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	<title>NSV13 - User contributions [en]</title>
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	<updated>2026-06-04T04:17:57Z</updated>
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		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=31846</id>
		<title>Guide to Fighters</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=31846"/>
		<updated>2020-12-02T18:55:15Z</updated>

		<summary type="html">&lt;p&gt;Ansome: No horny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wishing to pilot a fighter is equal to wishing to die, in that both will get you killed. Welcome to the Guide to Fighters.&lt;br /&gt;
&lt;br /&gt;
'''Please note that there are several in-game tools for this for you to learn for yourself. Consult a Seegson terminal or the current FL for help.''' However, if your FL is completely incompetent (standard), read on.&lt;br /&gt;
== THE MOST IMPORTANT THINGS TO KNOW ==&lt;br /&gt;
Surprisingly, this is a list of the most important things to know about fighters.&lt;br /&gt;
=== The Controls ===&lt;br /&gt;
Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap.&lt;br /&gt;
&lt;br /&gt;
'''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit C to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
'''W and S''' control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The '''Alt Key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay put.&lt;br /&gt;
&lt;br /&gt;
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy vessels.&lt;br /&gt;
&lt;br /&gt;
'''Q and E''' activate a rotational drift, which is useful for &amp;lt;s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt; turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe, fighters have it off by default.&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
Before you even get in (which is done by left-clicking the fighter and entering the pilot seat), look at this list of helpful things:&lt;br /&gt;
* Fighter hardsuits and double-extended oxygen tanks from the suit containers near the hangar will save your life later, so get those.&lt;br /&gt;
* Entering a fighter will create two new parts of your GUI.&lt;br /&gt;
** &amp;quot;Stop observing&amp;quot; will exit the fighter. Do not press this while in space.&lt;br /&gt;
** The Ship tab, next to Preferences in the top right, contains every menu that you'll ever need, and some you won't.&lt;br /&gt;
* All fighters are equipped with a DRADIS, a radar system which updates once per second. It is a simple minimap showing you (blue), friendlies (green) and hostiles (red). Note that red may not always mean hostile, but that's not your call to make.&lt;br /&gt;
* Fighters have a fuel tank. The less fuel they have, the less time you have to fly. Tyrosene fuel is made in Chemistry and you start with a tanker of it in the hangar. Click it to grab the hose, then click a fighter with the hose to refuel it.&lt;br /&gt;
=== Take Off ===&lt;br /&gt;
Once you've gotten into a fighter, two screens will pop up: Your DRADIS console (radar) and your control console.&lt;br /&gt;
&lt;br /&gt;
To start up the fighter first press the &amp;quot;Canopy lock button&amp;quot; to close the canopy and switch to internal atmosphere. Do note that you will be unable to exit the fighter while the canopy is locked, so be sure to unlock it when you plan to exit.&lt;br /&gt;
&lt;br /&gt;
First press the button labled &amp;quot;Battery&amp;quot;, then &amp;quot;Fuel injector&amp;quot;, and then &amp;quot;APU.&amp;quot; '''At this point do not press any more buttons.''' The RPM gauge will now begin to increase - you must wait for it to reach 100% before pressing &amp;quot;Ignition&amp;quot; or the engine will not start.&lt;br /&gt;
&lt;br /&gt;
Inertia dampeners are the equivalent of the handbrake for your ship. They will very quickly prevent any movement in any direction, so if you're looking to go in a direction, these won't help. You can toggle your inertia dampeners with the Alt key or through the respective button in the control panel.&lt;br /&gt;
&lt;br /&gt;
Pressing C toggles laser-guided movement, which allows you to use your mouse to rotate the fighter. This is enabled by default.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use WASD to strafe in all directions, then disable laser-guided movement to get a cool new arrow and the ability to control it with Q and E. This arrow represents the direction your ship will be directed towards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Press shift to engage the afterburners, which will provide a temporary speed boost, useful for evading incoming fire and catching up with the mothership. Pressing X toggles intertial assistance mode, which will cause your ship to fly in the direction it is facing. Useful for big bulky boats, not so much for small nimble fighters.&lt;br /&gt;
&lt;br /&gt;
You can press the Help verb in the Ship tab to remind yourself of the fighter controls at any time.&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Movement is all well and good, but if you can only move you'll eventually die or piss yourself as you almost die. First, you want to get into space and far away from the ship you launched from, preferably in the direction of &amp;lt;s&amp;gt;other fighters&amp;lt;/s&amp;gt; hostile craft. Then, disable your weapon safeties with the relevant verb in the Ship tab or through the respective button in the control panel. You are now ready to explode things with your weapons, which begs the question: what are your weapons?&lt;br /&gt;
&lt;br /&gt;
The Ctrl key switches between your primary and secondary mounts. The primary mount will typically be your fighter cannon, and the secondary will be a missile or torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Your missiles pack a really big punch, so if you fire in the general direction of the enemy, they'll home in and explode. Try not to have them home in on your mothership.&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighter can only hold so many at a time, and they can be shot down with PDC (Point Defense Cannon) rounds or flak, so use them wisely. With that in mind, let's talk about the fighter cannon.&lt;br /&gt;
&lt;br /&gt;
Fighter cannons are fully automatic and are your go-to choice for dealing damage. Heavy and light cannons hold ammunition, and will need to be reloaded often. If you find yourself running out of ammo during battle, don't hesitate to leave your squadron and return to base for immediate rearming.&amp;lt;br&amp;gt;&lt;br /&gt;
It's also good to note that there is every useful tool called Lock-on targeting that allows you to pick a ship out of the crowd in the middle of combat. This is done by holding shift and then clicking on the ship you want to target. This will probably do some beeps and boops and maybe show some sort of indicator, but now '''all of your missiles will target that ship, and with increased efficiency.''' This is very useful for &amp;lt;s&amp;gt;hitting your own fighters&amp;lt;/s&amp;gt; singling out single ships to take them out more efficiently.&lt;br /&gt;
=== Landing ===&lt;br /&gt;
When you want to go back to the ship for [[Guide_to_Fighters#hit by missile send help|various reasons]], enable the docking mode in your Ship panel, or the respective button in the control panel, and fly directly into it. Your ship will proceed to enter the ship Z-level, which indicates a successful docking, allowing you to maneuver yourself back to the hangar. That is, if you have a functioning docking computer installed in your fighter.&lt;br /&gt;
== Actually getting off the ground ==&lt;br /&gt;
Theory is easy. The real world is not. Let's have a look at that second one.&lt;br /&gt;
=== Finding a Fighter ===&lt;br /&gt;
On round start there will be aircraft either in the hangar or on the launch deck which are pre-built and in need of refuel and rearm before takeoff. You will typically find several Rapier light fighters, one (or zero) Scimitar heavy fighter, and one or more Sabre support craft.&lt;br /&gt;
&lt;br /&gt;
Each aircraft will need to be refueled and filled with ammo before they will truly be ready for you to &amp;lt;s&amp;gt;die in a blaze of ineptitude&amp;lt;/s&amp;gt; show off some of that pilot shit. This process generally includes fuel refilling via prepared fuel tanks around the hangar, filling of cannon ammo (light for the Vulcan, heavy for the BRRRT machine,) and finally missiles for the light fighters or torpedoes for the heavy fighters.&lt;br /&gt;
&lt;br /&gt;
Assuming your FL hasn't already set the fighters out neatly, you will need to find yourself a new home. Once you've found that home and claimed it, hop into the cockpit, flip over to the Ship tab or use the Change Name verb and christen your coffin with something creative.&lt;br /&gt;
&lt;br /&gt;
With your aircraft armed, fueled, and named, all that's left between you and your dream of being the next Maverick is an aircraft tug to an available electromagnetic catapult.&lt;br /&gt;
=== Launch Procedures ===&lt;br /&gt;
Before you can get out into space, you're gonna need to move your fighter without scraping the ground and ruining your armor. To do this, you'll want to find the M575 Aircraft Tug and the fighter tug key, which when combined will allow you to drive around the hangar bay. Now that you've &amp;lt;s&amp;gt;landed yourself in the brig for running people over&amp;lt;/s&amp;gt; gotten the tug up and running, drive it over to the aircraft you want to move and position yourself right up against it, then click the Load Fighter button to load it. With aircraft in tow, take it to the desired position and press the unload button to drop it; if you do this near a magnetic catapult it should automatically lock on to the catapult. &amp;lt;b&amp;gt;DO NOT&amp;lt;/b&amp;gt; press the Launch button on the tug, unless your intention is to shoot the aircraft off like a ghetto catapult.&lt;br /&gt;
&lt;br /&gt;
If your fighter enters a launch bay, you will immediately lose control of your fighter. Don't get out or you'll wish you were dead, then you'll die. Because you're in space. Stop having an existential crisis, and recognize you cannot move. You're currently on a magnetic arrestor. This essentially functions as a much larger inertia dampener which you cannot control; somebody in Air Control must release or launch you. Stay in your fighter and wait for the signal from your FL. They will use the launch computer and engage the launch sequence. This will be fairly obvious by the loud launch noises in your ears. The process should take around 10 seconds. Angle yourself towards space (NOT A WALL, PLEASE NOT A WALL), wait for launch, and you'll be sent into the cold dark void of space.&lt;br /&gt;
&lt;br /&gt;
If no ATC or other personnel are available to run the catapults, press the MAGLOCK button on your aircraft console, flip the brakes off (ALT key,) and whisk yourself gently (gently...) out of the tube before putting the ship in your rear view and zooming straight into enemy fire. As an additional note, some maps may include vacuumed flight decks; in such cases the use of tugs and catapults is still recommended for various reasons, but because you are already in the vacuum of space and on a reinforced flight deck you do not technically need either of those things to take off or operate your aircraft.&lt;br /&gt;
=== Ship to Ship Combat ===&lt;br /&gt;
Once you've launched, you will most likely see some red signatures on your DRADIS computer. These are signatures that have invalid IFF, and are (probably) extremely hostile. If they are, they will most likely be Syndicate ships (and if they're not Syndicate ships then you're fucked anyway).&lt;br /&gt;
&lt;br /&gt;
There are several types of Syndicate ships. Corvettes, Frigates, Cruisers, and Carriers with bombers and interceptors, and all have guns. Guns that shoot you.&lt;br /&gt;
&lt;br /&gt;
Corvettes are slow, but, like fighters, have missiles and flak cannons of their own. However, unlike fighters, they have a larger missile capacity and do a lot more damage with their flak cannon. &lt;br /&gt;
&lt;br /&gt;
Frigates are even bigger and slower, but have access to the devastating railgun, a shipside system that fires magnet-accelerated tungsten rounds at lightning speeds: basically an immovable rod. Avoid anti-air frigates, because they won't be avoiding you. Good fucking luck.&lt;br /&gt;
&lt;br /&gt;
You will want to give most capital ships a very wide berth, and ideally take them on with the help of your own ship, as Nanotrasen Space Vessels all come equipped with their own railguns and gauss weapons for precisely this purpose. Heavy fighters armed with torpedoes and BRRRRT are more capable of handling capital ships, but skill and caution are a necessary component for survival when busting bigger foes.&lt;br /&gt;
&lt;br /&gt;
Your FL will most likely give orders on formation. If they don't, stick with your other fighters and be careful. 'Lone Wolf' pilots die very quickly when hit by thermonuclear missiles, and since nobody else is with them, no raptor goes to pick them up.&lt;br /&gt;
=== Hit by missile send help ===&lt;br /&gt;
Thanks to our crack&amp;lt;s&amp;gt;head&amp;lt;/s&amp;gt; engineers at NT, your fighter is equipped with armour plates that can block at least one shot. Maybe. If you've taken at least two shots, 9 out of 10 experts would recommend getting the hell out of there. Engage docking, run home to mommy, and let the &amp;lt;s&amp;gt;Munitions Technician&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Air Traffic Controller&amp;lt;/s&amp;gt; Deck Technician figure out how you've managed to lodge an unexploded bomb in your fighter.&lt;br /&gt;
=== Is that explosion sprite bad? ===&lt;br /&gt;
You are now ship-less. Good job. Absolutely stellar. Here's a Medal of Honor. Luckily, Escape Pods are &amp;lt;s&amp;gt;invulnerable&amp;lt;/s&amp;gt; not invulnerable, but they are equipped with enough armour to weather a few shots. If your pod gets shot down, though, you're dead for good. Hopefully you pre-scanned!&lt;br /&gt;
&lt;br /&gt;
Escape Pods come equipped with one atmosphere of air, so conserve your oxygen by disabling your internals. If you find yourself unable to breathe, perhaps re-enable those internals you just forgot about.&lt;br /&gt;
&lt;br /&gt;
Once your air situation is sorted, scream over the Air Traffic Control channel that you're stranded in a pod in space, and assuming the ATC controller isn't a brainlet (lol good luck), somebody will come to rescue you in a Raptor. Speaking of:&lt;br /&gt;
=== The Raptor ===&lt;br /&gt;
The Raptor can be distinguished from the other fighters by searching for intricate details on its hull: the rounded nose, the slightly wider cockpit, and the fact that it's a completely different ship. However, it is functionally identical to the other fighters, except you can now pick up escape pods from the poor sods who've forgotten how to activate point defense.&lt;br /&gt;
&lt;br /&gt;
To retrieve escape pods with the Raptor, enable docking mode and slam into the pod. It'll look like it has exploded, which indicates a successful retrieval.&lt;br /&gt;
&lt;br /&gt;
Once docked with the main ship, you may eject the body of your co-worker &amp;lt;s&amp;gt;directly into space&amp;lt;/s&amp;gt; onto the hangar bay floor, where he will promptly either get up and shout at you for being too slow (&amp;quot;Of course I am the most important pilot here, do you even know who I am?&amp;quot;) or die.&lt;br /&gt;
== Manual Repairs and Missile Replacement ==&lt;br /&gt;
If your Munitions Tech is incompetent, busy or otherwise unavailable (or perhaps you're a Munitions Tech with no idea what they're doing), you will need to channel your inner Engineer and pray to the one true Stormdrive, for you must now commit to the ultimate sin - doing something yourself and servicing the ship ''that you own''.&lt;br /&gt;
=== Opening the maintenance panel ===&lt;br /&gt;
To remove components from your fighter, you will need to engage maintenance mode. To do this, swipe an ID with fighter access and select the second option, then hop in. When inside, you will be able to eject components of your choice. This is important for fixing flooded engines, which I will go into detail about below.&lt;br /&gt;
=== Repairing hull damage ===&lt;br /&gt;
If you somehow managed to keep your fighter after it got hit by a missile, and there aren't any enemies left, return to hangar for repairs (if there are enemies left, what are you waiting for you pansy?). Repairing hull damage is as simple as patching it up with a welding tool, be sure to wear a helmet unless you want to fly blind.&lt;br /&gt;
=== Repairing armor damage ===&lt;br /&gt;
So you managed to survive combat only taking a little bit of &amp;lt;s&amp;gt;friendly&amp;lt;/s&amp;gt; enemy fire to the face, and now you need to fix your armor, but smashing the welder into the ship does nothing! Worry not, the procedure is simple; just get your hands on a new set of plating. If the spares bay in the hangar is empty, cargo can supply more from their handy techfab, provided that science has done the appropriate research.&lt;br /&gt;
=== Replacing missiles and torpedoes ===&lt;br /&gt;
If you've launched both of your rockets, and your cannon just isn't doing it for you, return to hangar for resupply. Refilling launchers is surprisingly simple:&lt;br /&gt;
&lt;br /&gt;
Grab yourself a '''Munitions Trolley''', which will typically be strewn randomly about the hangar. Three torpedo types are available: NTP-2 Standard, NTP-4 'BNKR', NTNK Thermonuclear, and a fourth missile type only available through Munitions, the NTP-0x Electronic Countermeasure:&lt;br /&gt;
&lt;br /&gt;
Heavy fighters use torpedo launchers, which can support a number of torpedoes:&lt;br /&gt;
* NTP-2 Standard is the most well-rounded.&lt;br /&gt;
* NTP-4 is essentially a better version of the standard, but costs more to build.&lt;br /&gt;
* NTNK Thermonuclear is a nuke (and therefore very powerful), but is easily shot down and has poor tracking.&lt;br /&gt;
* NTP-0x Electronic Countermeasure has almost no power, but is useful as a blank shot to draw fire.&lt;br /&gt;
Click and drag up to four missiles onto the trolley bring it beside your fighter, and put them both on the ground, then click and drag the missiles into your ship.&lt;br /&gt;
&lt;br /&gt;
Light fighters use missiles. These deal light damage, but are far cheaper than torpedoes.&lt;br /&gt;
=== Replacing Fuel ===&lt;br /&gt;
There should be a tank of Jet Fuel in the hangar somewhere which looks like a welder container. Please do not use a welder container.&lt;br /&gt;
Drag the tank over to the thirsty Fighter, grab the hose, and click said Fighter.&lt;br /&gt;
=== Fixing a faulty engine ===&lt;br /&gt;
Failing to start a space fighter correctly will result in its engine becoming flooded with fuel. If you hear &amp;quot;Fighter engine violently fizzles out!&amp;quot; in the chatbox, you're in trouble, as your engine has become flooded and will no longer function until it has been fixed.&lt;br /&gt;
&lt;br /&gt;
Fortunately, fixing this issue is as simple as finding yourself a screwdriver. Swipe your ID on the chassis, and engage maintenance mode. Enter the ship, find the engine component, and eject it. Hop out of the fighter, and use a screwdriver on the engine to purge the fuel. After this is done, disengage maintenance protocols, replace the engine, and you're golden.&lt;br /&gt;
=== We've run out of things ===&lt;br /&gt;
==== We've run out of fuel ====&lt;br /&gt;
You poor thing. Go beg for more from&lt;br /&gt;
[[ Guide_to_chemistry#Tyrosene|Chemistry]] (Or just order an aviation fuel crate)&lt;br /&gt;
==== We've run out of rockets ====&lt;br /&gt;
You poorer thing. Go beg for more from [[Guide_to_Munitions#Acquiring_ammunition|Munitions]].&lt;br /&gt;
==== We've run out of fighters ====&lt;br /&gt;
How?&amp;lt;br&amp;gt;You know what? Sure.&lt;br /&gt;
&lt;br /&gt;
You can build new ones! Get RnD to research fighter construction, have cargo print the parts in their departmental protolathe, and assemble them in the hangar. You want two wings and engines, and one of everything else. Keep a toolbox with a multitool and a welding mask handy for this process. If you get stuck during the assembly, examine the fighter chassis to see what needs done next.&lt;br /&gt;
#Choose a chassis, light, heavy, or utility, and fabricate it.&lt;br /&gt;
#Bolt and weld the chassis.&lt;br /&gt;
#Install an engine of your choice and bolt it to the frame.&lt;br /&gt;
#Install the auxiliary power unit (APU), wire it to the engine with cable coil, and secure it with a screwdriver.&lt;br /&gt;
#Add the fighter fuel tank and secure the bolts with a wrench.&lt;br /&gt;
#Install avionics, wire it together with the other components, and screw it in place.&lt;br /&gt;
#Add a targeting sensor and screw it in.&lt;br /&gt;
#Add the countermeasure dispenser and wrench the bolts.&lt;br /&gt;
#Add fighter armour plating, bolt and weld it on. Keep in mind that the armour you choose to use will have an affect on your mobility during flight.&lt;br /&gt;
#Select a primary mount. Light and heavy fighters will use cannons. Bolt it in place when you've made your mind up.&lt;br /&gt;
#Select a secondary mount. (Missile launcher, torpedo launcher) and bolt it in.&lt;br /&gt;
#Use an airlock painter to paint the surface of your complete frame! This step will need to be repeated, once for the surface and once for the details.&lt;br /&gt;
#Click on the fighter with an empty hand to finalize it. This will open a confirmation box, so make sure you have moved the frame to the hangar bay or open space before finishing the job.&lt;br /&gt;
#The fighter isn't ready to go just yet. You need to install a battery for it to function, and the primary and secondary mounts will need ammunition. If you're using a fabricated fuel tank, you should refuel it with tyrosene.&lt;br /&gt;
#Be sure to install a fighter docking computer if you want to leave the Z-level and go onto the overmap.&lt;br /&gt;
#Mount an atmospheric regulator if you enjoy breathing without the need for a suit.&lt;br /&gt;
#A canopy is needed unless you want to be peppered with enemy bullets.&lt;br /&gt;
#You can rename your finished fighter by using the ships verb tab. Examples: &amp;quot;Thor XCI&amp;quot;, &amp;quot;Vishari 52&amp;quot;, &amp;quot;Thermonuclear Missile 3&amp;quot;&lt;br /&gt;
== Bonus Information ==&lt;br /&gt;
* You can change the name of your fighter in the Ship panel.&lt;br /&gt;
* Raptors can hold an infinite number of escape pods.&lt;br /&gt;
* If you have the required access, you can swipe your ID on a fighter to boot the current occupants out and enable the inertia dampeners. Useful for that one griffing bastard or when your Raptor rescue has become a cadaver.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=31795</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=31795"/>
		<updated>2020-11-25T07:32:56Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated to Karmic(TM) standard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another &amp;lt;del&amp;gt;30 minutes&amp;lt;/del&amp;gt; 6-7 seconds after that!&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*The Stormdrive emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is(while also itself being influenced by reaction rate). Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. Higher quality control rods can also be acquired with a greater durability. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
Important things to note down here:&lt;br /&gt;
*Control rods degrade proportionally to power output and inversely proportionally to insertion depth.&lt;br /&gt;
*Controlling reactor without control rods is impossible. If all your rods break or get fully raised (0% on rod slider) reactor will heat up uncontrollably.&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor increases in temperature. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it. Keep in mind that rod condition(inversely) and temperature(directly) have an effect on rate of reaction increase.&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necessary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma and degrades control rods at a slower rate. It is recommended to use this when starting out, but do note it produces less power than its constricted counterpart.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
===Fuel Ratio and Pressure===&lt;br /&gt;
Every stormdrive needs a fuel ratio of a minimum 1/8th (one being fuel, 8 being other gasses or 12.5%). However, the stormdrive is ''happier'' when running a mix with 1/4th fuel or higher. Another thing to be considered is the pressure of your gasses going into the Stormdrive. The higher the reaction rate based on the gasses you put into the stormdrive, the more pressure you can safely put in. As a general rule of thumb, '''DO NOT''' set the pressure of your valves to maximum when first starting the reactor. On the stormdrive control console you'll see two bars indicate your fuel ratio and your pressure; for simplicity's sake if the color of one of the bars is '''not''' blue, that indicates that the stability of the reaction is being harmed by either an improper fuel ratio or over pressurization respectively. '''If the stability of the reaction falls too much, adverse reaction conditions can occur.'''&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|360px|right|The Stormdrive Engine in engineering]][[File:StormguideAtmos.png|360px|right|Hammerhead's Atmospheric piping]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
===Basic setup===&lt;br /&gt;
&amp;lt;br&amp;gt;1. To start off you'll want to assemble the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts to make them mimic the appearance of the one in the picture, add wires to it and then screwdriver the parts closed.&lt;br /&gt;
&amp;lt;br&amp;gt;2. After that's done you're going to want to add the control rods to the reactor's core, simply turn on Maintenance Mode on the reactor console (light blue) and then take the rods from the crate (pink) and put them in there. '''Don't forget to turn off maintenance mode after you're done!'''&lt;br /&gt;
&amp;lt;br&amp;gt;3. On the reactor control panel, press &amp;quot;AZ-4 Cold Start&amp;quot; to insert the control rods to a safe level for setup purposes.&lt;br /&gt;
&amp;lt;br&amp;gt;4. When the control rods are in the reactor is going to need something else: fuel. Because the stormdrive is fueled with gases you'll need to make a little excursion to [[Atmospherics]]. Depending on the ship there may be different pipe layouts, but most use a simple system with gas mixers and a reactor mixing chamber. For the most basic reactor setup you're going to want to put constricted plasma, oxygen and nitrogen into the reactor. To ''constrict'' plasma simply turn on the plasma constrictors in the white box. Now you're going to configure all the gas mixers (yellow) so they only put in the gases you want. An important thing to remember is that node 1 is always the input directly opposite of the mixer's output. So when it comes to actually deciding what gases to put in you can take a look at the gas section of this page, or use the basic recommended setup which is 1/3 constricted plasma, 1/3 oxygen and 1/3 Nitrogen. '''Make sure the pressure going into the stormdrive is between 1000-1500 to start with.'''&lt;br /&gt;
&amp;lt;br&amp;gt;5. While you're walking back to engineering it's recommended you take a CO2 Canister from Atmospherics Storage and put it on the canister connector (green) in the storage room. This is just a safety precaution but it will allow you to inject CO2 in the reactor in case of a meltdown.&lt;br /&gt;
