federation were:
Svenska Scoutförbundet (SSF, The Swedish Guide and Scout Association: interreligious: 40,200 members) Svenska Missionskyrkans Ungdom Scout (SMU, The Guide and Scout Organization of the Mission Covenant Youth of Sweden: 10,600 members) KFUK-KFUMs Scoutförbund (The Swedish YMCA-YWCA Guide and Scout Association: 9,300 members) Nykterhetsrörelsens Scoutförbund (NSF, The Temperance Guide and Scout Association: 6,400 members) Frälsningsarméns Scoutförbund (FA, The Salvation Army Guide and Scout Association: 600 members) Since 2012 all of the member organizations have been incorporated into Scouterna.
RBP
Emblems RBP
Svenska Scoutförbundet Svenska Scoutförbundet (SSF) (English: The Swedish Guide and Scout Association) founded in 1909, was Sweden's largest Scouting organization with 55,000 members.[1] Their approach to Scouting was interreligious. Headquarter were in Tellusborgsvägen 94, Stockholm.
Vässarö Vässarö is a Scout camp site located on the island of Vässarö (sometimes Vässarön or Wessarö) in the archipelago of Öregrund.
Vässarö was long used for farming but was bought in 1936 by sea captain Ragnar Westin, who planned to use it for his retirement. But in 1942 his ship was torpedoed and he died. In his will he stated that the island was to be donated to the Scout Group of Stockholm.[2]
In 1956 the first confirmation camp for Boy Scouts was held. The first camp for Girl Guides was 1966.
RBP
Svenska Missionskyrkans Ungdom Scout Svenska Missionskyrkans Ungdom Scout (SMU), commonly known as "SMU-Scout" was the Guide and Scout Organization of the Mission Covenant Youth of Sweden, and Sweden's second largest Scouting organization with 18,500 members. Its headquarters were in Stockholm. The organization was co-ed and open to both boys and girls. Since 2007, all dutiess at national level within SMU have been transferred to the collaborative organization equmenia.
The members were distributed into 545 local Scout groups (kårer), which in turn are assembled in seven districts. These districts were shared with SMU's mother denomination, the Mission Covenant Church of Sweden.
Since SMU-Scout was an integral part of equmenia, the board of trustees in equmenia delegated the Scouting issues to a Scout Committee in order to deal with other issues as well. The remunerated chairman of the board, however, was also the chairman of the Scout Committee. Since 2012 SMU-Scout has been incorporated into Scouterna, the national Scouting and Guiding organisation of Sweden. The organization had a campsite called Skräddartorp, Ludvika with accommodation for approximately 1,000 participants.
History Former uniform of SMU Scout, in use until 2007 Former uniform of SMU Scout, in use until 2007 The programme for boys (Våra Pojkar) started in 1931 and for girls (Våra Flickor) in 1936. Boys and girls got the same name and programme in 1957 but still in different sections. The sections became co-ed in 1972. Nyingscout started in 1974 and Seniorscout in 1988.
In 1961, SMU-Scout applied for membership in Svenska Scoutrådet, which was granted in 1963.
KFUK-KFUMs Scoutförbund KFUK-KFUMs Scoutförbund (The Swedish YMCA-YWCA Guide and Scout Association) was Sweden's third largest Scouting association with 12,500 members. The headquarters were in Stockholm.
Scouternas almanacka was a wall almanac sold annually by KFUK-KFUMs Scoutförbund, starting in 1945.[3] Each month is represented by a season-related nature illustration. While most illustrations depict children, some others depict anthropomorphic animals. For many years, Kerstin Frykstrand was famous for the illustrations.[citation needed]
Nykterhetsrörelsens Scoutförbund Nykterhetsrörelsens Scoutförbund (The Temperance Guide and Scout Association, NSF) was a Scouting organization in Sweden with 6,000 members. It was founded in 1926 and headquartered in Stockholm.
Frälsningsarméns Scoutförbund Frälsningsarméns Scoutförbund, (The Salvation Army Guide and Scout Association, FA Scout) was a Scouting association in Sweden with 600 members. It was founded in 1912, and headquartered in Stockholm. From 2010 it functioned as an "ideological district" within Svenska Scoutförbundet.