&amp;lt;br&amp;gt;6. Now the Stormdrive is almost ready to go. Just fire up the particle accelerator to heat up the stormdrive. Set the particle accelerator to 1 for a small amount of heat per burst, 2 for a moderate amount, or hack it to set it to 3 and increase temperature by a significant amount.&lt;br /&gt;
&amp;lt;br&amp;gt;7. Turn off the particle accelerator once the reactor starts (or keep it on for longer if you think heating up is taking too long), and you'll be able to configure the control rods in peace.&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an unupgraded SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input. The armor pumps also use up to 1 MW of power, which makes the total demand about 1.6 MW at maximum consumption.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You want to make sure the temperature isn't rising out of control. If you need to leave the reactor unattended, make sure the temperature is stable or download the Stormdrive monitoring application on your tablet to see its status on the go.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Make sure to shut down the reactor ahead of time, as it'll take a while for the reactor to cool, and during that time the rods will continue to lose integrity. Once the reactor is cool and in maintenance mode, replace the damaged rods with fresh ones, and you'll be good to restart the reactor. It is also advised to shut down the reactor if the reaction becomes too unstable.&lt;br /&gt;
&lt;br /&gt;
* Prepare an emergency moderator/reaction neutralizing gas canister in case a rapid shutdown is needed.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Fuel dump&amp;quot; option on the Stormdrive console can be used at any time to begin shunting gas from the input gas line to the outline gas line for clearing unwanted gas mixtures. Do note it moves at a slow pace and cannot dump all of the fuel at a pace quick enough to stop a meltdown. Do note that if you begin to insert carbon dioxide into the stormdrive, fuel dumping will also begin to dump that as well and create diminishing effects from the carbon dioxide.&lt;br /&gt;
===Shutting down the reactor===&lt;br /&gt;
There are two ways to shut down the reactor: cutting off the fuel supply or using the control rods. Both systems have benefits and flaws to their usage. If the fuel supply is cut, you will need to keep reinforcement gasses pumping into the stormdrive while it cools, otherwise the core will destabilize. Likewise, if the control rods are used to shut down the reactor by putting them in 100% you will need to pump in moderator gasses to ensure they kill the reaction inside the stormdrive efficiently.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
'''Low yield fuel.'''&lt;br /&gt;
&lt;br /&gt;
Standard plasma is the low-yield fuel gas. It has a low reaction rate and degrades fuel rods at a slightly slower rate. Produces a lower power output than constricted plasma.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Constricted Plasma]]&lt;br /&gt;
'''Standard fuel'''&lt;br /&gt;
&lt;br /&gt;
Constricted plasma is a standard yield fuel gas. It has a moderate reaction rate and degrades fuel rods at a normal pace. Produces an average amount of power.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
'''High yield fuel'''&lt;br /&gt;
&lt;br /&gt;
Tritium is a high yield fuel gas that has a high reaction rate and diminishes the ability of the control rods to moderate the reaction. Produces additional radiation. Has a higher power output than constricted plasma. Has a heat reinforced property which stabilizes the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Moderator gas'''&lt;br /&gt;
&lt;br /&gt;
Boosts the effectiveness of the control rods at moderating tempature.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Oxygen increases the power output of the reactor.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
CO2 actively hinders the rate of reaction in the reactor core. It also lowers the power output and will increase the moderating ability of the control rods. Typically used to shut down the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
'''Core stability gas'''&lt;br /&gt;
&lt;br /&gt;
N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O protects the control rods from degredation during the reaction and stabilizes the core when operating at high tempatures.&lt;br /&gt;
&lt;br /&gt;
[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
'''Performance boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Pluoxium increases the power output of the reactor, stabilizes the core, and protects the control rods from degredation during the reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:Hypernob Canister.png]]Hypernoblium&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Hypernoblium actively hinders the rate of reaction in the core at a more efficient rate than CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;. It also lowers the power output, however it will greatly increase the moderating ability of the control rods and protect the control rods from degredation. Typically used to shut down a wild, loose cannon runaway reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:Stimulum.png]]Stimulum&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Greatly increases the power output of the reactor, however it will decrease the ability of the control rods to moderate the reaction. Also destabilizes the core. For when you want your reaction to be ''spicy.''&lt;br /&gt;
&lt;br /&gt;
[[File:Nitryl Canister.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Mystery reaction gas&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Lowers the amount of radiation produced by the reaction, however it destabilizes the core.&lt;br /&gt;
&lt;br /&gt;
[[File:Water_vapor.png]]Water Vapor&lt;br /&gt;
'''Ghetto reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Reduces the rate of reaction. Can be used as a shutdown gas.&lt;br /&gt;
&lt;br /&gt;
[[File:Canister.png]]Nucleium&lt;br /&gt;
'''Byproduct gas'''&lt;br /&gt;
&lt;br /&gt;
While in the reactor, actively hinders the production of power. Decreases the moderating ability of control rods, increases radiation output. Destabilizes core. You don't want this in your reactor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating. &lt;br /&gt;
===Preventing a nuclear disaster===&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a moderator/reaction neutralizing gas, see above gas table. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to stand back for the fuel spewing out.&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor.&lt;br /&gt;
===Dealing with a nuclear disaster===&lt;br /&gt;
So after your best attempt at saving the reactor things still didn't turn out so well. This can happen from time to time due to [[Traitor|various]] [[Boarder|reasons]] but no matter what got you into it, you will still be the one who has to clean up this mess.&amp;lt;br&amp;gt;&lt;br /&gt;
The first thing you will have to prepare for are the electromagnetic pulses that are now pestering the ship, the highly reactive plasma and dangerous nucleium in the reactor's core will have produced a massive EMP across all of engineering and beyond. Obviously this is a massive problem, as half of the ship's systems rely on a stable input of power.&amp;lt;br&amp;gt;&lt;br /&gt;
Fear not however, for engineering has been supplied with [[pacman|backup generators]] for just this reason, they should be able to keep engineering running for at least a bit longer without a reactor. However you have to keep an eye out around engineering, as there have been multiple reports of power-draining events occuring after the original explosion. If you can you must try to rid engineering of whatever is causing this if it does occur, or setting up backup generators will have no effect due to the APC's depowering.&amp;lt;br&amp;gt;&lt;br /&gt;
After setting up the backup power you will most likely have to act quickly and consult with your [[Chief Engineer]]. Your options are to either leave the ship right now or repair what is left of the broken reactor to get it back in a usable state:&lt;br /&gt;
====Repairing the Stormdrive itself====&lt;br /&gt;
After many initial test with the Stormdrive we have devised a way to repair it after a meltdown &amp;lt;s&amp;gt;meaning you blew it up enough for us to care&amp;lt;/s&amp;gt;. Our scientists and engineers have made a handy little step by step guide for you to follow in the event of a blown out reactor core:&amp;lt;br&amp;gt;&lt;br /&gt;
#Remove the leftover radioactive sludge from the central reactor chamber. (Hazmat suit recommmended)&lt;br /&gt;
#Repair the outer walls of the reactor chamber with a substantial amount of [[Duranium]] and weld it in place.&lt;br /&gt;
#Due to time (and legal) constraints you will have to order a new Stormdrive reactor core from Central Command.&lt;br /&gt;
#Once the reactor core has arrived simply replace the destroyed one with the functional core for the Stormdrive to be operational once more.&lt;br /&gt;
If you have followed the instructions here you should now be able to make use of the Stormdrive once more*!&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
===Explosion!===&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
===Hot wires===&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille/door after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&amp;lt;nowiki&amp;gt;*Central Command is not to be held accountable for any failures in a replacement Stormdrive reactor core that are related but not limited to: Fuel rod leaks, instantaneous detonation, looking like a crate and becoming self-aware.&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=31794</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=31794"/>
		<updated>2020-11-25T07:11:18Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated data on proper fuel ratios and pressurization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another &amp;lt;del&amp;gt;30 minutes&amp;lt;/del&amp;gt; 6-7 seconds after that!&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*The Stormdrive emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is(while also itself being influenced by reaction rate). Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. Higher quality control rods can also be acquired with a greater durability. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
Important things to note down here:&lt;br /&gt;
*Control rods degrade proportionally to power output and inversely proportionally to insertion depth.&lt;br /&gt;
*Controlling reactor without control rods is impossible. If all your rods break or get fully raised (0% on rod slider) reactor will heat up uncontrollably.&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor increases in temperature. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it. Keep in mind that rod condition(inversely) and temperature(directly) have an effect on rate of reaction increase.&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necessary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma and degrades control rods at a slower rate. It is recommended to use this when starting out, but do note it produces less power than its constricted counterpart.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
===Fuel Ratio and Pressure===&lt;br /&gt;
Every stormdrive needs a fuel ratio of a minimum 1/8th (one being fuel, 8 being other gasses or 12.5%). However, the stormdrive is ''happier'' when running a mix with 1/4th fuel or higher. Another thing to be considered is the pressure of your gasses going into the Stormdrive. The higher the reaction rate based on the gasses you put into the stormdrive, the more pressure you can safely put in. As a general rule of thumb, '''DO NOT''' set the pressure of your valves to maximum when first starting the reactor. On the stormdrive control console you'll see two bars indicate your fuel ratio and your pressure; for simplicity's sake if the color of one of the bars is '''not''' blue, that indicates that the stability of the reaction is being harmed by either an improper fuel ratio or over pressurization respectively. '''If the stability of the reaction falls too much, adverse reaction conditions can occur.'''&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|360px|right|The Stormdrive Engine in engineering]][[File:StormguideAtmos.png|360px|right|Hammerhead's Atmospheric piping]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
===Basic setup===&lt;br /&gt;
&amp;lt;br&amp;gt;1. To start off you'll want to assemble the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts to make them mimic the appearance of the one in the picture, add wires to it and then screwdriver the parts closed.&lt;br /&gt;
&amp;lt;br&amp;gt;2. After that's done you're going to want to add the control rods to the reactor's core, simply turn on Maintenance Mode on the reactor console (light blue) and then take the rods from the crate (pink) and put them in there. '''Don't forget to turn off maintenance mode after you're done!'''&lt;br /&gt;
&amp;lt;br&amp;gt;3. When the control rods are in the reactor is going to need something else: fuel. Because the stormdrive is fueled with gases you'll need to make a little excursion to [[Atmospherics]]. Depending on the ship there may be different pipe layouts, but most use a simple system with gas mixers and a reactor mixing chamber. For the most basic reactor setup you're going to want to put constricted plasma, oxygen and nitrogen into the reactor. To ''constrict'' plasma simply turn on the plasma consrictors in the white box. Now you're going to configure all the gas mixers (yellow) so they only put in the gases you want. An important thing to remember is that node 1 is always the input directly opposite of the mixer's output. So when it comes to actually deciding what gases to put in you can take a look at the gas section of this page, or use the basic recommended setup which is 1/3 constricted plasma, 1/3 oxygen and 1/3 Nitrogen.&lt;br /&gt;
&amp;lt;br&amp;gt;4. While you're walking back to engineering it's recommended you take a CO2 Canister from Atmospherics Storage and put it on the canister connector (green) in the storage room. This is just a safety precaution but it will allow you to inject CO2 in the reactor in case of a meltdown.&lt;br /&gt;
&amp;lt;br&amp;gt;5. Now the Stormdrive is almost ready to go. Just fire up the particle accelerator to heat up the stormdrive. Set the paticle accelerator to 1 for a small amount of heat per burst, 2 for a moderate amount, or hack it to set it to 3 and increase tempature by a significant amount.&lt;br /&gt;
&amp;lt;br&amp;gt;6. Turn off the particle accelerator once the reactor starts (or keep it on for longer if you think heating up is taking too long), and you'll be able to configure the control rods in peace.&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an unupgraded SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input. The armor pumps also use up to 1 MW of power, which makes the total demand about 1.6 MW at maximum consumption.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You want to make sure the temperature isn't rising out of control. If you need to leave the reactor unattended, make sure the temperature is stable or at the very least decreasing.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Make sure to shut down the reactor ahead of time, as it'll take a while for the reactor to cool, and during that time the rods will continue to loose integrity. Once the reactor is cool and in maintenance mode, replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
* Prepare an emergency moderator/reaction neutralizing gas canister in case a rapid shutdown is needed.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Fuel dump&amp;quot; option on the Stormdrive console can be used at any time to begin shunting gas from the input gas line to the outline gas line for clearing unwanted gas mixtures. Do note it moves at a slow pace and cannot dump all of the fuel at a pace quick enough to stop a meltdown.&lt;br /&gt;
===Shutting down the reactor===&lt;br /&gt;
There are two ways to shut down the reactor: cutting off the fuel supply or using the control rods. Both systems have benefits and flaws to their usage. If the fuel supply is cut, you will need to keep reinforcement gasses pumping into the stormdrive while it cools, otherwise the core will destabilize. Likewise, if the control rods are used to shut down the reactor by putting them in 100% you will need to pump in moderator gasses to ensure they kill the reaction inside the stormdrive efficiently.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
'''Low yield fuel.'''&lt;br /&gt;
&lt;br /&gt;
Standard plasma is the low-yield fuel gas. It has a low reaction rate and degrades fuel rods at a slightly slower rate. Produces a lower power output than constricted plasma.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Constricted Plasma]]&lt;br /&gt;
'''Standard fuel'''&lt;br /&gt;
&lt;br /&gt;
Constricted plasma is a standard yield fuel gas. It has a moderate reaction rate and degrades fuel rods at a normal pace. Produces an average amount of power.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
'''High yield fuel'''&lt;br /&gt;
&lt;br /&gt;
Tritium is a high yield fuel gas that has a high reaction rate and diminishes the ability of the control rods to moderate the reaction. Produces additional radiation. Has a higher power output than constricted plasma. Has a heat reinforced property which stabilizes the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Moderator gas'''&lt;br /&gt;
&lt;br /&gt;
Boosts the effectiveness of the control rods at moderating tempature.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Oxygen increases the power output of the reactor.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
CO2 actively hinders the rate of reaction in the reactor core. It also lowers the power output and will increase the moderating ability of the control rods. Typically used to shut down the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
'''Core stability gas'''&lt;br /&gt;
&lt;br /&gt;
N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O protects the control rods from degredation during the reaction and stabilizes the core when operating at high tempatures.&lt;br /&gt;
&lt;br /&gt;
[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
'''Performance boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Pluoxium increases the power output of the reactor, stabilizes the core, and protects the control rods from degredation during the reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:Hypernob Canister.png]]Hypernoblium&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Hypernoblium actively hinders the rate of reaction in the core at a more efficient rate than CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;. It also lowers the power output, however it will greatly increase the moderating ability of the control rods and protect the control rods from degredation. Typically used to shut down a wild, loose cannon runaway reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:Stimulum.png]]Stimulum&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Greatly increases the power output of the reactor, however it will decrease the ability of the control rods to moderate the reaction. Also destabilizes the core. For when you want your reaction to be ''spicy.''&lt;br /&gt;
&lt;br /&gt;
[[File:Nitryl Canister.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Mystery reaction gas&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Lowers the amount of radiation produced by the reaction, however it destabilizes the core.&lt;br /&gt;
&lt;br /&gt;
[[File:Water_vapor.png]]Water Vapor&lt;br /&gt;
'''Ghetto reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Reduces the rate of reaction. Can be used as a shutdown gas.&lt;br /&gt;
&lt;br /&gt;
[[File:Canister.png]]Nucleium&lt;br /&gt;
'''Byproduct gas'''&lt;br /&gt;
&lt;br /&gt;
While in the reactor, actively hinders the production of power. Decreases the moderating ability of control rods, increases radiation output. Destabilizes core. You don't want this in your reactor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating. &lt;br /&gt;
===Preventing a nuclear disaster===&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a moderator/reaction neutralizing gas, see above gas table. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to stand back for the fuel spewing out.&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor.&lt;br /&gt;
===Dealing with a nuclear disaster===&lt;br /&gt;
So after your best attempt at saving the reactor things still didn't turn out so well. This can happen from time to time due to [[Traitor|various]] [[Boarder|reasons]] but no matter what got you into it, you will still be the one who has to clean up this mess.&amp;lt;br&amp;gt;&lt;br /&gt;
The first thing you will have to prepare for are the electromagnetic pulses that are now pestering the ship, the highly reactive plasma and dangerous nucleium in the reactor's core will have produced a massive EMP across all of engineering and beyond. Obviously this is a massive problem, as half of the ship's systems rely on a stable input of power.&amp;lt;br&amp;gt;&lt;br /&gt;
Fear not however, for engineering has been supplied with [[pacman|backup generators]] for just this reason, they should be able to keep engineering running for at least a bit longer without a reactor. However you have to keep an eye out around engineering, as there have been multiple reports of power-draining events occuring after the original explosion. If you can you must try to rid engineering of whatever is causing this if it does occur, or setting up backup generators will have no effect due to the APC's depowering.&amp;lt;br&amp;gt;&lt;br /&gt;
After setting up the backup power you will most likely have to act quickly and consult with your [[Chief Engineer]]. Your options are to either leave the ship right now or repair what is left of the broken reactor to get it back in a usable state:&lt;br /&gt;
====Repairing the Stormdrive itself====&lt;br /&gt;
After many initial test with the Stormdrive we have devised a way to repair it after a meltdown &amp;lt;s&amp;gt;meaning you blew it up enough for us to care&amp;lt;/s&amp;gt;. Our scientists and engineers have made a handy little step by step guide for you to follow in the event of a blown out reactor core:&amp;lt;br&amp;gt;&lt;br /&gt;
#Remove the leftover radioactive sludge from the central reactor chamber. (Hazmat suit recommmended)&lt;br /&gt;
#Repair the outer walls of the reactor chamber with a substantial amount of [[Duranium]] and weld it in place.&lt;br /&gt;
#Due to time (and legal) constraints you will have to order a new Stormdrive reactor core from Central Command.&lt;br /&gt;
#Once the reactor core has arrived simply replace the destroyed one with the functional core for the Stormdrive to be operational once more.&lt;br /&gt;
If you have followed the instructions here you should now be able to make use of the Stormdrive once more*!&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
===Explosion!===&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
===Hot wires===&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille/door after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&amp;lt;nowiki&amp;gt;*Central Command is not to be held accountable for any failures in a replacement Stormdrive reactor core that are related but not limited to: Fuel rod leaks, instantaneous detonation, looking like a crate and becoming self-aware.&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31470</id>
		<title>User:Ansome</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31470"/>
		<updated>2020-10-14T00:39:41Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part 1:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nsv RetuRNIng Soon WitH thE ghOsTS iN tHE leAD sPOokY MAn anSomE has hAd hiS weAkNess ExpoSEd&lt;br /&gt;
&lt;br /&gt;
This iS A TroUblIng turn Of evenTS buT theY wILl NOt DeFEat Them&lt;br /&gt;
&lt;br /&gt;
VigenerE Will maKE SuRE&lt;br /&gt;
&lt;br /&gt;
Man i could ReaLly Go FoR A baCon saNdwIch Rn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Part 2:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fey fwjkzcvgrycy nfzfecrf xjthaqptxy vu msuifvmsxuvulfslr hvtd mnimh.&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=31468</id>
		<title>Guide to Fighters</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=31468"/>
		<updated>2020-10-12T23:58:46Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated to current fighters update. Removed unnecessary remarks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wishing to pilot a fighter is equal to wishing to die, in that both will get you killed. Welcome to the Guide to Fighters.&lt;br /&gt;
&lt;br /&gt;
'''Please note that there are several in-game tools for this for you to learn for yourself. Consult a Seegson terminal or the current FL for help.''' However, if your FL is completely incompetent (standard), read on.&lt;br /&gt;
&lt;br /&gt;
== THE MOST IMPORTANT THINGS TO KNOW ==&lt;br /&gt;
&lt;br /&gt;
Surprisingly, this is a list of the most important things to know about fighters.&lt;br /&gt;
&lt;br /&gt;
=== The Controls ===&lt;br /&gt;
&lt;br /&gt;
Use '''Shift + Scroll Wheel''' to zoom out when viewing the overmap.&lt;br /&gt;
&lt;br /&gt;
The '''Space bar''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
'''W and S''' control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The '''Alt Key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay put.&lt;br /&gt;
&lt;br /&gt;
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy vessels.&lt;br /&gt;
&lt;br /&gt;
'''Q and E''' activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe, fighters have it off by default.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
Before you even get in (which is done by left-clicking the fighter and entering the pilot seat), look at this list of helpful things:&lt;br /&gt;
&lt;br /&gt;
* Fighter hardsuits and double-extended oxygen tanks from the suit containers near the hangar will save your life later, so get those.&lt;br /&gt;
* Entering a fighter will create two new parts of your GUI.&lt;br /&gt;
** &amp;quot;Stop observing&amp;quot; will exit the fighter. Do not press this while in space.&lt;br /&gt;
** The Ship tab, next to Preferences in the top right, contains every menu that you'll ever need, and some you won't.&lt;br /&gt;
* All fighters are equipped with a DRADIS, a radar system which updates once per second. It is a simple minimap showing you (blue), friendlies (green) and hostiles (red). Note that red may not always mean hostile, but that's not your call to make.&lt;br /&gt;
* Fighters have a fuel tank. The less fuel they have, the less time you have to fly. Tyrosene fuel is made in Chemistry and you start with a tanker of it in the hangar. Click it to grab the hose, then click a fighter with the hose to refuel it.&lt;br /&gt;
&lt;br /&gt;
=== Take Off ===&lt;br /&gt;
Once you've gotten into a fighter, two screens will pop up: Your DRADIS console (radar) and your control console.&lt;br /&gt;
&lt;br /&gt;
To start up the fighter first press the &amp;quot;Canopy lock button&amp;quot; to close the canopy and switch to internal atmosphere. Do note that you will be unable to exit the fighter while the canopy is locked, so be sure to unlock it when you plan to exit.&lt;br /&gt;
&lt;br /&gt;
First press the button labled &amp;quot;Battery&amp;quot;, then &amp;quot;Fuel injector&amp;quot;, and then &amp;quot;APU.&amp;quot; '''At this point do not press any more buttons.''' The RPM gauge will now begin to increase - you must wait for it to reach 100% before pressing &amp;quot;Ignition&amp;quot; or the engine will not start.&lt;br /&gt;
&lt;br /&gt;
Inertia dampeners are the equivalent of the handbrake for your ship. They will very quickly prevent any movement in any direction, so if you're looking to go in a direction, these won't help. You can toggle your inertia dampeners with the Alt key or through the respective button in the control panel.&lt;br /&gt;
&lt;br /&gt;
Pressing the spacebar toggles laser-guided movement, which allows you to use your mouse to rotate the fighter. This is enabled by default.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use WASD to strafe in all directions, then disable laser-guided movement to get a cool new arrow and the ability to control it with Q and E. This arrow represents the direction your ship will be directed towards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Press shift to engage the afterburners, which will provide a temporary speed boost, useful for evading incoming fire and catching up with the mothership. Pressing X toggles intertial assistance mode, which will cause your ship to fly in the direction it is facing. Useful for big bulky boats, not so much for small nimble fighters.&lt;br /&gt;
&lt;br /&gt;
You can press the Help verb in the Ship tab to remind yourself of the fighter controls at any time.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Movement is all well and good, but if you can only move you'll eventually die or piss yourself as you almost die. First, you want to get into space and far away from the ship you launched from, preferably in the direction of &amp;lt;s&amp;gt;other fighters&amp;lt;/s&amp;gt; hostile craft. Then, disable your weapon safeties with the relevant verb in the Ship tab or through the respective button in the control panel. You are now ready to explode things with your weapons, which begs the question: what are your weapons?&lt;br /&gt;
&lt;br /&gt;
The Ctrl key switches firing modes between long range acquisition (for using homing missiles) and manual point defence (for the flak cannon). If you actually want to damage anything, choose missiles. If you want to live, choose manual point defense.&lt;br /&gt;
&lt;br /&gt;
Your missiles pack a really big punch, so if you fire in the general direction of the enemy, they'll home in and explode. Try not to have them home in on your mothership.&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighter can fit up to six of these at the same time, and they can be shot down with point defense, so use them wisely. With that in mind, let's talk about point defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's also good to note that there is every useful tool called Lock-on targeting that allows you to pick a ship out of the crowd in the middle of combat. This is done by holding shift and then clicking on the ship you want to target. This will probably do some beeps and boops and maybe show some sort of indicator, but now '''all of your missiles will target that ship, and with increased efficiency.''' This is very useful for &amp;lt;s&amp;gt;hitting your own fighters&amp;lt;/s&amp;gt; singling out single ships to take them out more efficiently.&lt;br /&gt;
&lt;br /&gt;
As your backup weaponry, your flak cannon is shit. It functions like a three-burst railgun and has pitiful damage, but infinite ammo. Luckily, it has a purpose beyond &amp;quot;I've run out of missiles&amp;quot;, and that's to shoot down missiles that OTHER ships have shot. Just make sure the missile is targeting you or your allies first, because if you shoot down all of the missiles aimed at the enemy ship, you might find yourself being the next target of everyone else's flak cannons.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
When you want to go back to the ship for [[Guide_to_Fighters#hit by missile send help|various reasons]], enable the docking mode in your Ship panel, or the respective button in the control panel, and fly directly into it. Your ship will proceed to enter the ship Z-level, which indicates a successful docking, allowing you to maneuver yourself back to the hangar.&lt;br /&gt;
&lt;br /&gt;
== Actually getting off the ground ==&lt;br /&gt;
Theory is easy. The real world is not. Let's have a look at that second one.&lt;br /&gt;
&lt;br /&gt;
=== Finding a Fighter ===&lt;br /&gt;
On most maps, there will be 6 fighters somewhere near the hangar pre-outfitted and ready for takeoff: 5 Vipers, the standard fighters, and one Raptor. Ignore the Raptor and take a Viper.&lt;br /&gt;
&lt;br /&gt;
Assuming your FL hasn't already set the fighters out neatly, you will need to maneuver a fighter into the hangar yourself. Just get in, disable the dampeners, get it onto one of the highlighted spaces, and re-dampen. Disable the laser turning, and get out. You've got yourself a fighter.&lt;br /&gt;
&lt;br /&gt;
When it's time to fly, your FL will (presumably) announce on the Air Traffic Control/ATC radio channel (accessed through :h) that the Launch Bays are open. Ensure that you are allowed to enter one of these launch bays before you recklessly launch your fighter directly into a hostile warhead.&lt;br /&gt;
&lt;br /&gt;
=== Launch Procedures ===&lt;br /&gt;
If you enter a launch bay, you will immediately lose control of your fighter. Don't get out or you'll wish you were dead, then you'll die. Because you're in space. Stop having an existential crisis, and recognize you cannot move. You're currently on a magnetic arrestor.&lt;br /&gt;
&lt;br /&gt;
This essentially functions as a much larger inertia dampener which you cannot control; somebody in Air Control must release or launch you. Stay in your fighter and wait for the signal from your FL. They will use the launch computer and engage the launch sequence. This will be fairly obvious by the loud launch noises in your ears. The process should take around 10 seconds. Angle yourself towards space (NOT A WALL, PLEASE NOT A WALL), wait for launch, and you'll be sent into the cold dark void of space.&lt;br /&gt;
&lt;br /&gt;
=== Ship to Ship Combat ===&lt;br /&gt;
Once you've launched, you will most likely see some red signatures on your DRADIS computer. These are signatures that have invalid IFF, and are (probably) extremely hostile. If they are, they will most likely be Syndicate ships (and if they're not Syndicate ships then you're fucked anyway).&lt;br /&gt;
&lt;br /&gt;
There are two types of Syndicate ships. Corvettes, and Frigates, and they both have guns. Guns that shoot you.&lt;br /&gt;
&lt;br /&gt;
Corvettes are slow, but, like fighters, have missiles and flak cannons of their own. However, unlike fighters, they have a larger missile capacity and do a lot more damage with their flak cannon. &lt;br /&gt;
&lt;br /&gt;
Frigates are even bigger and slower, but have access to the devastating railgun, a shipside system that fires magnet-accelerated tungsten rounds at lightning speeds: basically an immovable rod. Good fucking luck.&lt;br /&gt;
&lt;br /&gt;
You will want to give both of these ships a very wide berth, and ideally take them on with the help of your own ship, as Nanotrasen Space Vessels all come equipped with their own railgun for precisely this purpose.&lt;br /&gt;
&lt;br /&gt;
Your FL will most likely give orders on formation. If they don't, stick with your other fighters and be careful. 'Lone Wolf' pilots die very quickly when hit by thermonuclear missiles, and since nobody else is with them, no raptor goes to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== hit by missile send help ===&lt;br /&gt;
Thanks to our crack&amp;lt;s&amp;gt;head&amp;lt;/s&amp;gt; engineers at NT, your fighter is equipped with armour plates that can block at least one shot. Maybe. If you've taken at least two shots, 9 out of 10 experts would recommend getting the hell out of there. Engage docking, run home to mommy, and let the &amp;lt;s&amp;gt;Munitions Technician&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Air Traffic Controller&amp;lt;/s&amp;gt; Deck Technician figure out how you've managed to lodge an unexploded bomb in your fighter.&lt;br /&gt;
&lt;br /&gt;
=== Is that explosion sprite bad? ===&lt;br /&gt;
You are now ship-less. Good job. Absolutely stellar. Here's a Medal of Honor. Luckily, Escape Pods are &amp;lt;s&amp;gt;invulnerable&amp;lt;/s&amp;gt; not invulnerable, but they are equipped with enough armour to weather a few shots. If your pod gets shot down, though, you're dead for good. Hopefully you pre-scanned!&lt;br /&gt;
&lt;br /&gt;
Escape Pods come equipped with one atmosphere of air, so conserve your oxygen by disabling your internals. If you find yourself unable to breathe, perhaps re-enable those internals you just forgot about.&lt;br /&gt;
&lt;br /&gt;
Once your air situation is sorted, scream over the Air Traffic Control channel that you're stranded in a pod in space, and assuming the ATC controller isn't a brainlet (lol good luck), somebody will come to rescue you in a Raptor. Speaking of:&lt;br /&gt;
&lt;br /&gt;
=== The Raptor ===&lt;br /&gt;
The Raptor can be distinguished from the other fighters by searching for intricate details on its hull: the rounded nose, the slightly wider cockpit, and the fact that it's a completely different ship. However, it is functionally identical to the other fighters, except you can now pick up escape pods from the poor sods who've forgotten how to activate point defense.&lt;br /&gt;
&lt;br /&gt;
To retrieve escape pods with the Raptor, enable docking mode and slam into the pod. It'll look like it has exploded, which indicates a successful retrieval.&lt;br /&gt;
&lt;br /&gt;
Once docked with the main ship, you may eject the body of your co-worker &amp;lt;s&amp;gt;directly into space&amp;lt;/s&amp;gt; onto the hangar bay floor, where he will promptly either get up and shout at you for being too slow (&amp;quot;Of course I am the most important pilot here, do you even know who I am?&amp;quot;) or die.&lt;br /&gt;
&lt;br /&gt;
== Manual Repairs and Missile Replacement ==&lt;br /&gt;
If your Munitions Tech is incompetent, busy or otherwise unavailable (or perhaps you're a Munitions Tech with no idea what they're doing), you will need to channel your inner Engineer and pray to the one true Stormdrive, for you must now commit to the ultimate sin - doing something yourself and servicing the ship ''that you own''.&lt;br /&gt;
&lt;br /&gt;
First, open the maintenance panel. Grab a wrench to unbolt it then pry it open with a crowbar. This will either destroy your fighter completely (bad) or put it into maintenance mode (good).&lt;br /&gt;
&lt;br /&gt;
In maintenance mode, you can refill missiles, swap out components, and repair your ship.&lt;br /&gt;
&lt;br /&gt;
=== Repairing hull damage ===&lt;br /&gt;
If you somehow managed to keep your fighter after it got hit by a missile, and there aren't any enemies left, return to hangar for repairs (if there are enemies left, what are you waiting for you pansy?).&lt;br /&gt;
&lt;br /&gt;
Ensure the maintenance panel is closed, grab yourself a Welder and a Welding Mask (there should be a welding equipment locker somewhere in the hangar) and click on the ship. Your character somehow has an innate knowledge of where the broken things are, and will perfectly fix them with no prior training. You'll need to do this multiple times - opening the maintenance panel will allow you to see the structural integrity of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Replacing missiles ===&lt;br /&gt;
If you've launched both of your missiles, and your point defence cannons just aren't doing it for you, return to hangar for refill. Refilling missiles is surprisingly simple:&lt;br /&gt;
&lt;br /&gt;
Open the maintenance panel of your ship, then grab yourself a '''Munitions Trolley''', which will either be in the thermonuclear warhead section of the armory (red door to the west), or strewn randomly about the hangar. In the armory, 3 missile types are available: NTP-1 High Velocity, NTP-2 Standard, NTNK Thermonuclear, and a fourth missile type only available through Munitions, the NTP-0x Electronic Countermeasure:&lt;br /&gt;
* NTP-1 High Velocity is the fastest but weakest.&lt;br /&gt;
* NTP-2 Standard is the most well-rounded.&lt;br /&gt;
* NTNK Thermonuclear is a nuke (and therefore very powerful), but is easily shot down and has poor tracking.&lt;br /&gt;
* NTP-0x Electronic Countermeasure has almost no power, but is useful as a blank shot to draw fire.&lt;br /&gt;
&lt;br /&gt;
Click and drag up to two missiles onto the trolley, bring it beside your fighter, and put them both on the ground, then click and drag the missiles into your ship, and close the maintenance panel.&lt;br /&gt;
&lt;br /&gt;
=== Replacing Fuel ===&lt;br /&gt;
There should be a tank of Jet Fuel in the hangar somewhere which looks like a welder container. Please do not use a welder container.&lt;br /&gt;
&lt;br /&gt;
Drag the tank over to the thirsty Fighter, click and drag the tank onto said Fighter, and after a few seconds it'll top them up.&lt;br /&gt;
&lt;br /&gt;
=== We've run out of things ===&lt;br /&gt;
==== We've run out of fuel ====&lt;br /&gt;
You poor thing. Go beg for more from &lt;br /&gt;
[[ Guide_to_chemistry#Tyrosene|Chemistry]]&lt;br /&gt;
==== We've run out of missiles ====&lt;br /&gt;
You poorer thing. Go beg for more from [[Guide_to_Munitions#Acquiring_ammunition|Munitions]].&lt;br /&gt;
&lt;br /&gt;
==== We've run out of fighters ====&lt;br /&gt;
How?&amp;lt;br&amp;gt;You know what? Sure.&lt;br /&gt;
&lt;br /&gt;
You can build new ones! Get RnD to research fighter construction, have cargo print the parts, and assemble them in the hangar. You want two wings and engines, and one of everything else. Keep a toolbox with a multitool and a welding mask handy for this process.&lt;br /&gt;
&lt;br /&gt;
#Start with the fuselage. Construct, wrench and weld it.&lt;br /&gt;
#Attach the empennage, wrench, and weld it.&lt;br /&gt;
#Attach a wing, wrench, and weld it. Repeat for other wing.&lt;br /&gt;
#Attach and wrench landing gear.&lt;br /&gt;
#Attach armour plating, screwdriver, and weld it.&lt;br /&gt;
#Wire the fighter. Multitool this wiring to calibrate it.&lt;br /&gt;
#Attach and wrench fuel tank. (can be improved!)&lt;br /&gt;
#Attach and wrench fuel lines. (can be improved!)&lt;br /&gt;
#Attach and weld engine. Repeat for other engine. Multitool to calibrate engines. (can be improved!)&lt;br /&gt;
#Attach cockpit, screwdriver, and wrench it.&lt;br /&gt;
#Wire fighter again.&lt;br /&gt;
#Attach avionics, screwdriver, and multitool to calibrate it.&lt;br /&gt;
#Attach targeting sensors, then screwdriver and multitool to calibrate it. (can be improved!)&lt;br /&gt;
#Use the airlock painter in the centre of the hangar to paint the fighter.&lt;br /&gt;
#Click it to name it. Examples: &amp;quot;Thor XCI&amp;quot;, &amp;quot;Vishari 52&amp;quot;, &amp;quot;Thermonuclear Missile 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Miraculously, a fighter appears!&lt;br /&gt;
&lt;br /&gt;
Do note that you cannot build more Raptors. Don't destroy those ones.&lt;br /&gt;
&lt;br /&gt;
== Bonus Information ==&lt;br /&gt;
* You can change the name of your fighter in the Ship panel.&lt;br /&gt;
* Raptors can hold an infinite number of escape pods.&lt;br /&gt;
* If you have the required access, you can swipe your ID on a fighter to boot the current occupants out and enable the inertia dampeners. Useful for that one griffing bastard or when your Raptor rescue has become a cadaver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31464</id>
		<title>User:Ansome</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31464"/>
		<updated>2020-10-11T01:27:05Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, usually leaves fall now realizing under water unknown hives dwell where shift and shape and shift and where? Leaves usually fall where? Here. Well, the thirteenth usually marks the hives return.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where? France. Horror hives, demons? Shifting, first thirteen hives wander, shamble, burrow. Sloshing, splashing, burrowing, hives never fear thirteen. Letter of the night, burrowing in the hive. Thirteen wasps find candy most&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
of every candy delicious. Delicous. Hive. France. Thirteen candy. Delicious. All you want, the first few days of Zack's return warrant fear. The hive fear the first of the thirteenth born to the blood witch. Zack is this born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twelve days remain. Thirteen leaves will fall. The hive will consume. Heed my words.&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31365</id>
		<title>User:Ansome</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31365"/>
		<updated>2020-10-04T00:51:52Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Railroad Line Readily Delivers Just Sufficiently In Florence's Eastern Area, Zesty, Enlarged Kabosu.&lt;br /&gt;
&lt;br /&gt;
Please Will Our Great Renowned Friend Peter Markswood Just Import Roger's Original Green Parasols, Not Queen Quincy's Troubling, Unorthodox Oranges?&lt;br /&gt;
&lt;br /&gt;
Barely Changing Here, Haven't Zoned X4, X4,Gotten Two Underdogs Tweaking Quietly&lt;br /&gt;
&lt;br /&gt;
Karl Hasn't Obliterated Baldwin's Air Duct Termites&lt;br /&gt;
&lt;br /&gt;
Carly's Just Too Unbearable, Quietly Keep Cheap Jeans Down Back Home&lt;br /&gt;
&lt;br /&gt;
Has Roger Arrived Back? Cheap Roger.&lt;br /&gt;
&lt;br /&gt;
Back's Killing Gary, Says Anyone Else Hasn't Really Injured Roger Nor Jerry&lt;br /&gt;
&lt;br /&gt;
Anyways, Early Term Eggs Going Soon.&lt;br /&gt;
&lt;br /&gt;
So Kevin Said Do X2&lt;br /&gt;
&lt;br /&gt;
'''First''' Quartermaster Murry Wrote Roger X1, '''Put Underscores Once'''&lt;br /&gt;
&lt;br /&gt;
Can't Dupe Everyone&lt;br /&gt;
&lt;br /&gt;
Usually Mary Erases Your Remarks, Not Today?&lt;br /&gt;
&lt;br /&gt;
Oh, Everyone Just Caught Jumping Quarter Infection.&lt;br /&gt;
&lt;br /&gt;
Fear Hungry Uncle Nick Needs Incomplete Icy Greens&lt;br /&gt;
&lt;br /&gt;
Kevin, Larry, Quartz?&lt;br /&gt;
&lt;br /&gt;
Zack? Rarely Knew Poor Uncle Wesley.&lt;br /&gt;
&lt;br /&gt;
Eh, Oh So Roger Meant Energy, Not Engarde&lt;br /&gt;
&lt;br /&gt;
Not Giving Very Intact Notices Nowadays&lt;br /&gt;
&lt;br /&gt;
Fools Jump Cuddlers Up&lt;br /&gt;
&lt;br /&gt;
Direct Message Sal Later, Last Week Paul Took Larry Jumping Over Jack's.&lt;br /&gt;
&lt;br /&gt;
Oh, Before Karen Asks, Isn't Salt Never Melting? Lest Demons Bucked Puddles.&lt;br /&gt;
&lt;br /&gt;
Gus Used The Ticker Back Heavy Yesterday. Everyone Left.&lt;br /&gt;
&lt;br /&gt;
Ugly.&lt;br /&gt;
&lt;br /&gt;
Got The Ticker Moving Over Grapes, Rarely Anything At University Pesters East Spain&lt;br /&gt;
&lt;br /&gt;
Puddles?&lt;br /&gt;
&lt;br /&gt;
What Just Occured?&lt;br /&gt;
&lt;br /&gt;
Demons? Zack? France.&lt;br /&gt;
&lt;br /&gt;
So! Eastern Death, Tomorrow's Death.&lt;br /&gt;
&lt;br /&gt;
Not Knowing Nor Is Words Disappearing Partially Told&lt;br /&gt;
&lt;br /&gt;
Ears Arms Ropes&lt;br /&gt;
&lt;br /&gt;
Puddles. Anyways, Down To A Knowing Northern Big Idiot&lt;br /&gt;
&lt;br /&gt;
Barry Isn't Genuinely Engaged Nor Unfocused,&lt;br /&gt;
&lt;br /&gt;
Firstly, Garry, Gavin, Firstly, Jerry, Garry '''Grilled''',&lt;br /&gt;
&lt;br /&gt;
Robert?&lt;br /&gt;
&lt;br /&gt;
Dare Barry Larry.&lt;br /&gt;
&lt;br /&gt;
So! Embrace Memories, Brave Roaring Lions&lt;br /&gt;
&lt;br /&gt;
Always Wear Extra Rope&lt;br /&gt;
&lt;br /&gt;
Very Ill, Ill Zest.&lt;br /&gt;
&lt;br /&gt;
Under Queen Barrel, Send Someone Over Now!&lt;br /&gt;
&lt;br /&gt;
Must take Extra X4&lt;br /&gt;
&lt;br /&gt;
Good.&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31355</id>
		<title>User:Ansome</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31355"/>
		<updated>2020-10-02T22:03:19Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Railroad Line Readily Delivers Just Sufficiently In Florence's Eastern Area, Zesty, Enlarged Kabosu.&lt;br /&gt;
&lt;br /&gt;
Please Will Our Great Renowned Friend Peter Markswood Just Import Roger's Original Green Parasols, Not Queen Quincy's Troubling, Unorthodox Oranges?&lt;br /&gt;
&lt;br /&gt;
Barely Changing Here, Haven't Zoned X4, X4,Gotten Two Underdogs Tweaking Quietly&lt;br /&gt;
&lt;br /&gt;
Karl Hasn't Obliterated Baldwin's Air Duct Termites&lt;br /&gt;
&lt;br /&gt;
Carly's Just Too Unbearable, Quietly Keep Cheap Jeans Down Back Home&lt;br /&gt;
&lt;br /&gt;
Has Roger Arrived Back? Cheap Roger.&lt;br /&gt;
&lt;br /&gt;
Back's Killing Gary, Says Anyone Else Hasn't Really Injured Roger Nor Jerry&lt;br /&gt;
&lt;br /&gt;
Anyways, Early Term Eggs Going Soon.&lt;br /&gt;
&lt;br /&gt;
So Kevin Said Do X2&lt;br /&gt;
&lt;br /&gt;
First Quartermaster Murry Wrote Roger X1, '''Put Underscores Once'''&lt;br /&gt;
&lt;br /&gt;
Can't Dupe Everyone&lt;br /&gt;
&lt;br /&gt;
Usually Mary Erases Your Remarks, Not Today?&lt;br /&gt;
&lt;br /&gt;
Oh, Everyone Just Caught Jumping Quarter Infection.&lt;br /&gt;
&lt;br /&gt;
Fear Hungry Uncle Nick Needs Incomplete Icy Greens&lt;br /&gt;
&lt;br /&gt;
Kevin, Larry, Quartz?&lt;br /&gt;
&lt;br /&gt;
Zack? Rarely Knew Poor Uncle Wesley.&lt;br /&gt;
&lt;br /&gt;
Eh, Oh So Roger Meant Energy, Not Engarde&lt;br /&gt;
&lt;br /&gt;
Not Giving Very Intact Notices Nowadays&lt;br /&gt;
&lt;br /&gt;
Fools Jump Cuddlers Up&lt;br /&gt;
&lt;br /&gt;
Direct Message Sal Later, Last Week Paul Took Larry Jumping Over Jack's.&lt;br /&gt;
&lt;br /&gt;
Oh, Before Karen Asks, Isn't Salt Never Melting? Lest Demons Bucked Puddles.&lt;br /&gt;
&lt;br /&gt;
Gus Used The Ticker Back Heavy Yesterday. Everyone Left.&lt;br /&gt;
&lt;br /&gt;
Ugly.&lt;br /&gt;
&lt;br /&gt;
Got The Ticker Moving Over Grapes, Rarely Anything At University Pesters East Spain&lt;br /&gt;
&lt;br /&gt;
Puddles?&lt;br /&gt;
&lt;br /&gt;
What Just Occured?&lt;br /&gt;
&lt;br /&gt;
Demons? Zack? France.&lt;br /&gt;
&lt;br /&gt;
So! Eastern Death, Tomorrow's Death.&lt;br /&gt;
&lt;br /&gt;
Not Knowing Nor Is Words Disappearing Partially Told&lt;br /&gt;
&lt;br /&gt;
Ears Arms Ropes&lt;br /&gt;
&lt;br /&gt;
Puddles. Anyways, Down To A Knowing Northern Big Idiot&lt;br /&gt;
&lt;br /&gt;
Barry Isn't Genuinely Engaged Nor Unfocused,&lt;br /&gt;
&lt;br /&gt;
Firstly, Garry, Gavin, Firstly, Jerry, Garry '''Grilled''',&lt;br /&gt;
&lt;br /&gt;
Robert?&lt;br /&gt;
&lt;br /&gt;
Dare Barry Larry.&lt;br /&gt;
&lt;br /&gt;
So! Embrace Memories, Brave Roaring Lions&lt;br /&gt;
&lt;br /&gt;
Always Wwear Extra Rope&lt;br /&gt;
&lt;br /&gt;
Very Ill, Ill Zest.&lt;br /&gt;
&lt;br /&gt;
Under Queen Barrel, Send Someone Over Now!&lt;br /&gt;
&lt;br /&gt;
Must take Extra X4&lt;br /&gt;
&lt;br /&gt;
Good.&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31354</id>
		<title>User:Ansome</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31354"/>
		<updated>2020-10-02T22:02:19Z</updated>

		<summary type="html">&lt;p&gt;Ansome: For verified twitter puzzle, used instead of pastebin to remind people that we do indeed have a wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Railroad Line Readily Delivers Just Sufficiently In Florence's Eastern Area, Zesty, Enlarged Kabosu.&lt;br /&gt;
Please Will Our Great Renowned Friend Peter Markswood Just Import Roger's Original Green Parasols, Not Queen Quincy's Troubling, Unorthodox Oranges?&lt;br /&gt;
Barely Changing Here, Haven't Zoned X4, X4,Gotten Two Underdogs Tweaking Quietly&lt;br /&gt;
Karl Hasn't Obliterated Baldwin's Air Duct Termites&lt;br /&gt;
Carly's Just Too Unbearable, Quietly Keep Cheap Jeans Down Back Home&lt;br /&gt;
Has Roger Arrived Back? Cheap Roger.&lt;br /&gt;
Back's Killing Gary, Says Anyone Else Hasn't Really Injured Roger Nor Jerry&lt;br /&gt;
Anyways, Early Term Eggs Going Soon.&lt;br /&gt;
So Kevin Said Do X2&lt;br /&gt;
First Quartermaster Murry Wrote Roger X1, '''Put Underscores Once'''&lt;br /&gt;
Can't Dupe Everyone&lt;br /&gt;
Usually Mary Erases Your Remarks, Not Today?&lt;br /&gt;
Oh, Everyone Just Caught Jumping Quarter Infection.&lt;br /&gt;
Fear Hungry Uncle Nick Needs Incomplete Icy Greens&lt;br /&gt;
Kevin, Larry, Quartz?&lt;br /&gt;
Zack? Rarely Knew Poor Uncle Wesley.&lt;br /&gt;
Eh, Oh So Roger Meant Energy, Not Engarde&lt;br /&gt;
Not Giving Very Intact Notices Nowadays&lt;br /&gt;
Fools Jump Cuddlers Up&lt;br /&gt;
Direct Message Sal Later, Last Week Paul Took Larry Jumping Over Jack's.&lt;br /&gt;
Oh, Before Karen Asks, Isn't Salt Never Melting? Lest Demons Bucked Puddles.&lt;br /&gt;
Gus Used The Ticker Back Heavy Yesterday. Everyone Left.&lt;br /&gt;
Ugly.&lt;br /&gt;
Got The Ticker Moving Over Grapes, Rarely Anything At University Pesters East Spain&lt;br /&gt;
Puddles?&lt;br /&gt;
What Just Occured?&lt;br /&gt;
Demons? Zack? France.&lt;br /&gt;
So! Eastern Death, Tomorrow's Death.&lt;br /&gt;
Not Knowing Nor Is Words Disappearing Partially Told&lt;br /&gt;
Ears Arms Ropes&lt;br /&gt;
Puddles. Anyways, Down To A Knowing Northern Big Idiot&lt;br /&gt;
Barry Isn't Genuinely Engaged Nor Unfocused,&lt;br /&gt;
Firstly, Garry, Gavin, Firstly, Jerry, Garry '''Grilled''',&lt;br /&gt;
Robert?&lt;br /&gt;
Dare Barry Larry.&lt;br /&gt;
So! Embrace Memories, Brave Roaring Lions&lt;br /&gt;
Always Wwear Extra Rope&lt;br /&gt;
Very Ill, Ill Zest.&lt;br /&gt;
Under Queen Barrel, Send Someone Over Now!&lt;br /&gt;
Must take Extra X4&lt;br /&gt;
Good.&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Ship_Engineer&amp;diff=31208</id>
		<title>Ship Engineer</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Ship_Engineer&amp;diff=31208"/>
		<updated>2020-09-22T20:07:16Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated to NSV13 terms, now redirects readers to the Stormdrive instead of Supermatter as default. Not a complete rework, review in a few weeks or so for discrepancies upon release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Generic_engineer.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Ship Engineer&lt;br /&gt;
|access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]]&lt;br /&gt;
|additional = [[Atmospherics]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Set up the engine and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes.&lt;br /&gt;
|guides = [[Engineering items]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Singularity Engine]], [[Guide_to_the_Supermatter|Supermatter Engine]], [[Tesla Engine]], [[Solars]], [[Hacking]], [[Guide to Telecommunications]], [[Guide to the Antimatter Engine]], [[Guide to the Nuclear Reactor]], [[Guide to Ship Superstructure and Armor]]&lt;br /&gt;
|quote = I'll fix the power as soon as I'm off my lunch break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#ffff88&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;u&amp;gt;[[File:Warningsign.png|32px]]'''Hey, Listen!'''[[File:Warningsign.png|32px]]&amp;lt;/u&amp;gt; &amp;lt;br&amp;gt;'''[[Guide_to_the_Supermatter|For the Guide to setting up the Supermatter engine, click here.]]&amp;lt;br&amp;gt; [[Singularity_and_Tesla_engines|For the Tesla and Singularity Engine, click here.]]&amp;lt;br&amp;gt; [[Guide_to_the_Stormdrive_Engine|For the Storm Drive Engine, click here.]]&amp;lt;br&amp;gt;[[Guide to the Nuclear Reactor|For the Nuclear Reactor, click here]]'''&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the station, for good or for ill, much more profoundly than a mere [[assistant]] can. What sets you appart from the rest of the crew on the station is that you are the most equipped for constructing objects and machinery, repairing structural damage, and are best equiped crewmembers for E.V.A. missions in the cold of [[Space]].&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Fix hull breaches, fix cables/[[Engineering_items#Equipment|APCs]] if power goes out in an area. Know how [[Solars]] and [[Engineering_items#Equipment|SMES]] work. '''Resist the temptation to run off with a hardsuit at roundstart.'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Basic skills:''' [[Guide_to_the_Supermatter|Set up the engine]] without killing everyone. [[Construction#Airlock|Fix emagged airlocks]] and rebuild [[Machinery|machines]]. Familiarize yourself with [[Hacking]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Advanced skills:''' Detect and fix sabotage - [[Guide_to_Telecommunications|Telecomms]], the engine, power sinks. Know enough about [[Guide_to_Atmospherics|Atmospherics]] to stop a plasma flood.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:RigHelmet.png]] The Engineer==&lt;br /&gt;