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Post by Freddie on Jul 27, 2019 21:55:10 GMT 1
Equmenia Connected to: Sweden Youth organization Scouting From Wikipedia, the free encyclopedia equmenia Founded November 17, 2007 Type Christian youth organization Focus Christianity, children's rights, democracy Location Tegnérgatan 8, Stockholm, Sweden Origins SMU, SBUF, and MKU Area served Sweden Method Scouting, music, athletics, youth and child activities Members 39,000 Key people Carin Dernulf (Secretary General) Johan Nilsson (Chairman of the Board) Employees 14 Website www.equmenia.seEqumenia, officially written equmenia, is a Swedish Christian youth organization founded in 2007 as a merger of the three previous organization Mission Covenant Youth of Sweden (SMU), Baptist Union Youth of Sweden (SBUF), and United Methodist Church Youth of Sweden (MKU). Equmenia has approximately 39,000 members, which makes it one of the largest youth organizations in the country. 18,000 of these are members of Svenska Missionskyrkans Ungdom Scout (SMU-scout), the second largest Guide and Scout organization in Sweden, outnumbered only by the Swedish Guide and Scout Association. Equmenia is, through SMU-scout, one of five members of the umbrella organization Svenska Scoutrådet, which is a member of World Organization of the Scout Movement and World Association of Girl Guides and Girl Scouts. Equmenia is the youth organization affiliated with Equmeniakyrkan, former Mission Covenant Church of Sweden, the Baptist Union of Sweden, and the United Methodist Church of Sweden.
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Post by Freddie on Jul 27, 2019 21:55:34 GMT 1
Equmenia Connected to: Sweden Youth organization Scouting From Wikipedia, the free encyclopedia equmenia Founded November 17, 2007 Type Christian youth organization Focus Christianity, children's rights, democracy Location Tegnérgatan 8, Stockholm, Sweden Origins SMU, SBUF, and MKU Area served Sweden Method Scouting, music, athletics, youth and child activities Members 39,000 Key people Carin Dernulf (Secretary General) Johan Nilsson (Chairman of the Board) Employees 14 Website www.equmenia.seEqumenia, officially written equmenia, is a Swedish Christian youth organization founded in 2007 as a merger of the three previous organization Mission Covenant Youth of Sweden (SMU), Baptist Union Youth of Sweden (SBUF), and United Methodist Church Youth of Sweden (MKU). Equmenia has approximately 39,000 members, which makes it one of the largest youth organizations in the country. 18,000 of these are members of Svenska Missionskyrkans Ungdom Scout (SMU-scout), the second largest Guide and Scout organization in Sweden, outnumbered only by the Swedish Guide and Scout Association. Equmenia is, through SMU-scout, one of five members of the umbrella organization Svenska Scoutrådet, which is a member of World Organization of the Scout Movement and World Association of Girl Guides and Girl Scouts. Equmenia is the youth organization affiliated with Equmeniakyrkan, former Mission Covenant Church of Sweden, the Baptist Union of Sweden, and the United Methodist Church of Sweden.
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Post by Freddie on Jul 27, 2019 22:40:35 GMT 1
Commissioner Service From Wikipedia, the free encyclopedia (Redirected from Scout commissioner) Jump to navigationJump to search Commissioner Service Commissioner (Boy Scouts of America).png Owner Boy Scouts of America Country United States Founded 1910 Website scouting.org/scoutsource/Commissioners.aspx Scouting portal Commissioner Service is the group within the Boy Scouts of America that provides direct service to each Scouting unit (pack, troop, team, crew or ship). Commissioners are experienced Scouters who help chartered organizations and unit leaders to achieve the aims of Scouting by using the methods of Scouting. They help to ensure that each unit has strong leadership and they encourage training, promote the use of the unit committee and encourage a relationship with the chartering organization.
Contents 1 History 2 National level 2.1 List of National Commissioners 3 Region level 4 Council level 5 District level 6 Training 7 Recognition 8 Wreath of Service 9 See also 10 External links 11 References History Commissioner service started with the first national Scout commissioners: Daniel Carter Beard, Peter Bomus and William Verbeck. Local commissioners formed the first councils and started the tradition of direct support to the Scoutmaster. A first-class council had a paid commissioner (now known as a 'Scout executive or council executive'), and could keep 15 cents of each 25 cent registration, while second-class councils with volunteer commissioners could keep five cents.
National level The National Commissioner is a member of the executive board of the National Council. The position was re-established in 1990, and is a four-year term of service. The current National Commissioner is Ellie Morrison of Waco, Texas.[1]
List of National Commissioners National Commissioners of the Boy Scouts of America Number Service Name Eagle Scout Silver Buffalo[2] Awards 3 Awards 4 1 1910–1941 Daniel Carter Beard 1915 1926 Silver Wolf 1924 Gold 1922 2 1910-1912 Peter S. Bomus 3 1910-1912 William Verbeck 4 1943-1960 George J. Fisher 1926 1960-1985 25 year long hiatus ---- ---- ---- ---- 5 1985-1995 Earl G. Graves 1988 6 1995-1999 Francis H. Olmstead, Jr. 1997 7 1999-2004 William F. "Rick" Cronk 2001 Bronze Wolf 2008 8 2004-2008 Donald D. Belcher 1953 2005 DESA 2000 9 2008-2016 Tico Perez 1977 2007 OA DSA 2004 DESA 2007 10 2016-18 Charles Dahlquist 2007 11 2018- Ellie Morrison 2013 Region level The position of regional commissioner and area commissioner were created in 2007 and announced at the October 2007 National Executive Board meeting. These two positions were created "to support councils in the areas of membership, unit charter renewal, and training in support of commissioner service.".[3]
Council level The council commissioner is selected by the council. Assistant council commissioners are appointed by the council commissioner with approval from the council.
District level The district commissioner and assistant district commissioners are responsible for recruiting, training, guiding, and evaluating the commissioner staff. The district commissioner is part of what is called the key-three, the other two members being the district chairman and the district executive.
Unit commissioners serve and counsel one or more units- packs, troops, teams, crews and ships. They act as a direct representative between the unit and the district. Unit commissioners are adult Scouters that have significant tenure within the Scouting program (ten years' experience is recommended), and are dedicated to seeing individual units succeed. In general, the unit commissioner uses several different tools to measure the success of his or her units. Unit commissioners encourage all of their units to earn the Quality Unit award on a yearly basis and usually visit each of their units at least once a month to make sure the unit is functioning within the aims and goals of the Boy Scouts of America. The unit commissioner is aware of district, council, and local civic and Scouting functions that can help supplement the unit's program. They also promote the monthly district roundtable within their assigned units and make sure that the unit leadership is current on training courses required by the National Council.
Unit commissioners also keep in contact with the respective unit committees and the unit's chartered organization. Unit commissioners also are active in the community, assisting with the district's general membership goals for the year. Commissioners are expected to set the proper Scouting example, as they represent the district to the chartered organization and to the unit and its leaders, youth, and parents alike.
The unit commissioner is also responsible for assisting the unit with their yearly membership inventory, assisting the Unit Committee conduct the yearly charter renewal meeting, ensuring that the charter application was received at the council service center, and presenting the charter at a meeting of the chartered partner. Usually, a unit's charter with the Boy Scouts of America will be presented directly to the chartered organization at one of the chartered partner's business meetings or social functions.
Unit commissioners advise on official uniform policy and badge placement, and occasionally conduct uniform inspections of the units under their aegis; Unit Commissioners may also accompany their units on outings and at special functions. Traditionally, a unit's official charter from the BSA is also presented annually to it by the unit commissioner.
Roundtable commissioners use the roundtable meetings to provide unit leaders with resources and training in program skills. The roundtable is a forum for all of the unit leaders and provides opportunities for discourse and training.
The Narragansett Council uses a unique structure as of 2010.[4] Instead of being divided into districts, there are 20 community groups which form three service areas. Each service area has a service area commissioner and each community has a community commissioner.
Training Commissioners are expected to complete Basic Leader Training so that they have the essential information they need to provide a safe and successful quality program. Advanced and supplemental training is generally performed at a commissioners college provided at the local council level.