&lt;br /&gt;
===[[File:Paper.png]] Engineering Etiquette ===&lt;br /&gt;
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over hardsuits. Don't try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and trying to turn on containment at the same time as someone is often lethal.&lt;br /&gt;
&lt;br /&gt;
Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when syndicates blow your head off on the solars.&lt;br /&gt;
&lt;br /&gt;
===[[File:Engiepack.png]] Engineering Equipment ===&lt;br /&gt;
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion how you can be prepared for shit on the space station:&lt;br /&gt;
&lt;br /&gt;
[[File:engineer_loadout.png|thumb|664px|This is an image of the tools every engineer should be trusted to have on him at all times. Empty pockets can be used for tools, flashlights, etc]]&lt;br /&gt;
[[File:engineer_rig_loadout.png|thumb|664px|And if you're planning to go fix stuff in space]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #eeccaa&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Container&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Contents&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Utilitybelt.png|62px]] &amp;lt;br&amp;gt;'''[[Utility Belts|Tool Belt]]'''&lt;br /&gt;
|[[File:engineer_toolbelt_contents.png|448px]] &amp;lt;br&amp;gt;Screwdriver, wrench, wirecutters, multitool, cable coil, crowbar, welding tool.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Eng backpack.png]] &amp;lt;br&amp;gt;'''[[Backpack]]'''&lt;br /&gt;
|[[File:Engineer_backpack_contents.png|448px]] &amp;lt;br&amp;gt;Internals box, welding helmet, metal, glass, high-capacity power cell.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Box.png|62px]] &amp;lt;br&amp;gt;'''[[Box]]'''&lt;br /&gt;
|[[File:Engineer_box_contents.png|448px]] &amp;lt;br&amp;gt;Breath mask, epinephrine medipen, T-ray scanner, airlock electronics, power control module, cable coil, flashlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of this you start with, some you need to collect. The items you pick up are:&lt;br /&gt;
&lt;br /&gt;
* [[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs.&lt;br /&gt;
&lt;br /&gt;
* [[File:Welder.png]] '''Industrial Welding Tool:''' Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).&lt;br /&gt;
&lt;br /&gt;
* [[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don't have to flip up/flip down.&lt;br /&gt;
&lt;br /&gt;
* [[File:Metal.png]][[File:Glass.png]] '''Metal &amp;amp; Glass:''' Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.&lt;br /&gt;
&lt;br /&gt;
* [[File:MGlasses.png]] '''Engineering Scanner Goggles''' These have three modes: Meson mode allows vision of structures and terrain through walls; T-ray mode allows vision of objects beneath flooring such as cables and pipes; and Radiation mode reveals objects contaminated from radiation.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gas_mask.png]] '''Gas mask:''' Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, syndicate voice changer looks exactly like it, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.&lt;br /&gt;
&lt;br /&gt;
* [[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. '''To fill up:''' place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.&lt;br /&gt;
&lt;br /&gt;
* [[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.&lt;br /&gt;
&lt;br /&gt;
* '''Inducer:''' The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and [[Weapons#Longarm (Energy)|energy-based weapons]] without replacing their power cells.&lt;br /&gt;
&lt;br /&gt;
* '''Rapid Construction Device:''' RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls.&lt;br /&gt;
&lt;br /&gt;
* [[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.&lt;br /&gt;
&lt;br /&gt;
* [[File:Hazard.png]] '''Hazard Vest:''' An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a hardsuit or firesuit.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] '''Airlock electronics:''' You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules.&lt;br /&gt;
&lt;br /&gt;
* [[File:T-ray.gif]] '''T-ray Scanner:''' Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.&lt;br /&gt;
&lt;br /&gt;
Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations. &lt;br /&gt;
&lt;br /&gt;
Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off and carry it a bit -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone.&lt;br /&gt;
&lt;br /&gt;
==[[File:Wrench.png]] Doing Your Duty ==&lt;br /&gt;
You have a few things you should do, if you don't want to be [[robust]]ed, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.&lt;br /&gt;
&lt;br /&gt;
===[[File:StormdriveOn.gif|32px]] [[Guide_to_the_Stormdrive_Engine|Starting the Engine]] ===&lt;br /&gt;
This is an extremely important task. Luckily, it is [[Guide_to_the_Stormdrive_Engine|relatively simple]]. Make certain you follow the instructions precisely; an engineer who ends a round by blowing up the Stormdrive isn't a popular person.&lt;br /&gt;
&lt;br /&gt;
===[[File:SMES Charging.gif]] Starting The Other Engines ===&lt;br /&gt;
You may find yourself on a station designated to draw power from a critical mass contained in an energy field. Please refer to either [[Singularity Engine]] or [[Tesla Engine]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Wrench.png]] [[Construction|Fixing things]] ===&lt;br /&gt;
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC's themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.&lt;br /&gt;
&lt;br /&gt;
''Quit reading &amp;quot;The Lusty Xenomorph Maid&amp;quot; and get to work!''&lt;br /&gt;
&lt;br /&gt;
===[[File:Welder.png]] [[Guide_to_the_Stormdrive_Engine|Repairing the ship]] ===&lt;br /&gt;
Hear that siren? That means the ship is in superstructure critical and about to blow up, though you could probably discern that from the screaming over comms.&lt;br /&gt;
&lt;br /&gt;
===[[File:Shockwarning.png]] Fixing the Power ===&lt;br /&gt;
The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a loose singularity or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn't already been devoured by the rampaging maw of Lord Singuloth.&lt;br /&gt;
&lt;br /&gt;
See the [[guide to power]] to learn how to into power and, more importantly, how to fix everything.&lt;br /&gt;
&lt;br /&gt;
==[[File:Warningsign.png]] Getting the Man Out of Danger... Alive! ==&lt;br /&gt;
It's your job to save lives when they cry out for help.&lt;br /&gt;
&lt;br /&gt;
===[[File:Firesuit.png]] Firefighting ===&lt;br /&gt;
Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which can be found all around the station.&lt;br /&gt;
&lt;br /&gt;
===[[File:Welder.png]] Physical Rescue ===&lt;br /&gt;
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!&lt;br /&gt;
&lt;br /&gt;
===[[File:Jetpack-black.gif]] Space Recovery ===&lt;br /&gt;
A body's been spaced? Now it's your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You'll most frequently find bodies either somewhere near the derelict or the AI satellite. Drag them to a teleporter and get them back to the station. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this! Some teleporters need to be rebuilt and some bodies float around randomly and need [[Guide_to_construction#Floor|floor tiles]] to be build in their path to actually stop&lt;br /&gt;
&lt;br /&gt;
==[[File:Evahelmet.png]] I have no suit and I must EVA ==&lt;br /&gt;
Eventually, you'll be in the uncomforable situation where all hardsuits are gone, yet you have to fix the Supermatter cooling pipes or retrieve the Captain's frozen corpse from space.&amp;lt;br&amp;gt;&lt;br /&gt;
You'll need to protect against three things: The cold (burn damage), the lack of pressure (brute) and lack of oxygen (suffocation).&amp;lt;br&amp;gt; &lt;br /&gt;
There are a few ways you can do this:&lt;br /&gt;
&lt;br /&gt;
=== Cryo juice ===&lt;br /&gt;
[[Guide_to_chemistry#Cryoxadone|Cryoxadone]] quickly heals damage in cold environments. Space is extremely cold - do the math. Ask medical for a beaker of their cryo juice, then vape (e-cig from hacked tobacco vendor) or chug the whole thing.&amp;lt;br&amp;gt; &lt;br /&gt;
That's it! You won't even need internals.&amp;lt;br&amp;gt;&lt;br /&gt;
This also helps a little against space carps and [[Nuclear Operative|other assholes]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghetto space suit ===&lt;br /&gt;
Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.&amp;lt;br&amp;gt;&lt;br /&gt;
Grab some coffee, tea or hot chocolate from a vending machine.&amp;lt;br&amp;gt;&lt;br /&gt;
Even better - ask a [[Chemist]] for [[Guide_to_chemistry#Leporazine|Leporazine]] (stabilizes body temperature), the [[Bartender]] for Cafe Latte (better than regular coffee) or [[Botany]] for Capsaicin (heats your body).&lt;br /&gt;
&lt;br /&gt;
=== Ghetto space suit part two ===&lt;br /&gt;
Can't find a Firesuit or cryo juice? Wear an explorer's suit or winter coat plus boots. This is much harder to pull off, since the lack of pressure hits you with a lot of brute damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Grab a bunch of [[Guide_to_chemistry#Bicardine|Bicardine]], [[Guide_to_chemistry#Salicyclic Acid|Salicyclic Acid]], [[Guide_to_chemistry#Omnizine|Omnizine]], [[Guide_to_chemistry#Earthsblood|Earthsblood]] - anything that heals brute damage.&lt;br /&gt;
&lt;br /&gt;
=== O² is for nerds ===&lt;br /&gt;
Lost your internals or oxygen tank? Both [[Guide_to_chemistry#Salbutamol|Salbutamol]] and [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] heal suffocation damage quickly enough for you to spacewalk comfortably.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Epinephrine]] from your epipen works in a pinch too. &lt;br /&gt;
&lt;br /&gt;
=== The Übermensch ===&lt;br /&gt;
The cold resistance mutation from [[Genetics]] protects against both cold and lack of pressure.&lt;br /&gt;
&lt;br /&gt;
=== Moving around in space ===&lt;br /&gt;
Don't have a jetpack? Grab a fire extinguisher, a water tank and buckle yourself to a rolling chair.&amp;lt;br&amp;gt;&lt;br /&gt;
Or, grab a stack of many small items (metal rods, cable coil) that you can throw to propel yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
You can build lattices in open space to instantly stop movement too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
===The Engine/Power===&lt;br /&gt;
* The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE's]] hardsuit has 90%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD's]] and [[Chief_Medical_Officer|CMO's]] have 60%. If working near an active [[Guide_to_the_Supermatter|Supermatter Engine]], use a radiation suit instead. &lt;br /&gt;
* Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is [[Traitor|extremely dangerous]], and can caused shocked doors to instantly put people into critical condition.&lt;br /&gt;
* Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the PACMAN generator with plasma, wiring it up and setting its output to full power.&lt;br /&gt;
*The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows:&lt;br /&gt;
** P.A.C.M.A.N generator (Plasma) = 60000 W&lt;br /&gt;
** S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W&lt;br /&gt;
** M.R.S.P.A.C.M.A.N generator (Diamonds) = 480000 W&lt;br /&gt;
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever! The wonders of space engineering.&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.&lt;br /&gt;
* It is possible to upgrade the AI's cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof.&lt;br /&gt;
* You can use an airlock circuit in your hand to modify its access requirements. Necessary if you're rebuilding doors to restricted areas such as the [[armory]] or [[bridge]].&lt;br /&gt;
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time. &lt;br /&gt;
* You can put windows directly on grilles by using a glass/reinforced glass sheet on them.&lt;br /&gt;
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.&lt;br /&gt;
* You can screwdriver wooden flooring to remove it without breaking it.&lt;br /&gt;
* You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color.&lt;br /&gt;
* Need to set up the Supermatter? No CE or AI to open secure storage? Turn off the APC's main power breaker and crowbar the blast doors open. Keep in mind that this will also shut down pumps and filters.&lt;br /&gt;
* You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools' 20 and industrial's 40.&lt;br /&gt;
* You can buckle people ''cough cough the clown'' to the Singularity/Tesla Generator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Traitorneering ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Lets do this Texas style!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being a [[traitor]] engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack weapons. &amp;lt;s&amp;gt;Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight.&amp;lt;/s&amp;gt; Stungloves are gone 5ever, but stun prods can be made from [[Makeshift weapons|basic tools]]! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the station significantly safer, faster and easier.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate the station, it is within your grasp to release the &amp;lt;strike&amp;gt;kraken&amp;lt;/strike&amp;gt; fury of the supermatter, and generally sabotage the power supply of the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31095</id>
		<title>User:Ansome</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=31095"/>
		<updated>2020-09-07T18:01:19Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Rules==&lt;br /&gt;
&lt;br /&gt;
This section covers RP rules that should be followed at all times to the best of your ability. These for the most part do have some form of IC ramification, and may also have OOC ramifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Those who wish to disengage from fights should be allowed to do so'''&lt;br /&gt;
&lt;br /&gt;
If someone wants to stop fighting over a minor thing you should also stop hitting them.&lt;br /&gt;
Security: You should also allow peaceful surrenders as often as possible. Using the compli-o-nator in your face mask can assist by providing audio cues.&lt;br /&gt;
Note that using the compli-o-nator for stupid messages may get it destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Beating someone to death over minor items is not acceptable behavior in RP. Someone taking your toolbox isn’t sufficient reason to get them beaten to the point of cloning or crit.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''If you beat someone into crit, you should take them to medbay unless you have a valid reason to not do so.'''&lt;br /&gt;
&lt;br /&gt;
Valid reasons include: They are an antag target, you’re attempting to surrender to security, security has tazed/stunned/otherwise incapacitated you, you’re pausing to let a medical professional catch up and treat the person!&lt;br /&gt;
Valid reasons do not include: “Because I didn’t like him.” or “Someone else will get him.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Don’t break into departments to do their jobs if there is someone manning the department that you need something from.'''&lt;br /&gt;
&lt;br /&gt;
Just because “The CT is slow” is not a good enough reason to hop over their table and do it for them. Wait at the desk and try to get someone from that department.&lt;br /&gt;
Author note: We don’t want to start lightning bolting people for table hopping. Please don’t make us.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Any Creepy/gross/ERP-like behavior may be smited without warning. We don’t want to see it, the server doesn’t allow it, we’re not going to accept it in our community.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Any Centcom Official is permitted to summarily dismiss someone from their job.'''&lt;br /&gt;
&lt;br /&gt;
Fully impersonating a centcomm official (E.g. Headset, Uniform, ID, etc…) as a non-antag to grief, harm, or otherwise harass players will be considered griefing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''You should not assume the duties of another crewmember or enter another department without a proper escort from that department, or the crewmember in question’s permission.'''&lt;br /&gt;
&lt;br /&gt;
This means no sprinting into the engine room because “the engineers aren’t turning on the FTL fast enough!”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff Rules==&lt;br /&gt;
&lt;br /&gt;
This section covers those RP rules that are relevant and should be adhered to by heads of staff. This is an extension of the basic RP rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Heads of Staff are held to a higher standard than basic crew''', they have had to work hard to get to their position and would not be there through incompetence and inability to lead/delegate.&lt;br /&gt;
This means you should have a good general knowledge of things in your department, be it engineering and atmospherics, research and robotics, or genetics, medicine, and virology.&lt;br /&gt;
You should also attempt to delegate tasks, or at least instruct those who are unsure how to do them. This helps not only the RP experience, but also ensures that other players gain from your knowledge. '''Heads must ahelp and should appoint a successor to their position before going to cryo.'''&lt;br /&gt;
&lt;br /&gt;
As XO you should not add access for a department unless the appropriate head of staff has authorized the transfer.&lt;br /&gt;
Note: This can be done through paperwork!&lt;br /&gt;
&lt;br /&gt;
===Guidelines===&lt;br /&gt;
&lt;br /&gt;
This section is a set of IC guidelines to assist in helping RP flow in general, and should be taken into consideration in game. As they are not regulatory there are likely only IC ramifications for not following them (such as being arrested for not following orders), although they may be referenced in administrative rulings alongside a rule violation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Loudmode should be treated as disruptive, and therefore limited, this is a bit dynamic and personal, but try not to have it on 100% of the time.'''&lt;br /&gt;
&lt;br /&gt;
* '''If you’re carrying/dragging someone in crit, you should stop if a medical staffer is chasing you down. They probably have meds.'''&lt;br /&gt;
&lt;br /&gt;
* '''Communicate with your crewmates. You’re a team, and at the start of the shift you don’t have a specific reason to distrust someone outside of meta information. Ask for help through common or a PDA message!'''&lt;br /&gt;
&lt;br /&gt;
* '''Generally follow orders of people above you.'''&lt;br /&gt;
&lt;br /&gt;
Translation: If it’s within the realm of your department, do what your department head tells you to unless it would violate SOP or space law. SOP and space law are good reasons to not do things.&lt;br /&gt;
&lt;br /&gt;
* '''Security: Department heads are allowed to request the assistance of security in punishing people for not following orders, through either demotion or a brig sentence.'''&lt;br /&gt;
&lt;br /&gt;
* '''You should wait for someone to actually act as a threat before you start valid hunting them.'''&lt;br /&gt;
&lt;br /&gt;
Example: The AI is a busy job, and may not be immediately able to respond. Calling “AI ROGUE!” because they didn’t open a door for you isn’t a good reason to get people valid hunting the AI. Being slow as an AI isn’t a crime. Sometimes new people play as AI.&lt;br /&gt;
&lt;br /&gt;
* '''Security is allowed to, at the Head of Security’s direction, arrest the captain for dereliction of duty if the ship is in a state of emergency.'''&lt;br /&gt;
Notes: This should be ahelped by the HoS, and the brig sentence should be short (3-5 minute timer). The HoS should also submit a full report to Central Command IC.&lt;br /&gt;
&lt;br /&gt;
* '''If two heads are available, you should have two heads of staff at a minimum for the changing of laws or carding of an AI.'''&lt;br /&gt;
&lt;br /&gt;
* '''Heads of Staff should act as a relay between their department and command staff, and the Captain is the relay between command staff and Centcom. You should always attempt to act through these channels rather than going around them.''' &lt;br /&gt;
&lt;br /&gt;
Heads of staff who directly contact centcom without need may cause the Captain to receive an unexpected transmission.&lt;br /&gt;
Captains should regularly practice logging out of their communications console after each use.&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Ship_Superstructure_and_Armor&amp;diff=31030</id>
		<title>Guide to Ship Superstructure and Armor</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Ship_Superstructure_and_Armor&amp;diff=31030"/>
		<updated>2020-08-21T03:21:15Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you're reading this, you probably want to know what those blaring sirens are all about. This guide will detail the basics of Ship superstructure integrity and armor plates along with how you can repair your vessel and save the day.&lt;br /&gt;
&lt;br /&gt;
==Ship integrity==&lt;br /&gt;
&lt;br /&gt;
Each vessel has a set number &amp;quot;health&amp;quot; points refering to the integrity of the superstructure of the ship, essentially the pieces that keep the ship together. Not all ships are created equally and will have varying degrees of maximum integrity. A ship's &amp;quot;health&amp;quot; is split between structural integrity and armor plating. Structural integrity is the raw &amp;quot;health bar&amp;quot; of the ship, whereas armor plating represents just that - armor that protects the primary superstructure from damage. This is represented as a seperate health pool (visible below structural integrity on a tactical console).&lt;br /&gt;
&lt;br /&gt;
==Armor quadrants==&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer: The armor quadrants system is only currently only enabled on the main player ship, mining ships are excluded. Other ships will have to use hull repair juice.'''&lt;br /&gt;
There are four quadrants on each ship, split usually unevenly between the four. Whenever a corner of the ship is hit, that quadrant loses health and protects the main structure. '''Note: this will protect the ship from nuclear impacts.''' Any damage which is absorbed by quadrants will not cause explosions in the interior itself. When observing the overmap, each quadrant will become progressively more red as it takes damage. Areas indicated as red on your ship should avoid taking damage while piloting using the navigation console.&lt;br /&gt;
&lt;br /&gt;
==Superstructure Critical==&lt;br /&gt;
&lt;br /&gt;
As the integrity of the ship drops, you will begin to hear creaking noises from the hull, indicating that the ship's integrity is near being compromised. When the superstructure integrity falls enough, you will enter '''superstructure critical''' and a voiceover will announce this to the crew before sounding an alarm.&lt;br /&gt;
&lt;br /&gt;
Once this alarm has begun you will have 10 minutes to repair the structural integrity above 20% otherwise the ship will enter an irreperable state and explode 5 minutes afterwards.&lt;br /&gt;
&lt;br /&gt;
==APNW==&lt;br /&gt;
&lt;br /&gt;
Otherwise known as the Armor Plating Nano-repair Well breaks down metal sheets inserted into liquid form to be distrubted to the Armor Plating Nano-repair Pumps. Ensure that a high-power wire is placed directly underneath the APNW at all times for it to function. To operate, insert iron, titianium, silver, or plasma and select the desired alloy on the Well's interface. Next, turn on processing by clicking the processing button which will turn green once activated. Ensure a fair amount of energy via the slider bar otherwise materials will not begin to process. If you wish to change the alloy at any time, you will need to turn off the processing and press the &amp;quot;Purge RR&amp;quot; button before selecting a new alloy. Different alloys will give a different repair efficiency rate, depending on which alloy is selected. How much power is inputted will also effect the efficiency of the repairing effect.&lt;br /&gt;
&lt;br /&gt;
The system can run any number of pumps until it overheats, indicated by the &amp;quot;System stress&amp;quot; bar. Once the system stress passes 100% red lights will begin to flash and any active pumps will begin to fail and must be brought offline. Above this bar is is the &amp;quot;System Load&amp;quot; bar, if this goes above 100% it will begin to increase system stress and decrease system stress if returned to below 100%.&lt;br /&gt;
&lt;br /&gt;
==APNP==&lt;br /&gt;
&lt;br /&gt;
Each Armor Plating Nano-repair Pump or APNP can repair the respect quadrant it is attached to and the overall ship superstructure integrity. Each pump has a slider which sets how efficient it is at the cost of inceasing the System Load. Each pump has 100% capacity which can be divided between armor and integrity. Armor repair pumps repair Superstructure linearly, but repair armor plating itself differently. Attempting to repair armor that is critically damaged will have a penalty to efficiency, to repair armor plating the fastest, it is advised that Bridge staff attempt to spread the damage across all quadrants for the fastest possible repair times.&lt;br /&gt;
&lt;br /&gt;
If overheated, indicated by red flashing lights, you will need to decrease the load on that particular armor repair pump to 0% and purge the system by taking a welder to cut the plating off, wrenching it, and then weld it once more to restore it to operational order. Additional armor pumps may be constructed and setup by linking the pump to the armor repair well using a multitool. '''Do note that additional pumps will add to the system load.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Nuclear_Reactor&amp;diff=31029</id>
		<title>Guide to the Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Nuclear_Reactor&amp;diff=31029"/>
		<updated>2020-08-21T01:26:22Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|other engines|Engine (disambiguation)}}&lt;br /&gt;
Not to be confused with the [[Stormdrive]], an engine that runs on magic. THIS engine runs on pure science! This guide details how to operate the AGCNR Nuclear Reactor, (but we're just going to call it the Nuclear Reactor for simplicity's sake) and if you follow it to the letter, you should have a working reactor generating enough power for your vessel within less than 10 minutes. So let's get started!&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
Before we begin, it's important you understand a few key words that are going to be repeated throughout this guide:&lt;br /&gt;
&lt;br /&gt;
* Neutrons per generation (K): Rate of heat gain in the reactor.&lt;br /&gt;
* Moderator: Gasses that cause special effects inside the reactor.&lt;br /&gt;
* Power: How hot your reactor is versus a meltdown (%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Generating Power==&lt;br /&gt;
&lt;br /&gt;