Basic Leader Training for Boy Scout roundtable commissioner is Boy Scout Roundtable Commissioner Training.[5] Basic Leader Training for Cub Scout roundtable commissioner is Cub Scout Roundtable Commissioner and Staff Basic Training.[6] Basic Leader Training for district commissioners, assistant district commissioners, and for unit commissioners is Unit Commissioner Orientation.[7][8] Recognition After completing performance goals, the Arrowhead Honor may be awarded. Commissioners may then earn the Commissioner's Key by completing basic training and serving for at least three years.[9] After five years of service the commissioner may be recognized with the Distinguished Commissioner Service Award.[10]
Wreath of Service
laurel wreath The "wreath of service" is located on all commissioner position emblems. The laurel wreath is a traditional Roman symbol of victory, triumph, accomplishment, and civic service. The BSA uses the laurel as a symbol for the service rendered to units and the continued partnership between volunteers and professionals. The wreath of service represents commitment to program and unit service.[11]
The Commissioner position is the oldest in Scouting and is the origin of the professional Scouting positions, which is why badges of the professional Scouters have that feature as well. The wreath of service is a feature on all commissioner and professional position patches. Primary commissioner (Council Commissioner, District Commissioner, Unit Commissioner) insignia bears a silver laurel wreath in accordance with the long-standing BSA award standard (based on the U.S. military concept) of silver being higher than gold. Accordingly, assistant commissioner (Assistant Council Commissioner, Assistant District Commissioner, Roundtable Commissioner) insignia bears a gold laurel wreath. [11]
See also Youth Protection program External links "Commissioners in the Boy Scouts of America". Boy Scouts of America. Retrieved July 14, 2007. References Wendell, Bryan (May 31, 2018). "Meet the two new volunteers on the BSA's National Key 3". Bryan on Scouting. Scouting Magazine. Archived from the original on June 1, 2018. Retrieved May 31, 2018. "List of Silver Buffalo recipients". Scouting Magazine. Retrieved May 22, 2018. "New Regional/ Area Commissioner Positions Approved" (PDF). Boy Scouts of America. Archived from the original (PDF) on July 20, 2008. Retrieved April 4, 2008. "New Council Service Delivery Structure and Organization". Narragansett Council. 2010. Archived from the original on March 19, 2012. Retrieved February 12, 2019. (using training manual No. 34256) (using training manual No. 33013) "Other Commissioner Resources". "Commissioner Basic Training (using training manual No.33613F". November 16, 2007.) "Unit Commissioner Progress Record for the Commissioner Key / Arrowhead Honor Award" (PDF). Boy Scouts of America. Archived from the original (PDF) on February 20, 2006. Retrieved June 9, 2006. "The Distinguished Commissioner Service Award" (PDF). Boy Scouts of America. Archived from the original (PDF) on June 23, 2006. Retrieved June 9, 2006. "The History of Commissioner Service". Golden Empire Council. Archived from the original on October 28, 2007. Retrieved June 9, 2006. vte Boy Scouts of America vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Categories: Boy Scouts of America Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page In other projects Wikimedia Commons Print/export Create a book Download as PDF Printable version
Languages Add links This page was last edited on 11 March 2019, at 16:21 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki Scouts BSA is the flagship membership level of the Boy Scouts of America (BSA) for boys and girls between the ages of 11 and 17. It provides youth training in character, citizenship, and mental and personal fitness. Scouts are expected to develop personal religious values, learn the principles of American heritage and government, and acquire skills to become successful adults.
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Post by Freddie on Jul 27, 2019 22:40:53 GMT 1
Commissioner Service From Wikipedia, the free encyclopedia (Redirected from Scout commissioner) Jump to navigationJump to search Commissioner Service Commissioner (Boy Scouts of America).png Owner Boy Scouts of America Country United States Founded 1910 Website scouting.org/scoutsource/Commissioners.aspx Scouting portal Commissioner Service is the group within the Boy Scouts of America that provides direct service to each Scouting unit (pack, troop, team, crew or ship). Commissioners are experienced Scouters who help chartered organizations and unit leaders to achieve the aims of Scouting by using the methods of Scouting. They help to ensure that each unit has strong leadership and they encourage training, promote the use of the unit committee and encourage a relationship with the chartering organization.