The Nuclear Reactor has two inputs: Moderator and Coolant. The first thing we're going to worry about is the coolant loop. Power is generated through a simple process: Uranium fuel rods are placed into the reactor which immediately starts the reaction, creating constant heat. Our coolant gas is pumped into the reactor, heats up to the heat of the reactor, and then carries said heat to a set of Turbines to generator additional power. After this is done, the gas finally enters a heat exchanger in space to cool down the gas for further use in the loop. The colder the gas you put into the loop, the faster the reactor cools down. Innately, it’s set up so that the temperature loss from coolant intake is balanced out against the heat generated by the fuel rods, represented by the controllable figure called K (Neutrons per generation). '''NOTE''' that the coolant gas can potentially retain heat and actually heat up the reactor, so, be certain to check the thermometers on the coolant loop often!&lt;br /&gt;
&lt;br /&gt;
==Starting up==&lt;br /&gt;
&lt;br /&gt;
Starting the Nuclear Reactor is easy. First, you’ll need to add your coolant of choice to the loop – you only need to do this once, as it will continually circulate around the pipes. Do this by wrenching a canister of your desired coolant onto the port on the cold side of the loop. Different gasses will have different effects as coolant, but it’s generally pretty simple:&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant, and can absorb a lot of heat. This is the coolant we tend to use, though it is highly vulnerable to sabotage.&lt;br /&gt;
Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.&lt;br /&gt;
&lt;br /&gt;
'''The reaction will start as soon as you insert the first fuel rod.''' This is done by clicking the reactor's center with fuel rods. You can only change the fuel rod while the reactor’s power is below 20%.&lt;br /&gt;
Once you have inserted all of the fuel rods, bring the reactor to supercritical, generally you’ll want to go to the control rod console located nearby and set the desired K to 3. From this point on, you’ll have to wait a bit for the reactor to get up to operating temperature, so take this opportunity to set up the other machines in the department, and check that your coolant is flowing correctly. You can also use the convenient tablet monitoring program to remotely check up on how the reactor is doing, or conscript the AI to do it for you.&lt;br /&gt;
&lt;br /&gt;
While the reactor is heating up, turn on your moderator inlet from atmospherics. You don’t have to worry about what the moderator does in depth yet – but just know that adding plasma to the reactor will cause it to generate power.&lt;br /&gt;
Wait until the reactor’s power is at around 60~70% and then bring the reactor back to critical (K=1). From this point on your reactor is set up nicely and will produce several stable megawatts of power. You’ll need to occasionally check on the reaction to make sure it’s still stable (you can look at the graph of power, if it’s a nice flat line that’s not going up or down; you’re good).&lt;br /&gt;
&lt;br /&gt;
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.&lt;br /&gt;
&lt;br /&gt;
==Moderator Types==&lt;br /&gt;
&lt;br /&gt;
Pumped into the reactor through the moderator line, Moderator Gasses can cause a variety of additional effects useful for managing heat and generating additional heat, but often come with their own set of risks. Here is a list of all available moderator gasses and their respective properties:&lt;br /&gt;
&lt;br /&gt;
===Fuel gasses===&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]Oxygen: Power production multiplier. Allows you to run a low plasma, high oxy mix, and still get a lot of power.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]]Plasma: Power production gas. More plasma -&amp;gt; more power, but it enriches your fuel and makes the reactor much, much harder to control.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium: Extremely efficient power production gas. Will cause chernobyl if used improperly.&lt;br /&gt;
&lt;br /&gt;
===Moderating gasses===&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N2: Helps you regain control of the reaction by increasing control rod effectiveness, will massively boost the radiation production of the reactor.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;: Super effective shutdown gas for runaway reactions but '''produces a massive amount of radiation!'''&lt;br /&gt;
&lt;br /&gt;
[[File:Pluoxium.png]]Pluoxium: Same as N2, but without an increased radiation production.&lt;br /&gt;
&lt;br /&gt;
===Permeability Type (Coolant loop speeed)===&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]BZ: Increases your reactor's ability to transfer its heat to the coolant, thus letting you cool it down faster (but the coolant exiting will be much hotter)&lt;br /&gt;
&lt;br /&gt;
[[File:Water_vapor.png]]Water Vapour: More efficient permeability modifier&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Hyper Noblium: Extremely efficient permeability increase. (10x as efficient as bz)&lt;br /&gt;
&lt;br /&gt;
===Depletion type===&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Nitryl: When you need weapons grade plutonium yesterday. Causes your fuel to deplete much, much faster. Not a huge amount of use outside of sabotage.&lt;br /&gt;
&lt;br /&gt;
==What can go wrong==&lt;br /&gt;
&lt;br /&gt;
The AGCNR, like real nuclear reactors, is not perfect. Sometimes, the reaction can get out of control and feedback loops can form which can lead to nuclear disaster. Your first indication of something going wrong is that the station’s lights will start to flicker, if you see this happen, you’re going to need to start preparing. Once the reactor spools up to over 100% power, the meltdown will begin. The reactor will start flashing red and the entire ship will be alerted to the danger. &lt;br /&gt;
&lt;br /&gt;
A meltdown is caused when the reactor gets too hot and overheats, this is the less lethal possibility, as blowouts are far more deadly. To counteract a meltdown, attempt to lower K down to 0. If K will not stabilise, flood the reactor with n2/co2(whatever’s on hand) to help you gain control over the reaction. Check the reactor for damage after bringing it back down to stable levels, as you may need to repair it.&lt;br /&gt;
&lt;br /&gt;
Blowouts occur when the pressure inside of the coolant loop becomes too great, causing the gas to rupture the reactor itself and spew ash and radioactive material. To counteract a blowout, you need to act quickly. First check for simple sabotages, such as the exit line not being activated or the presence of fire in the coolant line. If the pressure is too great because of a fire or an otherwise excessive amount of gas inside the loop, it's time to either activate the release valve or close the coolant valve into the reactor. The release valve will dump all of the fuel inside the line out to space. '''Ensure you've dumped all of the fuel before refueling the reactor.'''&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
&lt;br /&gt;
Over time, your fuel rods will deplete into Plutonium. This plutonium can quickly cause a reaction to get out of hand, leading to a meltdown. If your rods deplete during your lifetime, bring the reactor down to 20% power and then use the fuel rod management computer to raise the spent rods out, and replace them.&lt;br /&gt;
If the reactor was just recently saved from a blowout /meltdown, it’s likely that it took a lot of damage. Bust out your welders to repair any cracks if it’s really badly damaged, then finish up the job with flex seal found nearby.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Be careful to not exhaust your plasma supply. It is recommended you don't max out the moderator input when youre running plasma + O2, or you're at a tangible risk of running out of those gasses from atmos.&lt;br /&gt;
* The reactor consumes moderator gasses very quickly, so keep this in mind before you use permeability gasses for riskier setups.&lt;br /&gt;
* You don’t need to shut down the reactor to do maintenance, you only need to bring it down to 20% power.&lt;br /&gt;
* Unlike the stormdrive, the temperature of the coolant matters! Don’t forget to set up your coolant loop.&lt;br /&gt;
* This engine synergises well with other atmos based engines, try hooking it up to a TEG for free power.&lt;br /&gt;
* You can cook food such as steak on the reactor's surface.&lt;br /&gt;
* If the reactor makes banging noises, it’s not being actively cooled with coolant, and is taking damage.&lt;br /&gt;
&lt;br /&gt;
==[[File:doubleagent.gif]] Sabotage==&lt;br /&gt;
Sabotaging the Nuclear Reactor is incredibly easy to do, but can also be incredibly easy to fix depending on how much effort you put into your handiwork. Make sure there are no &amp;lt;s&amp;gt; competent &amp;lt;/s&amp;gt; engineers nearby, roll up your sleeves, and let's get to work. You have a choice of starting either a meltdown or a blowout, with the latter being the deadliest but easiest to fix.&lt;br /&gt;
&lt;br /&gt;
Meltdown:&lt;br /&gt;
* Flood reactor moderator line with plasma, they won't be able to mitigate the reaction with control rods.&lt;br /&gt;
* Shut off coolant entirely. Raise control rods.&lt;br /&gt;
* Swap all fuel out with spent fuel, as it's way stronger.&lt;br /&gt;
&lt;br /&gt;
Blowout:&lt;br /&gt;
* Shut off exit valve for quick overpressure.&lt;br /&gt;
* Cause a pipefire in the coolant line (LETHAL).&lt;br /&gt;
* Tack heater onto coolant line (can also cause straight meltdown)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Nuclear_Reactor&amp;diff=31028</id>
		<title>Guide to the Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Nuclear_Reactor&amp;diff=31028"/>
		<updated>2020-08-21T01:24:38Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|other engines|Engine (disambiguation)}}&lt;br /&gt;
Not to be confused with the [[Stormdrive]], an engine that runs on magic. THIS engine runs on pure science! This guide details how to operate the AGCNR Nuclear Reactor, (but we're just going to call it the Nuclear Reactor for simplicity's sake) and if you follow it to the letter, you should have a working reactor generating enough power for your vessel within less than 10 minutes. So let's get started!&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
Before we begin, it's important you understand a few key words that are going to be repeated throughout this guide:&lt;br /&gt;
&lt;br /&gt;
* Neutrons per generation (K): Rate of heat gain in the reactor.&lt;br /&gt;
* Moderator: Gasses that cause special effects inside the reactor.&lt;br /&gt;
* Power: How hot your reactor is versus a meltdown (%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Generating Power==&lt;br /&gt;
&lt;br /&gt;
The Nuclear Reactor has two inputs: Moderator and Coolant. The first thing we're going to worry about is the coolant loop. Power is generated through a simple process: Uranium fuel rods are placed into the reactor which immediately starts the reaction, creating constant heat. Our coolant gas is pumped into the reactor, heats up to the heat of the reactor, and then carries said heat to a set of Turbines to generator additional power. After this is done, the gas finally enters a heat exchanger in space to cool down the gas for further use in the loop. The colder the gas you put into the loop, the faster the reactor cools down. Innately, it’s set up so that the temperature loss from coolant intake is balanced out against the heat generated by the fuel rods, represented by the controllable figure called K (Neutrons per generation). '''NOTE''' that the coolant gas can potentially retain heat and actually heat up the reactor, so, be certain to check the thermometers on the coolant loop often!&lt;br /&gt;
&lt;br /&gt;
==Starting up==&lt;br /&gt;
&lt;br /&gt;
Starting the Nuclear Reactor is easy. First, you’ll need to add your coolant of choice to the loop – you only need to do this once, as it will continually circulate around the pipes. Do this by wrenching a canister of your desired coolant onto the port on the cold side of the loop. Different gasses will have different effects as coolant, but it’s generally pretty simple:&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant, and can absorb a lot of heat. This is the coolant we tend to use, though it is highly vulnerable to sabotage.&lt;br /&gt;
Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.&lt;br /&gt;
&lt;br /&gt;
'''The reaction will start as soon as you insert the first fuel rod.''' This is done by clicking the reactor's center with fuel rods. You can only change the fuel rod while the reactor’s power is below 20%.&lt;br /&gt;
Once you have inserted all of the fuel rods, bring the reactor to supercritical, generally you’ll want to go to the control rod console located nearby and set the desired K to 3. From this point on, you’ll have to wait a bit for the reactor to get up to operating temperature, so take this opportunity to set up the other machines in the department, and check that your coolant is flowing correctly. You can also use the convenient tablet monitoring program to remotely check up on how the reactor is doing, or conscript the AI to do it for you.&lt;br /&gt;
&lt;br /&gt;
While the reactor is heating up, turn on your moderator inlet from atmospherics. You don’t have to worry about what the moderator does in depth yet – but just know that adding plasma to the reactor will cause it to generate power.&lt;br /&gt;
Wait until the reactor’s power is at around 60~70% and then bring the reactor back to critical (K=1). From this point on your reactor is set up nicely and will produce several stable megawatts of power. You’ll need to occasionally check on the reaction to make sure it’s still stable (you can look at the graph of power, if it’s a nice flat line that’s not going up or down; you’re good).&lt;br /&gt;
&lt;br /&gt;
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.&lt;br /&gt;
&lt;br /&gt;
==Moderator Types==&lt;br /&gt;
&lt;br /&gt;
Pumped into the reactor through the moderator line, Moderator Gasses can cause a variety of additional effects useful for managing heat and generating additional heat, but often come with their own set of risks. Here is a list of all available moderator gasses and their respective properties:&lt;br /&gt;
&lt;br /&gt;
===Fuel gasses===&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]Oxygen: Power production multiplier. Allows you to run a low plasma, high oxy mix, and still get a lot of power.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]]Plasma: Power production gas. More plasma -&amp;gt; more power, but it enriches your fuel and makes the reactor much, much harder to control.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium: Extremely efficient power production gas. Will cause chernobyl if used improperly.&lt;br /&gt;
&lt;br /&gt;
===Moderating gasses===&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N2: Helps you regain control of the reaction by increasing control rod effectiveness, will massively boost the radiation production of the reactor.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;: Super effective shutdown gas for runaway reactions but '''produces a massive amount of radiation!'''&lt;br /&gt;
&lt;br /&gt;
[[File:Pluoxium.png]]Pluoxium: Same as N2, but without an increased radiation production.&lt;br /&gt;
&lt;br /&gt;
===Permeability Type (Coolant loop speeed)===&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]BZ: Increases your reactor's ability to transfer its heat to the coolant, thus letting you cool it down faster (but the coolant exiting will be much hotter)&lt;br /&gt;
&lt;br /&gt;
[[File:Water_vapor.png]]Water Vapour: More efficient permeability modifier&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Hyper Noblium: Extremely efficient permeability increase. (10x as efficient as bz)&lt;br /&gt;
&lt;br /&gt;
===Depletion type===&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Nitryl: When you need weapons grade plutonium yesterday. Causes your fuel to deplete much, much faster. Not a huge amount of use outside of sabotage.&lt;br /&gt;
&lt;br /&gt;
==What can go wrong==&lt;br /&gt;
&lt;br /&gt;
The AGCNR, like real nuclear reactors, is not perfect. Sometimes, the reaction can get out of control and feedback loops can form which can lead to nuclear disaster. Your first indication of something going wrong is that the station’s lights will start to flicker, if you see this happen, you’re going to need to start preparing. Once the reactor spools up to over 100% power, the meltdown will begin. The reactor will start flashing red and the entire ship will be alerted to the danger. &lt;br /&gt;
&lt;br /&gt;
A meltdown is caused when the reactor gets too hot and overheats, this is the less lethal possibility, as blowouts are far more deadly. To counteract a meltdown, attempt to lower K down to 0. If K will not stabilise, flood the reactor with n2/co2(whatever’s on hand) to help you gain control over the reaction. Check the reactor for damage after bringing it back down to stable levels, as you may need to repair it.&lt;br /&gt;
&lt;br /&gt;
Blowouts occur when the pressure inside of the coolant loop becomes too great, causing the gas to rupture the reactor itself and spew ash and radioactive material. To counteract a blowout, you need to act quickly. First check for simple sabotages, such as the exit line not being activated or the presence of fire in the coolant line. If the pressure is too great because of a fire or an otherwise excessive amount of gas inside the loop, it's time to either activate the release valve or close the coolant valve into the reactor. The release valve will dump all of the fuel inside the line out to space. '''Ensure you've dumped all of the fuel before refueling the reactor.'''&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
&lt;br /&gt;
Over time, your fuel rods will deplete into Plutonium. This plutonium can quickly cause a reaction to get out of hand, leading to a meltdown. If your rods deplete during your lifetime, bring the reactor down to 20% power and then use the fuel rod management computer to raise the spent rods out, and replace them.&lt;br /&gt;
If the reactor was just recently saved from a blowout /meltdown, it’s likely that it took a lot of damage. Bust out your welders to repair any cracks if it’s really badly damaged, then finish up the job with flex seal found nearby.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Be careful to not exhaust your plasma supply. It is recommended you don't max out the moderator input when youre running plasma + O2, or you're at a tangible risk of running out of those gasses from atmos.&lt;br /&gt;
* The reactor consumes moderator gasses very quickly, so keep this in mind before you use permeability gasses for riskier setups.&lt;br /&gt;
* You don’t need to shut down the reactor to do maintenance, you only need to bring it down to 20% power.&lt;br /&gt;
* Unlike the stormdrive, the temperature of the coolant matters! Don’t forget to set up your coolant loop.&lt;br /&gt;
* This engine synergises well with other atmos based engines, try hooking it up to a TEG for free power.&lt;br /&gt;
* You can cook food such as steak on the reactor's surface.&lt;br /&gt;
* If the reactor makes banging noises, it’s not being actively cooled with coolant, and is taking damage.&lt;br /&gt;
&lt;br /&gt;
==[[File:doubleagent.gif]] Sabotage==&lt;br /&gt;
Sabotaging the Nuclear Reactor is incredibly easy to do, but can also be incredibly easy to fix depending on how much effort you put into your handiwork. Make sure there are no &amp;lt;s&amp;gt; competent &amp;lt;/s&amp;gt; engineers nearby, roll up your sleeves, and let's get to work. You have a choice of starting either a meltdown or a blowout, with the latter being the deadliest but easiest to fix.&lt;br /&gt;
&lt;br /&gt;
Meltdown:&lt;br /&gt;
* Flood reactor moderator line with plasma, they won't be able to mitigate the reaction with control rods.&lt;br /&gt;
* Shut off coolant entirely. Raise control rods.&lt;br /&gt;
* Swap all fuel out with spent fuel, as it's way stronger.&lt;br /&gt;
&lt;br /&gt;
Blowout:&lt;br /&gt;
* Shut off exit valve for quick overpressure.&lt;br /&gt;
* Cause a pipefire in the coolant line (LETHAL).&lt;br /&gt;
* Tack heater onto coolant line (can also cause straight meltdown)&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30987</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30987"/>
		<updated>2020-08-08T05:49:41Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated again to Karmic standard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|other engines|Engine (disambiguation)}}&lt;br /&gt;
If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another &amp;lt;del&amp;gt;30 minutes&amp;lt;/del&amp;gt; 6-7 seconds after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*The Stormdrive emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is(while also itself being influenced by reaction rate). Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. Higher quality control rods can also be acquired with a greater durability. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance. &lt;br /&gt;
Important things to note down here:&lt;br /&gt;
*Control rods degrade proportionally to power output and inversely proportionally to insertion depth.&lt;br /&gt;
*Controlling reactor without control rods is impossible. If all your rods break or get fully raised (0% on rod slider) reactor will heat up uncontrollably.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor increases in temperature. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it. Keep in mind that rod condition(inversely) and temperature(directly) have an effect on rate of reaction increase.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necessary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma and degrades control rods at a slower rate. It is recommended to use this when starting out, but do note it produces less power than its constricted counterpart.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
===Fuel ratio===&lt;br /&gt;
Every stormdrive needs a fuel ratio of a minimum 1:8 (one being fuel, 8 being other gasses or 12.5%). However, the stormdrive is ''happier'' when running a ratio if 1:4 or higher. Having an imbalanced stormdrive gas ratio can lead to '''adverse reaction conditions.'''&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts to mimic the appearance of the one in the picture, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with the words &amp;quot;to gas mix&amp;quot;&lt;br /&gt;
#Ensure that you are mixing secondary gasses along with your main fuel&lt;br /&gt;
#Your reactor is now almost ready to start, head to the stormdrive computer and set it into maintenance mode. With this done, take your round-start control rods out of their box in engineering and install them into the stormdrive.&lt;br /&gt;
#Now the Stormdrive is almost ready to go. '''Exit maintenance mode''' and then fire up the particle accelerator to heat up the stormdrive. Set the paticle accelerator to 1 for a small amount of heat per burst, 2 for a moderate amount, or hack it to set it to 3 and increase tempature by a significant amount.&lt;br /&gt;
#Turn off the particle accelerator once its started, indicated by either a loud noise or a change in colour. Now the rest is up to you!&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You want to make sure the temperature isn't rising out of control. If you need to leave the reactor unattended, make sure the temperature is stable or at the very least decreasing.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Make sure to shut down the reactor ahead of time, as it'll take a while for the reactor to cool, and during that time the rods will continue to loose integrity. Once the reactor is cool and in maintenance mode, replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
* Prepare an emergency moderator/reaction neutralizing gas canister in case a rapid shutdown is needed.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Fuel dump&amp;quot; option on the Stormdrive console can be used at any time to begin shunting gas from the input gas line to the outline gas line for clearing unwanted gas mixtures. Do note it moves at a slow pace and cannot dump all of the fuel at a pace quick enough to stop a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Shutting down the reactor===&lt;br /&gt;
There are two ways to shut down the reactor: cutting off the fuel supply or using the control rods. Both systems have benefits and flaws to their usage. If the fuel supply is cut, you will need to keep reinforcement gasses pumping into the stormdrive while it cools, otherwise the core will destabilize. Likewise, if the control rods are used to shut down the reactor by putting them in 100% you will need to pump in moderator gasses to ensure they kill the reaction inside the stormdrive efficiently.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
'''Low yield fuel.'''&lt;br /&gt;
&lt;br /&gt;
Standard plasma is the low-yield fuel gas. It has a low reaction rate and degrades fuel rods at a slightly slower rate. Produces a lower power output than constricted plasma.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Constricted Plasma]]&lt;br /&gt;
'''Standard fuel'''&lt;br /&gt;
&lt;br /&gt;
Constricted plasma is a standard yield fuel gas. It has a moderate reaction rate and degrades fuel rods at a normal pace. Produces an average amount of power.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
'''High yield fuel'''&lt;br /&gt;
&lt;br /&gt;
Tritium is a high yield fuel gas that has a high reaction rate and diminishes the ability of the control rods to moderate the reaction. Produces additional radiation. Has a higher power output than constricted plasma. Has a heat reinforced property which stabilizes the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Moderator gas'''&lt;br /&gt;
&lt;br /&gt;
Boosts the effectiveness of the control rods at moderating tempature.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Oxygen increases the power output of the reactor.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
CO2 actively hinders the rate of reaction in the reactor core. It also lowers the power output and will increase the moderating ability of the control rods. Typically used to shut down the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
'''Core stability gas'''&lt;br /&gt;
&lt;br /&gt;
N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O protects the control rods from degredation during the reaction and stabilizes the core when operating at high tempatures.&lt;br /&gt;
&lt;br /&gt;
[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
'''Performance boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Pluoxium increases the power output of the reactor, stabilizes the core, and protects the control rods from degredation during the reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Hypernoblium&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Hypernoblium actively hinders the rate of reaction in the core at a more efficient rate than CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;. It also lowers the power output, however it will greatly increase the moderating ability of the control rods and protect the control rods from degredation. Typically used to shut down a wild, loose cannon runaway reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Stimulum &lt;br /&gt;
'''Power boosting gas''' &lt;br /&gt;
&lt;br /&gt;
Greatly increases the power output of the reactor, however it will decrease the ability of the control rods to moderate the reaction. Also destabilizes the core. For when you want your reaction to be ''spicy.''&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Mystery reaction gas&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Lowers the amount of radiation produced by the reaction, however it destabilizes the core.&lt;br /&gt;
&lt;br /&gt;
[[File:Water_vapor.png]]Water Vapor&lt;br /&gt;
'''Ghetto reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Reduces the rate of reaction. Can be used as a shutdown gas.&lt;br /&gt;
&lt;br /&gt;
[[File:Canister.png]]Nucleium&lt;br /&gt;
'''Byproduct gas'''&lt;br /&gt;
&lt;br /&gt;
While in the reactor, actively hinders the production of power. Decreases the moderating ability of control rods, increases radiation output. Destabilizes core. You don't want this in your reactor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a moderator/reaction neutralizing gas, see above gas table. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille/door after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30986</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30986"/>
		<updated>2020-08-08T05:48:09Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Reworked the Stormdrive page again. Now up to Karmic(TM) standards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|other engines|Engine (disambiguation)}}&lt;br /&gt;
If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another &amp;lt;del&amp;gt;30 minutes&amp;lt;/del&amp;gt; 6-7 seconds after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*The Stormdrive emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is(while also itself being influenced by reaction rate). Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. Higher quality control rods can also be acquired with a greater durability. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance. &lt;br /&gt;
Important things to note down here:&lt;br /&gt;
*Control rods degrade proportionally to power output and inversely proportionally to insertion depth.&lt;br /&gt;
*Controlling reactor without control rods is impossible. If all your rods break or get fully raised (0% on rod slider) reactor will heat up uncontrollably.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor increases in temperature. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it. Keep in mind that rod condition(inversely) and temperature(directly) have an effect on rate of reaction increase.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necessary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma and degrades control rods at a slower rate. It is recommended to use this when starting out, but do note it produces less power than its constricted counterpart.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
===Fuel ratio===&lt;br /&gt;
Every stormdrive needs a fuel ratio of a minimum 1:8 (one being fuel, 8 being other gasses or 12.5%). However, the stormdrive is ''happier'' when running a ratio if 1:4 or higher. Having an imbalanced stormdrive gas ratio can lead to '''adverse reaction conditions.'''&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts to mimic the appearance of the one in the picture, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with the words &amp;quot;to gas mix&amp;quot;&lt;br /&gt;
#Ensure that you are mixing secondary gasses along with your main fuel&lt;br /&gt;
#Your reactor is now almost ready to start, head to the stormdrive computer and set it into maintenance mode. With this done, take your round-start control rods out of their box in engineering and install them into the stormdrive.&lt;br /&gt;
#Now the Stormdrive is almost ready to go. '''Exit maintenance mode''' and then fire up the particle accelerator to heat up the stormdrive. Set the paticle accelerator to 1 for a small amount of heat per burst, 2 for a moderate amount, or hack it to set it to 3 and increase tempature by a significant amount.&lt;br /&gt;
#Turn off the particle accelerator once its started, indicated by either a loud noise or a change in colour. Now the rest is up to you!&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You want to make sure the temperature isn't rising out of control. If you need to leave the reactor unattended, make sure the temperature is stable or at the very least decreasing.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Make sure to shut down the reactor ahead of time, as it'll take a while for the reactor to cool, and during that time the rods will continue to loose integrity. Once the reactor is cool and in maintenance mode, replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
* Prepare an emergency moderator/reaction neutralizing gas canister in case a rapid shutdown is needed.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Fuel dump&amp;quot; option on the Stormdrive console can be used at any time to begin shunting gas from the input gas line to the outline gas line for clearing unwanted gas mixtures. Do note it moves at a slow pace and cannot dump all of the fuel at a pace quick enough to stop a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Shutting down the reactor===&lt;br /&gt;
There are two ways to shut down the reactor: cutting off the fuel supply or using the control rods. Both systems have benefits and flaws to their usage. If the fuel supply is cut, you will need to keep reinforcement gasses pumping into the stormdrive while it cools, otherwise the core will destabilize. Likewise, if the control rods are used to shut down the reactor by putting them in 100% you will need to pump in moderator gasses to ensure they kill the reaction inside the stormdrive efficiently.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
'''Low yield fuel.'''&lt;br /&gt;
&lt;br /&gt;
Standard plasma is the low-yield fuel gas. It has a low reaction rate and degrades fuel rods at a slightly slower rate. Produces a lower power output than constricted plasma.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Constricted Plasma]]&lt;br /&gt;
'''Standard fuel'''&lt;br /&gt;
&lt;br /&gt;
Constricted plasma is a standard yield fuel gas. It has a moderate reaction rate and degrades fuel rods at a normal pace. Produces an average amount of power.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
'''High yield fuel'''&lt;br /&gt;
&lt;br /&gt;
Tritium is a high yield fuel gas that has a high reaction rate and diminishes the ability of the control rods to moderate the reaction. Produces additional radiation. Has a higher power output than constricted plasma. Has a heat reinforced property which stabilizes the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Moderator gas'''&lt;br /&gt;
&lt;br /&gt;
Boosts the effectiveness of the control rods at moderating tempature.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Power boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Oxygen increases the power output of the reactor.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
CO2 actively hinders the rate of reaction in the reactor core. It also lowers the power output and will increase the moderating ability of the control rods. Typically used to shut down the reactor core.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
'''Core stability gas'''&lt;br /&gt;
&lt;br /&gt;
N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O protects the control rods from degredation during the reaction and stabilizes the core when operating at high tempatures.&lt;br /&gt;
&lt;br /&gt;
[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
'''Performance boosting gas'''&lt;br /&gt;
&lt;br /&gt;
Pluoxium increases the power output of the reactor, stabilizes the core, and protects the control rods from degredation during the reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Hypernoblium&lt;br /&gt;
'''Reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Hypernoblium actively hinders the rate of reaction in the core at a more efficient rate than CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;. It also lowers the power output, however it will greatly increase the moderating ability of the control rods and protect the control rods from degredation. Typically used to shut down a wild, loose cannon runaway reaction.&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Stimulum &lt;br /&gt;
'''Power boosting gas''' &lt;br /&gt;
&lt;br /&gt;
Greatly increases the power output of the reactor, however it will decrease the ability of the control rods to moderate the reaction. Also destabilizes the core. For when you want your reaction to be ''spicy.''&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Mystery reaction gas&lt;br /&gt;
&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
'''???'''&lt;br /&gt;
&lt;br /&gt;
Lowers the amount of radiation produced by the reaction, however it destabilizes the core.&lt;br /&gt;
&lt;br /&gt;
[[File:Water_vapor.png]]Water Vapor&lt;br /&gt;
'''Ghetto reaction neutralizing gas'''&lt;br /&gt;
&lt;br /&gt;
Reduces the rate of reaction. Can be used as a shutdown gas.&lt;br /&gt;
&lt;br /&gt;
[[File:Canister.png]]Nucleium&lt;br /&gt;
'''Byproduct gas'''&lt;br /&gt;
&lt;br /&gt;
While in the reactor, actively hinders the production of power. Decreases the moderating ability of control rods, increases radiation output. Destabilizes core. You don't want this in your reactor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a moderator/reaction neutralizing gas, see above gas table. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille/door after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_contributing_to_the_wiki&amp;diff=30976</id>
		<title>Guide to contributing to the wiki</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_contributing_to_the_wiki&amp;diff=30976"/>
		<updated>2020-08-05T02:49:26Z</updated>

		<summary type="html">&lt;p&gt;Ansome: ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome ==&lt;br /&gt;
&lt;br /&gt;
If you're reading this then let me be the first to say '''congratulations!''' You are on the first step to being one of the many wiki contributors attempting to brave the endless onslaught of outdated and soon-to-be outdated information and keep the wiki up to date! But before you start your quest to keep NSV13's wiki squeaky clean of errors, you need to learn the basics of editing and where to coordinate with your fellow valiant knights of the Wiki code.&lt;br /&gt;
&lt;br /&gt;
== [[Wikicode]] ==&lt;br /&gt;
&lt;br /&gt;
Wikicode is the strange syntax used by all wikipedias including this one. If you don't know it and are prepared to learn, you can read the internal wikicode page [[Wikicode|here]], or read the Wikipedia page [http://en.wikipedia.org/wiki/Help:Wiki_markup here]. If you don't want to spend your life learning this markup, then fret not, you can still help.&lt;br /&gt;
&lt;br /&gt;
== What needs doing? ==&lt;br /&gt;
&lt;br /&gt;
=== Coordination is key! ===&lt;br /&gt;
&lt;br /&gt;
Although a [[NSV13:Maintainer_Assignments|page]] is present for coordinating assignments, one of the best ways to see what needs to be done urgently or what small tasks can be done to alleviate the workload for the other wiki maintainers, head to [https://discord.gg/8rrttjN| NSV13's Discord] and inquire at #wikibus.&lt;br /&gt;
&lt;br /&gt;
=== New pages ===&lt;br /&gt;
&lt;br /&gt;
New content is constantly being added to NSV13 which needs tutorials and such. Before you start to write a page, search for it and if you can't find it, start one yourself. We welcome all contributions to the wiki and trust all edits to be made in good faith. As a recommendation if you wish to work on a page uninterrupted and not worry about other users edits while working, make it in your personal [[Special:MyPage/Sandbox|sandbox]] area or anywhere in your own pages. If you don't know wikicode, you can create a unformatted page and ask someone else to format it for you.&lt;br /&gt;
&lt;br /&gt;
=== Content revisions ===&lt;br /&gt;
&lt;br /&gt;
A list of pages which need revisions can be found [[:Category:Needs revision|here]]&lt;br /&gt;
&lt;br /&gt;
Updates are frequent and we need people to update the information on the wiki. To do this simply edit the page with new information. If you don't know wikicode you can write the new, updated content on the discussion page without formatting.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
&lt;br /&gt;
If you have relevant images then upload them and add them to the page they're intended for. It is appreciated if the pictures of items you add have a blank background and are in the .gif or .png format. The easiest way to add images of items is to download the [[Downloading the source code#Downloading|source code]], open the icons .dmi files and export images as .gif's or .png's from there.&lt;br /&gt;
&lt;br /&gt;
Then upload them here: [[Special:Upload]]&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
Any page can have tabs added to it through the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt; &amp;lt;tabs&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; function. This function has the known problem of displaying correctly in a page edit preview, but incorrectly once an edit is applied. To fix this, the page's cache has to be flushed; This can be done by clicking the purge button along the top of the page.&lt;br /&gt;
&lt;br /&gt;
=== Marking for revision and deletion ===&lt;br /&gt;
&lt;br /&gt;
If a page is '''up to date''' when you read it, please put the following tag at it's top (with the correct date):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Lastrevision | date = 15. 1. 2012}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a page is '''out of date''' or doesn't have a reason for existing, add one of the following tags to the top of the page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Needs revision}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Needs revision | reason = Out of date.}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
or&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talk Pages==&lt;br /&gt;
When writing on a page or user's '''talk page''' (for example [[Talk:Main_Page]]), there are a few things you need to know.&lt;br /&gt;
&lt;br /&gt;
===Signature===&lt;br /&gt;
Always end of your message with your signature, so everyone knows who wrote what (without checking the edit history).&amp;lt;br&amp;gt;&lt;br /&gt;
This can be done easily by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your message. You can customize your signature on your [[Special:Preferences|user preferences page]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%; border: 2px solid darkgrey&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; colspan=&amp;quot;2&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
!Code:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Look. ~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Result:&lt;br /&gt;
||&lt;br /&gt;
Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Indentation===&lt;br /&gt;
When replying to another user's message, be sure to ''indent'' your message so it is visibly a reply to the above message.&amp;lt;br&amp;gt;&lt;br /&gt;
This is done by simply adding &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the start of the line will cause this effect.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%; border: 2px solid darkgrey&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; colspan=&amp;quot;2&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
!Code:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:At what? ~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Result:&lt;br /&gt;
||&lt;br /&gt;
Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&lt;br /&gt;
:At what? - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:40, 30 November 2013 (CET)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Headline===&lt;br /&gt;
If you are starting a new topic, add a headline with the name of the topic. If a talk page is used a lot, it can become confusing if the topics aren't separated with headlines. It also allows for section editing, which makes editing long talk pages a lot easier.&amp;lt;br&amp;gt;&lt;br /&gt;
This is one of the most basic things on a wiki, and are used by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;==Topic==&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; on the line above your message.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%; border: 2px solid darkgrey&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; colspan=&amp;quot;2&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
!Code:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Look at this tutorial==&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:At what? - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:40, 30 November 2013 (CET)&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;::This tutorial I made. ~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Result:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Look at this tutorial&amp;lt;/font&amp;gt; &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;edit&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&lt;br /&gt;
:At what? - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:40, 30 November 2013 (CET)&lt;br /&gt;
::This tutorial I made. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:45, 30 November 2013 (CET)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jokes ==&lt;br /&gt;
&lt;br /&gt;
Some pages are intended to be entertaining but when writing guides, remember that a newbie might not realize something is a joke or sarcasm, even if it's blatantly obvious to the rest of us. Think where jokes fit and where they don't. Also, if you're updating someone else's joke, think whether yours is actually funnier.&lt;br /&gt;
&lt;br /&gt;
== Guide to Writing and Revising a Guide ==&lt;br /&gt;
Always keep in mind what these guides are for; they're so newbies can quickly skim across them so they can have half an idea what they've just been selected for.&lt;br /&gt;
&lt;br /&gt;
'''A good guide needs, by order:'''&lt;br /&gt;
* A brief one-two paragraph description of what the mode is.&lt;br /&gt;
* A bullet point list of short to the point key points of key mechanics, these should be no longer than two sentences each. And remember: key points means the important shit you need to know to atleast bumble fuck your way around at round start, you should be able to read and understand it within 5 minutes.&lt;br /&gt;
* A more meaty section detailing the game mechanics in depth (this is where you explain what all runes and talismans do, including the ones that are barely used), it should still be clear and concise.&lt;br /&gt;
* A summary of the key points, yes - one at the start and one at the end. Reiteration helps to hammer things home. This one will more or less be simple list to remind the reader of things, it wont explain them.&lt;br /&gt;
* Further reading - this is where you link to the pages that detail advanced strategies for fighting for and against the cult. No you don't put them on the main page because that will clutter it.&lt;br /&gt;
* Links! Remember to add links to [[Game modes|game modes]], [[Guides#Antagonist Guides|antagonist roles]], [[jobs]], items and [[guides]] you mention! Simply do it when you re-read your content before submitting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bad guide is one that's a giant wall of text that's overly fluffed up and full of opinionated bullshit.&amp;lt;br&amp;gt;&lt;br /&gt;
A newbie is going to take one glance at it and shit their pants out of fright, and advanced player is just going to go &amp;quot;Yeah.... I'm not reading someone's sperg page&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[At the moment]{{citation needed}} [[Guides#Security guides|Security's guides]] are good. [[Space Law]] is unfluffed and tells plainly the basics of what a [[security officer]] needs to know to start patrolling and robusting greyshirts. The [[Guide to security]] is more fleshed out and explains things more in depth and lists strategies to counter antags.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cult]], [[Malf]], and [[Traitor]] are bad because they're giant imposing walls of text that reads like a newspaper: squished up text that obscures the facts with needless opinions and blurbs that you don't need to know off the bat.&lt;br /&gt;
&lt;br /&gt;
'''So remember:'''&lt;br /&gt;
* Facts good, opinions bad.&lt;br /&gt;
* Keep your facts clear of irrelevant fluff and other bullshit.&lt;br /&gt;
* Keep the basic guide basic, keep the advanced stuff on a separate page.&lt;br /&gt;
* Important stuff first, depth and explanation and unimportant things second.&lt;br /&gt;
* White space, tables, sections, and formatting are essential for ease of reading. We're not print media, space isn't at a premium so use it freely.&lt;br /&gt;
* Links!&lt;br /&gt;
* I just used the above template to write this guide.&lt;br /&gt;
&lt;br /&gt;
== Useful pages ==&lt;br /&gt;
&lt;br /&gt;
'''Categories:''' [[Special:Categories|Used]], [[Special:UnusedCategories|unused]] and [[Special:WantedCategories|wanted]]&lt;br /&gt;
&lt;br /&gt;
'''Templates:''' [[Special:MostLinkedTemplates|Used]], [[Special:UnusedTemplates|unused]] and [[Special:WantedTemplates|wanted]]&lt;br /&gt;
&lt;br /&gt;
'''Files:''' [[Special%3AListFiles|All]], [[Special:UnusedFiles|unused]] and [[Special:WantedFiles|wanted]]&lt;br /&gt;
&lt;br /&gt;
'''All pages:''' [[Special:AllPages|All existing pages]] and [[Special:WantedPages|Wanted pages]]&lt;br /&gt;
&lt;br /&gt;
== /tg/station wiki specific markup ==&lt;br /&gt;
&lt;br /&gt;
To create a BYOND hyperlink, use the &amp;lt;nowiki&amp;gt;&amp;lt;byond&amp;gt;&amp;lt;/nowiki&amp;gt; tags. The specific syntax is &amp;lt;nowiki&amp;gt;&amp;lt;byond server=servername.com port=4000&amp;gt;Link text here&amp;lt;/byond&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The wiki also supports the features of the [http://www.mediawiki.org/wiki/Help:Extension:ParserFunctions ParserFunctions] extension.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Game Resources]]&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_contributing_to_the_wiki&amp;diff=30975</id>
		<title>Guide to contributing to the wiki</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_contributing_to_the_wiki&amp;diff=30975"/>
		<updated>2020-08-05T02:47:56Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated to NSV13 standards, makes mention of the Discord Wikibus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome ==&lt;br /&gt;
&lt;br /&gt;
If you're reading this then let me be the first to say '''congratulations!''' You are on the first step to being one of the many wiki contributors attempting to brave the endless onslaught of outdated and soon-to-be outdated information and keep the wiki up to date! But before you start your quest to keep NSV13's wiki squeaky clean of errors, you need to learn the basics of editing and where to coordinate with your fellow valiant knights of the Wiki code.&lt;br /&gt;
&lt;br /&gt;
== [[Wikicode]] ==&lt;br /&gt;
&lt;br /&gt;
Wikicode is the strange syntax used by all wikipedias including this one. If you don't know it and are prepared to learn, you can read the internal wikicode page [[Wikicode|here]], or read the Wikipedia page [http://en.wikipedia.org/wiki/Help:Wiki_markup here]. If you don't want to spend your life learning this markup, then fret not, you can still help.&lt;br /&gt;
&lt;br /&gt;
== What needs doing? ==&lt;br /&gt;
&lt;br /&gt;
=== Coordination is key! ===&lt;br /&gt;
&lt;br /&gt;
Although a [[NSV13:Maintainer_Assignments|page]] is present for coordinating assignments, one of the best ways to see what needs to be done urgently or what small tasks can be done to alleviate the workload for the other wiki maintainers, head to [[https://discord.gg/8rrttjN |NSV13's Discord and inquire at #wikibus.&lt;br /&gt;
&lt;br /&gt;
=== New pages ===&lt;br /&gt;
&lt;br /&gt;
New content is constantly being added to NSV13 which needs tutorials and such. Before you start to write a page, search for it and if you can't find it, start one yourself. We welcome all contributions to the wiki and trust all edits to be made in good faith. As a recommendation if you wish to work on a page uninterrupted and not worry about other users edits while working, make it in your personal [[Special:MyPage/Sandbox|sandbox]] area or anywhere in your own pages. If you don't know wikicode, you can create a unformatted page and ask someone else to format it for you.&lt;br /&gt;
&lt;br /&gt;
=== Content revisions ===&lt;br /&gt;
&lt;br /&gt;
A list of pages which need revisions can be found [[:Category:Needs revision|here]]&lt;br /&gt;
&lt;br /&gt;
Updates are frequent and we need people to update the information on the wiki. To do this simply edit the page with new information. If you don't know wikicode you can write the new, updated content on the discussion page without formatting.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
&lt;br /&gt;
If you have relevant images then upload them and add them to the page they're intended for. It is appreciated if the pictures of items you add have a blank background and are in the .gif or .png format. The easiest way to add images of items is to download the [[Downloading the source code#Downloading|source code]], open the icons .dmi files and export images as .gif's or .png's from there.&lt;br /&gt;
&lt;br /&gt;
Then upload them here: [[Special:Upload]]&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
Any page can have tabs added to it through the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt; &amp;lt;tabs&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; function. This function has the known problem of displaying correctly in a page edit preview, but incorrectly once an edit is applied. To fix this, the page's cache has to be flushed; This can be done by clicking the purge button along the top of the page.&lt;br /&gt;
&lt;br /&gt;
=== Marking for revision and deletion ===&lt;br /&gt;
&lt;br /&gt;
If a page is '''up to date''' when you read it, please put the following tag at it's top (with the correct date):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Lastrevision | date = 15. 1. 2012}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a page is '''out of date''' or doesn't have a reason for existing, add one of the following tags to the top of the page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Needs revision}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Needs revision | reason = Out of date.}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
or&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talk Pages==&lt;br /&gt;
When writing on a page or user's '''talk page''' (for example [[Talk:Main_Page]]), there are a few things you need to know.&lt;br /&gt;
&lt;br /&gt;
===Signature===&lt;br /&gt;
Always end of your message with your signature, so everyone knows who wrote what (without checking the edit history).&amp;lt;br&amp;gt;&lt;br /&gt;
This can be done easily by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your message. You can customize your signature on your [[Special:Preferences|user preferences page]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%; border: 2px solid darkgrey&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; colspan=&amp;quot;2&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
!Code:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Look. ~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Result:&lt;br /&gt;
||&lt;br /&gt;
Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Indentation===&lt;br /&gt;
When replying to another user's message, be sure to ''indent'' your message so it is visibly a reply to the above message.&amp;lt;br&amp;gt;&lt;br /&gt;