Contents 1 History 2 National level 2.1 List of National Commissioners 3 Region level 4 Council level 5 District level 6 Training 7 Recognition 8 Wreath of Service 9 See also 10 External links 11 References History Commissioner service started with the first national Scout commissioners: Daniel Carter Beard, Peter Bomus and William Verbeck. Local commissioners formed the first councils and started the tradition of direct support to the Scoutmaster. A first-class council had a paid commissioner (now known as a 'Scout executive or council executive'), and could keep 15 cents of each 25 cent registration, while second-class councils with volunteer commissioners could keep five cents.
National level The National Commissioner is a member of the executive board of the National Council. The position was re-established in 1990, and is a four-year term of service. The current National Commissioner is Ellie Morrison of Waco, Texas.[1]
List of National Commissioners National Commissioners of the Boy Scouts of America Number Service Name Eagle Scout Silver Buffalo[2] Awards 3 Awards 4 1 1910–1941 Daniel Carter Beard 1915 1926 Silver Wolf 1924 Gold 1922 2 1910-1912 Peter S. Bomus 3 1910-1912 William Verbeck 4 1943-1960 George J. Fisher 1926 1960-1985 25 year long hiatus ---- ---- ---- ---- 5 1985-1995 Earl G. Graves 1988 6 1995-1999 Francis H. Olmstead, Jr. 1997 7 1999-2004 William F. "Rick" Cronk 2001 Bronze Wolf 2008 8 2004-2008 Donald D. Belcher 1953 2005 DESA 2000 9 2008-2016 Tico Perez 1977 2007 OA DSA 2004 DESA 2007 10 2016-18 Charles Dahlquist 2007 11 2018- Ellie Morrison 2013 Region level The position of regional commissioner and area commissioner were created in 2007 and announced at the October 2007 National Executive Board meeting. These two positions were created "to support councils in the areas of membership, unit charter renewal, and training in support of commissioner service.".[3]
Council level The council commissioner is selected by the council. Assistant council commissioners are appointed by the council commissioner with approval from the council.
District level The district commissioner and assistant district commissioners are responsible for recruiting, training, guiding, and evaluating the commissioner staff. The district commissioner is part of what is called the key-three, the other two members being the district chairman and the district executive.
Unit commissioners serve and counsel one or more units- packs, troops, teams, crews and ships. They act as a direct representative between the unit and the district. Unit commissioners are adult Scouters that have significant tenure within the Scouting program (ten years' experience is recommended), and are dedicated to seeing individual units succeed. In general, the unit commissioner uses several different tools to measure the success of his or her units. Unit commissioners encourage all of their units to earn the Quality Unit award on a yearly basis and usually visit each of their units at least once a month to make sure the unit is functioning within the aims and goals of the Boy Scouts of America. The unit commissioner is aware of district, council, and local civic and Scouting functions that can help supplement the unit's program. They also promote the monthly district roundtable within their assigned units and make sure that the unit leadership is current on training courses required by the National Council.
Unit commissioners also keep in contact with the respective unit committees and the unit's chartered organization. Unit commissioners also are active in the community, assisting with the district's general membership goals for the year. Commissioners are expected to set the proper Scouting example, as they represent the district to the chartered organization and to the unit and its leaders, youth, and parents alike.
The unit commissioner is also responsible for assisting the unit with their yearly membership inventory, assisting the Unit Committee conduct the yearly charter renewal meeting, ensuring that the charter application was received at the council service center, and presenting the charter at a meeting of the chartered partner. Usually, a unit's charter with the Boy Scouts of America will be presented directly to the chartered organization at one of the chartered partner's business meetings or social functions.
Unit commissioners advise on official uniform policy and badge placement, and occasionally conduct uniform inspections of the units under their aegis; Unit Commissioners may also accompany their units on outings and at special functions. Traditionally, a unit's official charter from the BSA is also presented annually to it by the unit commissioner.
Roundtable commissioners use the roundtable meetings to provide unit leaders with resources and training in program skills. The roundtable is a forum for all of the unit leaders and provides opportunities for discourse and training.