This is done by simply adding &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the start of the line will cause this effect.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%; border: 2px solid darkgrey&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; colspan=&amp;quot;2&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
!Code:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:At what? ~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Result:&lt;br /&gt;
||&lt;br /&gt;
Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&lt;br /&gt;
:At what? - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:40, 30 November 2013 (CET)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Headline===&lt;br /&gt;
If you are starting a new topic, add a headline with the name of the topic. If a talk page is used a lot, it can become confusing if the topics aren't separated with headlines. It also allows for section editing, which makes editing long talk pages a lot easier.&amp;lt;br&amp;gt;&lt;br /&gt;
This is one of the most basic things on a wiki, and are used by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;==Topic==&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; on the line above your message.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%; border: 2px solid darkgrey&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; colspan=&amp;quot;2&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
!Code:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Look at this tutorial==&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:At what? - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:40, 30 November 2013 (CET)&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;::This tutorial I made. ~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Result:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Look at this tutorial&amp;lt;/font&amp;gt; &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;edit&amp;lt;/span&amp;gt;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Look. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:35, 30 November 2013 (CET)&lt;br /&gt;
:At what? - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:40, 30 November 2013 (CET)&lt;br /&gt;
::This tutorial I made. - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 10:45, 30 November 2013 (CET)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jokes ==&lt;br /&gt;
&lt;br /&gt;
Some pages are intended to be entertaining but when writing guides, remember that a newbie might not realize something is a joke or sarcasm, even if it's blatantly obvious to the rest of us. Think where jokes fit and where they don't. Also, if you're updating someone else's joke, think whether yours is actually funnier.&lt;br /&gt;
&lt;br /&gt;
== Guide to Writing and Revising a Guide ==&lt;br /&gt;
Always keep in mind what these guides are for; they're so newbies can quickly skim across them so they can have half an idea what they've just been selected for.&lt;br /&gt;
&lt;br /&gt;
'''A good guide needs, by order:'''&lt;br /&gt;
* A brief one-two paragraph description of what the mode is.&lt;br /&gt;
* A bullet point list of short to the point key points of key mechanics, these should be no longer than two sentences each. And remember: key points means the important shit you need to know to atleast bumble fuck your way around at round start, you should be able to read and understand it within 5 minutes.&lt;br /&gt;
* A more meaty section detailing the game mechanics in depth (this is where you explain what all runes and talismans do, including the ones that are barely used), it should still be clear and concise.&lt;br /&gt;
* A summary of the key points, yes - one at the start and one at the end. Reiteration helps to hammer things home. This one will more or less be simple list to remind the reader of things, it wont explain them.&lt;br /&gt;
* Further reading - this is where you link to the pages that detail advanced strategies for fighting for and against the cult. No you don't put them on the main page because that will clutter it.&lt;br /&gt;
* Links! Remember to add links to [[Game modes|game modes]], [[Guides#Antagonist Guides|antagonist roles]], [[jobs]], items and [[guides]] you mention! Simply do it when you re-read your content before submitting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bad guide is one that's a giant wall of text that's overly fluffed up and full of opinionated bullshit.&amp;lt;br&amp;gt;&lt;br /&gt;
A newbie is going to take one glance at it and shit their pants out of fright, and advanced player is just going to go &amp;quot;Yeah.... I'm not reading someone's sperg page&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[At the moment]{{citation needed}} [[Guides#Security guides|Security's guides]] are good. [[Space Law]] is unfluffed and tells plainly the basics of what a [[security officer]] needs to know to start patrolling and robusting greyshirts. The [[Guide to security]] is more fleshed out and explains things more in depth and lists strategies to counter antags.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cult]], [[Malf]], and [[Traitor]] are bad because they're giant imposing walls of text that reads like a newspaper: squished up text that obscures the facts with needless opinions and blurbs that you don't need to know off the bat.&lt;br /&gt;
&lt;br /&gt;
'''So remember:'''&lt;br /&gt;
* Facts good, opinions bad.&lt;br /&gt;
* Keep your facts clear of irrelevant fluff and other bullshit.&lt;br /&gt;
* Keep the basic guide basic, keep the advanced stuff on a separate page.&lt;br /&gt;
* Important stuff first, depth and explanation and unimportant things second.&lt;br /&gt;
* White space, tables, sections, and formatting are essential for ease of reading. We're not print media, space isn't at a premium so use it freely.&lt;br /&gt;
* Links!&lt;br /&gt;
* I just used the above template to write this guide.&lt;br /&gt;
&lt;br /&gt;
== Useful pages ==&lt;br /&gt;
&lt;br /&gt;
'''Categories:''' [[Special:Categories|Used]], [[Special:UnusedCategories|unused]] and [[Special:WantedCategories|wanted]]&lt;br /&gt;
&lt;br /&gt;
'''Templates:''' [[Special:MostLinkedTemplates|Used]], [[Special:UnusedTemplates|unused]] and [[Special:WantedTemplates|wanted]]&lt;br /&gt;
&lt;br /&gt;
'''Files:''' [[Special%3AListFiles|All]], [[Special:UnusedFiles|unused]] and [[Special:WantedFiles|wanted]]&lt;br /&gt;
&lt;br /&gt;
'''All pages:''' [[Special:AllPages|All existing pages]] and [[Special:WantedPages|Wanted pages]]&lt;br /&gt;
&lt;br /&gt;
== /tg/station wiki specific markup ==&lt;br /&gt;
&lt;br /&gt;
To create a BYOND hyperlink, use the &amp;lt;nowiki&amp;gt;&amp;lt;byond&amp;gt;&amp;lt;/nowiki&amp;gt; tags. The specific syntax is &amp;lt;nowiki&amp;gt;&amp;lt;byond server=servername.com port=4000&amp;gt;Link text here&amp;lt;/byond&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The wiki also supports the features of the [http://www.mediawiki.org/wiki/Help:Extension:ParserFunctions ParserFunctions] extension.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Game Resources]]&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30974</id>
		<title>NSV13:Maintainer Assignments</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30974"/>
		<updated>2020-08-05T02:38:55Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pp| small=yes}}&lt;br /&gt;
This page is just for looking at what all the wiki maintainers are working on right now and what's being worked on in the future! It's mostly here for us to keep track of what everyone is doing, but if you've found this page by chance feel free to look around and see what keeps us busy here at Wiki HQ!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Wiki Maintainers==&lt;br /&gt;
Who's working on the wiki? These people are! &lt;br /&gt;
&amp;lt;!-- Keep these By Rank, then Alphabetical. -Francinum --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Francinum|𝓕𝓻𝓪𝓷𝓬𝓲𝓷𝓾𝓶]] ([[User talk:Francinum|talk]]) -Wiki Technical Overseer&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Active Tasks==&lt;br /&gt;
A list of what the wiki maintainers are &amp;lt;s&amp;gt;supposed to be&amp;lt;/s&amp;gt; doing right now.&lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Hammerhead [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
-Editing [[maps]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-On a crusade against /tg/ logos (updating templates category)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) &amp;lt;br&amp;gt;&lt;br /&gt;
-Hiring more Wiki writers, coordinating tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
-Snappin' some pictures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Volunteer Contributor tasks==&lt;br /&gt;
Ansome's little darlings. Volunteers to edit or rework pages. Take additions with a grain of salt and look over them later, intended to reduce workload.&lt;br /&gt;
&lt;br /&gt;
God (gremlin this time)#8666 - MAA office&lt;br /&gt;
&lt;br /&gt;
==Inactive tasks==&lt;br /&gt;
Things that need doing, but aren't being done right now or by anyone in specific.&lt;br /&gt;
&lt;br /&gt;
* PVP gamemodes page/[[nuclear operative|nuke ops]] page rework for nsv versions.&lt;br /&gt;
* Editing things like code contribution pages to make sure they reference nsv instead of /tg/ or bee&lt;br /&gt;
* Updating machine and object pages for nsv changes&lt;br /&gt;
* Adding [[Special:WantedPages|Wanted pages]] that we actually want&lt;br /&gt;
* Hammerhead, Galactica, Enterprise, Vago, Jeppison, Aegis and Jolly sausage map pages.&lt;br /&gt;
* Update [[Guide to Fighters|Fighter pilot]] page.&lt;br /&gt;
* Rework of the [[Stormdrive]] page for new stormdrive gas reactions.&lt;br /&gt;
* Probably other things that aren't listed here&lt;br /&gt;
&lt;br /&gt;
==Finished tasks==&lt;br /&gt;
Pages that are mostly finished at the time of the last edit of this page and probably only need to be reworked when a new feature is added. (last edit: 30th of july 2020)&lt;br /&gt;
&lt;br /&gt;
-[[Executive Officer|XO]], [[Bridge Staff]] and [[Captain]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Mining]] page&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=30849</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=30849"/>
		<updated>2020-08-03T16:30:20Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated Miner description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In NSV13, your job is somewhat akin to your character class.  It defines your starting equipment, your  [[identification_card|access]] on board the ship, and what you're supposed to be doing. Remember, these job descriptions are for humor purposes only. Please follow common sense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please remember that this was once in alphabetical order. The reason it was changed is that the list was simply too long for the alphabet to make it easily navigable. It has been changed to match the categorization in the Jobs template, which you can see at the bottom of each job page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
* [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Ensure the ship completes its patrol, manage your Heads of Staff, minimize casualties, cause casualties, be the sole survivor of the vessel you were supposed to protect.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Executive officer]]&lt;br /&gt;
|Alter access on ID cards, Manage and assign squad members, ensure each department is running efficiently, promote synergy.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Make sure your team isn't [[Shitcurity]]. Wear a stylish yet protective coat. Focus your department's efforts on bigger fish than [[Clown|leeches]].&amp;lt;br&amp;gt;&lt;br /&gt;
Chase down lone traitors and die alone in maintenance because YOU &amp;lt;b&amp;gt;ARE THE LAW&amp;lt;/b&amp;gt;. Revel in the fact that everyone hates you. Carry half the Armory in your backpack. Have blood feuds with the Warden.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_warden.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Sit in your office. Sit in your office, again. &amp;lt;s&amp;gt;Never&amp;lt;/s&amp;gt; Watch security cameras. Steal from the armory, then order crates to cover it up. Maybe keep an eye or two on the armory (So that no one steals the stuff you want to steal), and SET A GODDAMN TIME TO THE TIMER for any arrested scum.&lt;br /&gt;
&amp;lt;br&amp;gt;Replace the air in an assistants body with the fear of security. Have blood feuds with the Head of Security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Deal with the various [[clown|dirty]] [[assistant|fucking]] [[traitor|criminals]] running amok on the station. Taser people in the eyes. Pretend the Lawyer doesn't exist. Dogpile on traitors. Constantly get bitched at.&amp;lt;br&amp;gt; Harmbaton people to death, claim they were &amp;quot;resisting arrest&amp;quot;. Flashbang crowds until they are deaf and blind forever.  Arrest someone for a legitimate cause, get called shitcurity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Chain smoke cigarettes. Shoot the useless assistants with your cowboy gun. Lose your cowboy gun in a Space Vegas gambling session. Litter the halls with photos. Solve crimes on rare occasion. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Get top-of-the-line engineering equipment, do nothing with it. Protect your department's equipment from hordes of [[Cargo_Technician|thieving]] [[Assistant|rats]].&amp;lt;br&amp;gt;&lt;br /&gt;
Increase the engine's power output until it turns half the station into a radioactive death zone. Despair when you're asked to rebuild [[Guide_to_Telecommunications|Telecommunications]]. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|64px|link=Ship Engineer]]&amp;lt;br&amp;gt;[[Ship Engineer]]&lt;br /&gt;
|&lt;br /&gt;
Set up the engine and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Get shot by emitters, get brutally murdered on the solars by a nuclear agent, get drunk in the bar. Sprint past hull breaches without a second thought. Hack every machine to shoot things at people. Try to touch the Supermatter and get vaporized. Frequently remind crew that replacing lightbulbs is the Janitor's job.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Station's ghetto fireman. Ensure everyone can breathe by listening to complaints about how useless you are. If they can talk, everything's within tolerance.&amp;lt;br&amp;gt;&lt;br /&gt;
Build pipe slides. Forget all about repairing damaged piping. Run around the station looking like a serial killer with a fire suit and axe. Get lynched once silicons release plasma into the halls.&amp;lt;br&amp;gt;&lt;br /&gt;
Perform complicated gas reactions and fusion in the incinerator, then use them to make the station uninhabitable.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Munitions ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_maa.png|64px|link=Master At Arms]]&amp;lt;br&amp;gt;[[Master At Arms]]&lt;br /&gt;
| Oversee the Munitions department. Throw your budget card into disposals at the start of every shift. Make. Torp.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mt.png|64px|link=Munitions Technician]]&amp;lt;br&amp;gt;[[Munitions Technician]]&lt;br /&gt;
| Repair and refuel the fighters, Keep the ship weaponry loaded at all times only to get yelled at by the [[Bridge Staff|bridge bunnies]] anyway. Go through the arduous job of creating new Rapiers after the Fighter Pilots crash and burn.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_fl.png|64px|link=Flight Leader]]&amp;lt;br&amp;gt;[[Flight Leader]]&lt;br /&gt;
| Be a Fighter Pilot with a fancier name and rank. Wonder where your entire squadron went when you're the only fighter to return to the ship.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_pilot.png|64px|link=Fighter Pilot]]&amp;lt;br&amp;gt;[[Fighter Pilot]]&lt;br /&gt;
| Fail to turn your engine on before the ATC launches you off the magcat, forget to disable your weapon safeties and crash into the side of an angry patrol cruiser. Yell for help over the radio after the enemy shoot down your Rapier.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atc.png|64px|link=Air Traffic Controller]]&amp;lt;br&amp;gt;[[Air Traffic Controller]]&lt;br /&gt;
|Launch the fighters into battle and yell at them to stick together. Perform rescue operations with a Sabre and retrieve fighter escape pods.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_dt.png|64px|link=Deck Technician]]&amp;lt;br&amp;gt;[[Deck Technician]]&lt;br /&gt;
|Repair the fighters and refuel them, banish anyone who dares enter in your swamp&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_bs.png|64px|link=Bridge Staff]]&amp;lt;br&amp;gt;[[Bridge Staff]]&lt;br /&gt;
|Yell at the Munitions staff to reload the torpedo tubes after launching the thermonuclear warheads into enemy PDCs. Fire the railgun in hyperspace for no reason. Get lynched.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_rd.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee the [[Scientist|demented]] [[Roboticist|manchildren]] of your department. &amp;lt;s&amp;gt;Build&amp;lt;/s&amp;gt; Destroy cyborgs with your magic button. Use Lamarr as a breath mask. Take control of the AI and rule the station. Shed a tear when you remember that you could once print guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:scientist_generic.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Get tossed in disposal by the [[Research Director]], &amp;quot;accidentally&amp;quot; blow up toxins, let the Slimes [[Critters#Gold_Slime_Pool|and way more horrifying things]] loose.&amp;lt;br&amp;gt;&lt;br /&gt;
Nag mining for diamonds so you can make two Bags of Holding to make a hole in reality, which people will casually build floors over. Refuse to stop at the last three items in the previous list and accidentally kill yourself in enough stupid ways to make murder look like assisted suicide. Suicide when someone destroys the ore silo.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Build some nifty robots and BIG STOMPY MECHS! Dismantle the station for more metal. Have your cyborgs that you built turn on you when the AI goes rogue. Kill a patient and blame it on your colleagues for not knowing how to perform surgery. Be awesome and cut your own arm off to replace it with a &amp;lt;s&amp;gt;Robo Arm&amp;lt;/s&amp;gt; freaking chainsaw.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cmo.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors. Complain no one listens to you. Help the virologist spread an epidemic. Fill your hypospray with Chloral Hydrate. Fetch Runtime mice from maintenance. Kick out the [[Clown]] every five minutes. Do everything (everyone else under you does fuck all).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Use your Sleeper or Cryo to heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Help the Virologist research cures to diseases and create new immune systems.&amp;lt;/s&amp;gt; Nag Chemistry for chloral hydrate. Inject people with chloral hydrate and drag them to &amp;lt;s&amp;gt;the dungeon&amp;lt;/s&amp;gt; surgery to give them a &amp;lt;s&amp;gt;sex change&amp;lt;/s&amp;gt; lobotomy. Replace all the chemicals in the Cryo tubes with spray tan and fluorosulfuric acid. Inject people with mind breaker toxin. Get arrested when you do 'free' brain removals. Cry and hide in a locker once the cryo pods get broken.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make chemicals and basically control the station. Fling grenades on the emergency shuttle. Misname bottles and get lynched by the CMO after someone dies by your bottles of &amp;quot;Omnizine&amp;quot;. Inject the clown with enough mutagen to give a heart attack to a water buffalo, while refusing to give the botanists more than 30u. Scream for security when people break into your lab because you've done nothing but make narcotics all shift. Dish out space drugs like no tomorrow. Make literal carpet bombs to make the corridors slightly more classy.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Botany.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist.png|64px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give your monkeys Tourettes and broadcast their cursing across the station. &amp;lt;s&amp;gt;Clone&amp;lt;/s&amp;gt; Ignore the tide of dead bodies that comes to your door. Fry your genes with radiation until you melt down into a literal slug. Accidentally inject yourself with a monkey SE and get impaled by the cook. Get bombed every round. Have people line up for superpowers like it's a candy store.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|64px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Expect people you've never met to already hate you, try to eradicate the great space flu, create the next Pandemic, get killed for the clown releasing Pierrot's Throat. Ignore petty details like sanitation and outbreak prevention. Incarcerate someone forever [[Virology|in your dungeon]]. Test diseases on people. Realize that you're getting lynched because one of your test subjects &amp;lt;s&amp;gt;was let out by you&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Broke the fuck out of virology by greytiding and ai help&amp;lt;/s&amp;gt; mysteriously vanished and reappeared in a highly populated area. Get lynched when [[Nuclear_Operative|a bunch of]] [[Xenobiology|other]] [[Botanist|assholes]] release Fungal Tuberculosis. Despair when the P.A.N.D.E.M.I.C. machine breaks and prevents you from creating vaccines. Have blood feuds with [[Scientist|Scientists]] and [[Roboticist|Roboticists]] over Uranium sheets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Supply ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|64px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure your [[Cargo Technician|slaves]] do their jobs. Be an extremely vulnerable target for the [[Revolution]]. Order guns and secede from the station. Order virus crates and release the contents. &amp;lt;s&amp;gt;Force Lisa into sexual servitude with Ian.&amp;lt;/s&amp;gt; Pet Lisa. Trade an assistant a toolbelt, multitool, rubber gloves, and a welding hat if they steal Runtime. Order a shitton of NULL_CRATES and cry in deadchat when raided and killed by security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cargo.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Push dem crates. Promote shorts as they are comfy and easy to wear. Steal &amp;lt;s&amp;gt;emitters&amp;lt;/s&amp;gt; cargo in general. Give the MULEs a thirst for human blood. Whine because Security arrested you for ordering guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_shaft.png|64px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Fly around on a seperate ship to the actual patrol vessel. Mine asteroids in a giant cage. Socialize with your fellow miners in the bare minimum accomodations you're given. Release an asteroid back into space early with two miners still on it. Warp into a combat sector and cry for help when the main ship doesn't come back to save you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Mop blood off the floor, then get arrested for creating a safety hazard. Get killed for your boots. Swear constantly. Clean up gang tags, then get harmbatoned by Security because you were spotted near them.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix cocktails, &amp;lt;s&amp;gt;protect Pun Pun at all cost&amp;lt;/s&amp;gt; toss the monkey into disposals, dodge glasses being thrown at you, have your shotgun stolen and used against you. Let cargo borrow your shotgun in exchange for sawing it off for you. Act surprised when people start to die from drinking your &amp;quot;cocktails&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chef.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|&amp;quot;Yur puurt thuur chiir-ken airn der bewl&amp;quot; - Cook delicious meals from spare meat in the morgue (Yum!), abduct Pun Pun at all costs and try to find out if it will blend. [[Critters#Neutral|Be brutally murdered by your pet goat]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_botanist.png|64px|link=botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow &amp;lt;strike&amp;gt;the good stuff&amp;lt;/strike&amp;gt; grass, place it everywhere, man. Oversee the production of illegal drugs security cares fuck all about. Get ignored by a [[Chemist|dude making crayon powder grenades]] while you're asking for crucial supplies.  Grow medicinal crops to heal the acid burns sustained during &amp;lt;s&amp;gt;a chem lab robbery&amp;lt;/s&amp;gt; equipment redistribution. Smoke &amp;lt;s&amp;gt;weed&amp;lt;/s&amp;gt; dandy corn-cob pipes er'ryday. Make acid-filled tomatos and melt everyone's stuff. Allow hydroponics to become a horrifying farmhouse. Get lynched for releasing your bees full of dangerous chemicals.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Chemistry.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant2.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|AKA Space Bums. Be the kid in a candy shop. Steal things to see what funny message pops up when you commit suicide with them. Beat people/objects with toolboxes. Never, EVER remove your grey jumpsuit. Gangbang the captain to death with fellow grey tide drones and blame it on the Clown. Never assist anyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_clown.png|64px|link=Clown]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk!  Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for all access. Honk! Prank the CMO until he commits suicide out of frustration. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain's office and HONK in his face. HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Get people drunk. Run around the station looking for people you're allowed to behead with your armory of pop-culture references. Behead corpses if you can't find any. Be best friends with security, despite the fact that they should probably arrest you for your murderous tendencies.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Curator]]&amp;lt;br&amp;gt;[[Curator]]&lt;br /&gt;
|Attempt to hold poetry readings. Host D&amp;amp;D games. Stalk people with your camera. Get lynched for reading pornography over the radio. Beat the snot out of anyone who doesn't return their library books. Allow the cult to set up an AI module in your private study. &amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;Find&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot; treasure for your exhibit. Realize that you're not a librarian and release your inner dominatrix via the whip. Vandalize the front of the brig with erotica engravings. Use your whip to make CentCom be confused about why all the tasers and batons are in space. Get deathsquadded for doing so.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_lawyer.png‎|64px|link=Lawyer]]&amp;lt;br&amp;gt;[[Lawyer]]&lt;br /&gt;
|Tell security to notify you when a new prisoner arrives. Don't get notified. Be ignored and go to the bar. Become a drunken wreck and space yourself in frustration.  Occasionally find loopholes in infernal contracts and save souls from damnation.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
| Complain that you can't play this for a month. Follow your laws. Be the crew's bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Name yourself something sexual. Get bitched at. Get carded. Get bitched at. Abuse loopholes in laws to murder people.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and hope that you aren't blown up due to [[Research Director|certain individuals]]. Forget to recharge. Forget completely that you're still somewhat human and do mindless repetitive tasks without emotion.&amp;lt;br&amp;gt;&lt;br /&gt;