The Narragansett Council uses a unique structure as of 2010.[4] Instead of being divided into districts, there are 20 community groups which form three service areas. Each service area has a service area commissioner and each community has a community commissioner.
Training Commissioners are expected to complete Basic Leader Training so that they have the essential information they need to provide a safe and successful quality program. Advanced and supplemental training is generally performed at a commissioners college provided at the local council level.
Basic Leader Training for Boy Scout roundtable commissioner is Boy Scout Roundtable Commissioner Training.[5] Basic Leader Training for Cub Scout roundtable commissioner is Cub Scout Roundtable Commissioner and Staff Basic Training.[6] Basic Leader Training for district commissioners, assistant district commissioners, and for unit commissioners is Unit Commissioner Orientation.[7][8] Recognition After completing performance goals, the Arrowhead Honor may be awarded. Commissioners may then earn the Commissioner's Key by completing basic training and serving for at least three years.[9] After five years of service the commissioner may be recognized with the Distinguished Commissioner Service Award.[10]
Wreath of Service
laurel wreath The "wreath of service" is located on all commissioner position emblems. The laurel wreath is a traditional Roman symbol of victory, triumph, accomplishment, and civic service. The BSA uses the laurel as a symbol for the service rendered to units and the continued partnership between volunteers and professionals. The wreath of service represents commitment to program and unit service.[11]
The Commissioner position is the oldest in Scouting and is the origin of the professional Scouting positions, which is why badges of the professional Scouters have that feature as well. The wreath of service is a feature on all commissioner and professional position patches. Primary commissioner (Council Commissioner, District Commissioner, Unit Commissioner) insignia bears a silver laurel wreath in accordance with the long-standing BSA award standard (based on the U.S. military concept) of silver being higher than gold. Accordingly, assistant commissioner (Assistant Council Commissioner, Assistant District Commissioner, Roundtable Commissioner) insignia bears a gold laurel wreath. [11]
See also Youth Protection program External links "Commissioners in the Boy Scouts of America". Boy Scouts of America. Retrieved July 14, 2007. References Wendell, Bryan (May 31, 2018). "Meet the two new volunteers on the BSA's National Key 3". Bryan on Scouting. Scouting Magazine. Archived from the original on June 1, 2018. Retrieved May 31, 2018. "List of Silver Buffalo recipients". Scouting Magazine. Retrieved May 22, 2018. "New Regional/ Area Commissioner Positions Approved" (PDF). Boy Scouts of America. Archived from the original (PDF) on July 20, 2008. Retrieved April 4, 2008. "New Council Service Delivery Structure and Organization". Narragansett Council. 2010. Archived from the original on March 19, 2012. Retrieved February 12, 2019. (using training manual No. 34256) (using training manual No. 33013) "Other Commissioner Resources". "Commissioner Basic Training (using training manual No.33613F". November 16, 2007.) "Unit Commissioner Progress Record for the Commissioner Key / Arrowhead Honor Award" (PDF). Boy Scouts of America. Archived from the original (PDF) on February 20, 2006. Retrieved June 9, 2006. "The Distinguished Commissioner Service Award" (PDF). Boy Scouts of America. Archived from the original (PDF) on June 23, 2006. Retrieved June 9, 2006. "The History of Commissioner Service". Golden Empire Council. Archived from the original on October 28, 2007. Retrieved June 9, 2006. vte Boy Scouts of America vte WikiProject Scouting fleur-de-lis dark.svg Scouting and Guiding topics Categories: Boy Scouts of America Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView historySearch Search Wikipedia Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page In other projects Wikimedia Commons Print/export Create a book Download as PDF Printable version
Languages Add links This page was last edited on 11 March 2019, at 16:21 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaDevelopersCookie statementMobile viewWikimedia Foundation Powered by MediaWiki Scouts BSA is the flagship membership level of the Boy Scouts of America (BSA) for boys and girls between the ages of 11 and 17. It provides youth training in character, citizenship, and mental and personal fitness. Scouts are expected to develop personal religious values, learn the principles of American heritage and government, and acquire skills to become successful adults.
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