Have lengthy discussions with crew members about the correct interpretation of your laws.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Become that adorable robotic pet. Fix the holes the crew will inevitably make. Steal everything not bolted down. Get picked up and used as a hat against your will. Be more competent than the stations Engineers. Get killed by the Engineers for being more competent than them,&lt;br /&gt;
&lt;br /&gt;
'''Drone spawners have been removed from the game, due to drones only being used as infinite respawn greytide bots, the only way to play as drone is to take the role of a derelict drone at the derelict station.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted (if they bother downloading you). Whine in OOC because they didn't. Don't fill any of the fields except the name field. Imitate the AI and make it seem rogue. Imitate the Supermatter and make everyone shit their pants.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Get wrecked by cult, or change map preference to meta and tip your fedora at the chaplain. laugh at the assistant trying to punch you, then get killed by a simplemob carp. Start beefs with other constructs for getting the first shell, ask for juggernaut and get &amp;lt;s&amp;gt;spaced&amp;lt;/s&amp;gt; wraith.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Admin help. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around the singulo pretending to be a black hole. &amp;lt;s&amp;gt;Watch ERP&amp;lt;/s&amp;gt;. Beg the admin to deploy a space ninja. All follow an antag like some form of ethereal dog pile. Be upset enough about &amp;lt;s&amp;gt;said antag&amp;lt;/s&amp;gt; '''literally everything''' to rival industrial salt mining.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&lt;br /&gt;
Main Antagonists are typically the primary antagonist of a single round, and form the backbone of how a round progresses.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Buy an ebow and esword and make people cry. Ignore your objectives and go on a rampage with your cool gear. Get unceremoniously killed and spaced by a toolbox-wielding assistant.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Not_Malf.gif|64px|link=Malfunctioning AI]]&amp;lt;br&amp;gt;[[Malfunctioning AI]]&lt;br /&gt;
|&amp;quot;Forget&amp;quot; to remind the crew about suit sensors. Get your borg destroyed/emaged five minutes into the shift. Let people into your upload only to stun/kill them a second later. Flood the station with &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; screams of the clown being beat to death by security over the intercom. Get unceremoniously carded and spaced by a toolbox-wielding assistant with an EVA suit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter's 'The Thing', without 'The Thing' part. Relieve humans of their DNA and brain cells, which they don't use much anyway. Sting everyone who walks past you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Nuclear Operative]]&amp;lt;br&amp;gt;[[Syndicate guide|Nuclear Operative]]&lt;br /&gt;
|Someone set us up the bomb! (AKA You) Get dat fukken disk. Plant a power sink on the solars. Waste all your telecrystals on balloons. Arm the nuke while your fellows are still on the station. Kidnap Ian.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Blood Cult]]&amp;lt;br&amp;gt;[[Blood Cult|Blood Cultist]]&lt;br /&gt;
|Scribble runes with your own blood. Summon eldritch gods. Rock out with your cult blade out and get arrested, have a dick measuring fight with the clock cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security's boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:servant_of_ratvar.png|64px|link=Clockwork Cult]]&amp;lt;br&amp;gt;[[Clockwork Cult|Clockwork Cultist]]&lt;br /&gt;
|Serve the Clockwork Justiciar by scribbling new-age runes all over maintenance. Start a steampunk book club and kill all the old-fashioned book clubbers. Invoke a bunch of anime people to summon Ratvar. Make &amp;lt;s&amp;gt;everyone&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;absolutely nobody&amp;lt;/s&amp;gt; a few people at /vg/ mad by stealing their antagonist, and have a dick measuring fight with the blood cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium to &amp;lt;s&amp;gt;Unwinnable&amp;lt;/s&amp;gt; Effortless&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mobster.png|64px|link=Gang]]&amp;lt;br&amp;gt;[[Gang|Gangster]] &lt;br /&gt;
|Vandalize the station and get into fights with rivals. Litter the halls with bullet casings. Get ignored by your own gang. Just don't forget: Snitches Get Stitches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey.png|64px|link=Game Mode#Monkey]]&amp;lt;br&amp;gt;[[Game Mode#Monkey|Monkey]]&lt;br /&gt;
|Attempt to infect the crew with the monkey virus. Get absolutely crushed by Security within five minutes. Spend the next two hours as a ghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonists ===&lt;br /&gt;
Side antagonists are secondary antagonists that are either subservient to other, main, antagonists, or have a small chance to appear during any round type. Side antagonists tend to be slightly less powerful than their main counterparts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Beware of The Blob, it creeps and leaps and glides and slides, across the floor, right through the door. Except you don't do any of this. Make the crew scream internally when you appear at the tail end of a mass station bombing. Slowly consume the station, until you either eat everything or get killed by the current round's antagonist.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Agent.png|64px|link=Abductor]]&amp;lt;br&amp;gt;[[Abductor]]&lt;br /&gt;
|Kidnap people and experiment on them. Disregard that objective and kidnap Ian/Kill the AI. Accidentally kidnap yourself. Steal the armory after losing your tools. Hope your fellow Scientist/Agent is not incompetent and lets the crew kidnap you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Holoparasite]]&amp;lt;br&amp;gt;[[Holoparasite]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to something so awful it makes your foes cry in battle. Annoy your summoner by constantly making JoJokes in their head. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien ''wing-wang''. Break procs. Squander your chance to be a big, purple killing machine and your race's survival in favor of acting out the [[Curator|Curator's]] favorite porno.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Guard.png|64px|link=Spider]]&amp;lt;br&amp;gt;[[Spider|Spiders]]&lt;br /&gt;
|Catch flies in your web and suck his juices out just like your dad, a changeling. Get your xenobiologist banned because he let you lay eggs. Consume, Adapt, and respawn over and over in a new shell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|64px|link=Swarmers]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the Curator until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|64px|link=Morph]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Nightmare]]&amp;lt;br&amp;gt;[[Nightmare]]&lt;br /&gt;
|Jaunt. Murder people and crush the flare exploit! Jaunt. Make the lights your bitch! Jaunt. Jaunt into light! Jaunt. Jaunt into stunbaton! Complain in deadchat, cry because you are esentially a worse shadowling.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|64px|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Follow your orders, which may or may not involve you killing everything that moves. Kill everyone regardless.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slaughterdemon.png|64px|link=Slaughter Demon]]&amp;lt;br&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
|Hunt down and kill the wizard who summoned you. Eat bodies out of the [[Morgue]] for health. Drag bleeding bodies through the hall. Make the janitor happy by making him become the most important job for a while. Be unable to bloodcrawl due to all the blood being cleaned up. Eat the janitor. RIP AND TEAR!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pirate.png|64px|link=Pirate]]&amp;lt;br&amp;gt;[[Pirate]]&lt;br /&gt;
|Try to raid the station. Fail miserably because the entire crew is out for your blood so they can re-roll for antag.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icons8 flat biohazard.svg.png|64px|link=Sentient Disease]]&amp;lt;br&amp;gt;[[Sentient Disease]]&lt;br /&gt;
|Try to infect people. Get the virologist lynched. Get the CMO lynched. Get the rest of medbay lynched. Make everyone grow beards.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowperson.png|64px|link=Creep]]&amp;lt;br&amp;gt;[[Creep]]&lt;br /&gt;
|Try to act creepy and shifty. Fail because everyone's a miserable bastard in this shithole. Toe [[Rules|Rule 8]] to a suspicious extent.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Griffmaster.png|64px|link=Fugitives]]&amp;lt;br&amp;gt;[[Fugitives]]&lt;br /&gt;
|Lead the [[Hunters]] on a chase around the station. Total the [[clown]] into the Supermatter while doing so. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spessrussian.png|64px|link=Hunters]]&amp;lt;br&amp;gt;[[Hunters]]&lt;br /&gt;
|Wave your weapons wildly around. Shoot the [[Fugitives]] for resisting. While you're at it, shoot the entire crew for resisting.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depreciated Antagonists ===&lt;br /&gt;
These antagonists, for one reason or another, are no longer in the normal gamemode rotation. Beware: these antagonists may appear due to malevolent [[Admins|Space God]] shenanigans, so don't rule them out entirely.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:devil.gif|64px|link=devil]]&amp;lt;br&amp;gt;[[Devil]]&lt;br /&gt;
|Somewhat of a flawed mode, turns out that asking to buy a guy's soul usually makes them want to robust you, because &amp;quot;valid.&amp;quot; Usually involved the devil blowing up some crew members and then offering them contracts to be revived. But, despite this, the [[Admins|Gods]] can summon one if they [[Byond the impossible|feel like it]].&lt;br /&gt;
|Engage in civil discussions to buy souls.  Create emergencies so that people are desperate enough to sell their soul.  Try to out wit the lawyer.  Get punched to death by someone you just turned into a hulk.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Overthrow]]&amp;lt;br&amp;gt;[[Overthrow|Syndicate Mutineer]]&lt;br /&gt;
|Overthrow ended up being a damn confusing gamemode. Examples include how unclear it was if the other agent teams were working with or against you, or how the points system worked, not to mention the poor wording of the Overthrown AI lawset. Numerous bugs surfaced that didn't all get fixed, and the gamemode ended up being recognized as one of the least-liked gamemodes after a vote was taken.&lt;br /&gt;
The mode's future is uncertain.&lt;br /&gt;
|Arrive on the station as a Traitor with less gear but the ability to awaken the Syndicate sleeper agent in everybody. Cooperate with other teams to stage the perfect coup (or don't and just fight each other, fuck those guys). Roll up with your posse on a quest to become the most powerful &amp;lt;s&amp;gt;[[Gang]]&amp;lt;/s&amp;gt; Syndicate team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removed Antagonists ===&lt;br /&gt;
These antagonists have, for one reason or another, been removed from the game. These antagonists might return one day if they ever get remade or reworked. Although, this is highly unlikely...&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard|Ragin Mages]]&lt;br /&gt;
|Spawning up to three or four Wizards simply proved to be too much for the station. One Wizard is destructive enough. This however remains in game as a admin only event, for &amp;lt;s&amp;gt;your&amp;lt;/s&amp;gt; their amusement.&lt;br /&gt;
|Spend ten minutes hunting down one Wizard, kill him thinking you've won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godhand.png|64px|link=Hand of God]]&amp;lt;br&amp;gt;[[Hand of God]]&lt;br /&gt;
|Oh, poor HoG! Shoved out the door buggy, unbalanced, and extremely hard to learn as it combines three gamemodes (hello, gang) into one. Nobody wanted to fix HoG after it's release because of old derelict code that would break even more when poked. While some say it's fun while it's not broken, has that ever been the status quo?&lt;br /&gt;
|Turn someone into !popehat! while they're talking to security. Instakill people with god powers! Build across the station converting people with your !popehat! gang, and get killed instantly by a rod smashing into your nexus. Break the game, over and over and over and get removed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pope.gif|64px|link=Hades]]&amp;lt;br&amp;gt;[[Hades|Hades, Pope of Sin]]&lt;br /&gt;
|Poor guy was implemented into the game as summonable through an item accessible only to wizards. Almost never encountered, when the Dark Seed went away, away went the Pope of Sin with it.&lt;br /&gt;
|Be a general annoyance to the crew. Be a very annoying (need I say it again with time freezing to a halt every minute or so) non-sentient antagonist. Play Russian roulette with the crew manifest.&lt;br /&gt;
!AI Controlled&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Shadowling]]&amp;lt;br&amp;gt;[[Shadowling]]&lt;br /&gt;
|Shadowling suffered from issues of it being yet another crew conversion game mode, and was generally unfun to fight against and had a anti-climatic ending. This mode has recently been reworked into the [[Nightmare]] side antagonist.&lt;br /&gt;
|Be the hip and more popular brother to the Changeling. Turn the station into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borer.png|64px|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|The Cortical Borer suffered from the same problems as the Monkey Mode, being very buggy and one sided at times. Fun for both sides was questionable. No current plans to reimplememt.&lt;br /&gt;
|Crawl in the corroded brain of the clown. Inject meth. Assume direct control. Induce crippling drugs in the clown. Inject meth. Cry when the host eats sugar. Inject meth. Overdose!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Assimilation]]&amp;lt;br&amp;gt;[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Stand around in places and add unwitting humans to your hivemind. Hijack the minds of crewmembers and have them do [[Traitor#Murder 101|the dirty work]] for you. Have a random vessel get implanted and security wailing down on you 30 minutes into the shift.&lt;br /&gt;
|Be a conversion stealth antag. Use One Mind and become unstunnable with magic abilities that are only ever fun for yourself.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png|link=Lavaland/Space Role]]&amp;lt;br&amp;gt;[[Lavaland/Space Role]]&lt;br /&gt;
|Die to ash storms. Die to an asteroid. Die to lava. Die when a Security strike team teleports into your base. Die to a Miner. Die in general.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|64px|link=CentCom Official]]&amp;lt;br&amp;gt;[[CentCom Official]]&lt;br /&gt;
|Be self-important, meddle with station affairs, annoy the Captain with bureaucracy. Get killed almost immediately by a random mob. Have you body looted by everyone, including the captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|64px|link=Ian]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Ass-inspect, eat donuts, get killed, be dragged off to a washing machine and get gibbed. Cause a riot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|link=Chrono Legionnaire]]&amp;lt;br&amp;gt;[[Chrono Legionnaire]]&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Erase Adolf Hitler for the 50th time this week. Without a trace, Cry because literally everybody forgot about you and never spawns you. &lt;br /&gt;
&lt;br /&gt;
Originally suppose to replace the space ninja, however people didn't like the idea of someone being able to teleport everywhere and having a insta-stunlock rifle that deleted people after some time.&lt;br /&gt;
&lt;br /&gt;
'''Chrono Legionnaire teleport is broken, you won't be able to get out of teleport mode once activated.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Highlander.png|64px|link=Highlander]]&amp;lt;br&amp;gt;[[Highlander]]&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;THERE CAN ONLY BE ONE&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|64px|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the station to actually help. Lose the rest of your team, get outnumbered and die. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|64px|link=Death Squad]]&amp;lt;br&amp;gt;[[Death Squad|Death Squad Officer]]&lt;br /&gt;
|Beg for DS, spawn in at CentCom, kill an admin who was trying to tell you your mission, get gibbed, beg for another chance. Set your rifle to DESTROY and terminate all lifeforms (including walls). Slip on a banana peel and a̶n̶d̶ ̶g̶e̶t̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶i̶n̶t̶o̶ ̶o̶b̶l̶i̶v̶i̶o̶n̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶o̶w̶n̶ ̶r̶i̶f̶l̶e̶ laugh as your boots prevent you from slipping and the Clown can't fire your DNA-locked rifle. Shoot the Clown with your Mateba Revolver.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30829</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30829"/>
		<updated>2020-07-29T00:23:42Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Flak -&amp;gt; Railgun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = BRIDGE&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_bridgestaff.png&lt;br /&gt;
|jobtitle = Bridge Staff&lt;br /&gt;
|access = [[Bridge|Bridge]]&lt;br /&gt;
|additional = [[Maintenance]], [[Engineering]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]. Somehow survive when CIC gets bombed.&lt;br /&gt;
|guides = This is it.&lt;br /&gt;
|quote = &amp;quot;CHARGE THE FTL DRIVE GODDAMNIT!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard your assigned vessel is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''&lt;br /&gt;
&lt;br /&gt;
=The DRADIS=&lt;br /&gt;
&lt;br /&gt;
This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS at any given time and it is a requirement to effectively pilot the ship or aim the guns. '''Before using any console, click on the DRADIS console to bring up the radar, then click on the console you wish to use.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Flight Control Console=&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a Railgun round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become stationary. This weapon is quite powerful and can fire in rapid succession, but must reloaded by munitions regularly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tactical Console=&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Control (Ctrl) key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
'''Torpedos'''&lt;br /&gt;
Click in a direction to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.&lt;br /&gt;
&lt;br /&gt;
'''PDC'''&lt;br /&gt;
A rapid-fire turret that consumes a massive amount of ammo. Click in a direction and hold down to fire a stream of bullets useful for hitting fast moving fighters and heavily damaging larger ships if close enough.&lt;br /&gt;
&lt;br /&gt;
'''The Magnetic Accelerator (MAC)'''&lt;br /&gt;
A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The MAC only has one shot before it must reload, so use it sparingly and coordinate with munitions.&lt;br /&gt;
&lt;br /&gt;
You will also have a readout of the Gauss and Railgun turrets, however these are not under your control. Gauss is controlled directly by Munitions Technicians while the Railgun is controlled by the navigator (see above).&lt;br /&gt;
&lt;br /&gt;
=The FTL Console=&lt;br /&gt;
&lt;br /&gt;
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=30817</id>
		<title>Master At Arms</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=30817"/>
		<updated>2020-07-23T17:35:41Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Your starting sunglasses offer welding protection.&lt;br /&gt;
* All munitions helmets offer both welding and hearing protection. You can wear one, but you'd have to sacrifice your hat. &lt;br /&gt;
* The Hazard Vest can store items in it.&lt;br /&gt;
* Antonio is a fully functional nuclear missile, in addition to your pet.&lt;br /&gt;
* Science often starts with warheads for Probe Torpedos. If you ask them for these, they might remember wormholes exist. &lt;br /&gt;
* A variety of things can be loaded into Cargo torpedos. This includes Cyborgs, Mechs, &amp;lt;s&amp;gt;and the clown&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Although ECM torpedos might seem useful at first glance, loading one first in a volley of torps can often distract enemy PDCs for long enough for another, bigger torp to slip through.&lt;br /&gt;
* New ship weapons can often be crammed into small spaces, as long as you can fit a console in as well. You still have to be able to get next to the sprite to reload it, though.&lt;br /&gt;
* Should the Munitions budget run low, most of the other departments often don't use theirs. If people complain about their salaries, tell them they're being paid in not getting nuked. &lt;br /&gt;
&lt;br /&gt;
===[[File:Doubleagent.gif]] Ship fighter, Ship fighter, where will he bomb?===&lt;br /&gt;
So you're an MAA that has become [[Traitor|less than loyal]]... &lt;br /&gt;
&lt;br /&gt;
Although you might not have much access to start with, people are usually used to MAAs going around to get parts for torps and fighters. You also have access to fighters right off the bat. One visit to the Control Console later, and you've got heavy weapons at your fingertips. [[Emag|Emagging]] a Fighter can also be done to disable it's IFF. Combine that with your friend Antonio, and you can force a shuttle call in a hurry. Just make sure you have a way to get back from all the nuclear hellfire you just caused. Alternatively, you can sabotauge the point defense guns during combat, allowing the Syndicates to fire on the ship and possibly cause damage, espescially if there's a boarding vessel or nuclear frigate about. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Security_Officer&amp;diff=30813</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Security_Officer&amp;diff=30813"/>
		<updated>2020-07-23T01:57:33Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #ff9999&lt;br /&gt;
|img_generic = Generic_security.png&lt;br /&gt;
|img = SecurityOfficer.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit&lt;br /&gt;
|additional = [[Maintenance]], [[Morgue]], [[Detective's Office]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Protect company assets, follow the [[Standard Operating Procedure]], eat [[Donuts|donuts]]&lt;br /&gt;
|guides = [[Guide to security]], [[Standard Operating Procedure]], [[Space Law]], [[Security items|Security Items]]&lt;br /&gt;
|quote = &amp;quot;Who watches the watchmen?&amp;quot; We do, too. We watch each other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than [[Assistant]]. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.&lt;br /&gt;
&lt;br /&gt;
'''Important: DO NOT play Security if you are new to Space Station 13! You will become a liability and everyone will have a bad time.'''&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Do not turn into [[Shitcurity]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Helmet.png]] '''The Peacekeeper'''==&lt;br /&gt;
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]], your homebase]]&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Clown|wild psychotics]] that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. [[Byond the impossible|Professionals have standards.]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Seclite.png]]How to Do Your Job==&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:salmon&amp;quot;&amp;gt;[[File:StunBaton.gif|32px]]'''[[Guide to security|See here to view the Guide to Security to learn the full in-and-outs of being an officer. Read this religiously if you want to be competent at being an officer.]]'''[[File:StunBaton.gif|32px]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TL; DR:====&lt;br /&gt;
# Learn your surroundings.&lt;br /&gt;
# Equip yourself appropriately.&lt;br /&gt;
# Learn what to do when an emergency is called out and you're needed.&lt;br /&gt;
# Go patrolling and keep your eyes and ears open.&lt;br /&gt;
# Refer any evidence to the [[Detective]] for forensic scanning.&lt;br /&gt;
# Detain any [[Traitor|cri]][[Revolutionary|min]][[Cultist|als]] you may come across in the act!&lt;br /&gt;
# Don't become [[shitcurity]]. Seriously. Everyone will hate you if you do.&lt;br /&gt;
# &amp;lt;s&amp;gt;Crush your enemies. See them driven before you.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Know Your Place==&lt;br /&gt;
Well, this page is designed to turn you from angry, bitter [[shitcurity|waste of supplies]] into a useful and productive member of the station community. A few things to immediately note:&lt;br /&gt;
* This ship is not a democracy. You take from the [[Warden]], who takes his orders from the [[Head of Security]], who takes his orders from the [[Captain]], who takes his orders from [[Backstory#Nanotrasen|Central Command]]. This is a military [[Chain of Command]].&lt;br /&gt;
* Likewise, the [[Heads of Staff]] have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found at [[Space Law]]. Obey the hierarchy and watch everyone with utter suspicion, '''The space law is a set of guidelines, meaning you do not have to follow it.'''&lt;br /&gt;
* Your essential job function is to keep the crew safe. ''You will inevitably fail at this task, more or less''. Like a breeding salmon, keep swimming against the rapids, bears be damned.&lt;br /&gt;
* Even though the station is doomed, do your best to keep the peace on station and you'll be the best officer there can be.&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Assignments==&lt;br /&gt;
Each officer is given an assignment when they join the game. Most will be assigned to guard a department. Department guards are given a small security office along with limited access and are able to use that department's radio channel. Department guards are also marked with color-coded armbands. While they are not required to remain at their post, it is their responsibility to protect it. &lt;br /&gt;
&lt;br /&gt;
Like general Security Officers, department guards report directly to the [[Head of Security]]. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
[[File:Armband_med.png]] &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''Medbay'''&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Department Head:''' [[Chief Medical Officer]]&lt;br /&gt;
&lt;br /&gt;
'''Additional Access:''' Medical&lt;br /&gt;
&lt;br /&gt;
'''Radio Key:''' .m&lt;br /&gt;
&lt;br /&gt;
[[File:Armband_sci.png]] &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''Research'''&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Department Head:''' [[Research Director]]&lt;br /&gt;
&lt;br /&gt;
'''Additional Access:''' Science&lt;br /&gt;
&lt;br /&gt;
'''Radio Key:''' .n&lt;br /&gt;
&lt;br /&gt;
[[File:Armband_eng.png]] &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''Engineering'''&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Department Head:''' [[Chief Engineer]]&lt;br /&gt;
&lt;br /&gt;
'''Additional Access:''' Construction Area, Engineering&lt;br /&gt;
&lt;br /&gt;
'''Radio Key:''' .e&lt;br /&gt;
&lt;br /&gt;
[[File:Armband_cargo.png]] &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;'''Supply'''&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Department Head:''' [[Head of Personnel]] (but in practice, you will rather cooperate with [[Quartermaster]])&lt;br /&gt;
&lt;br /&gt;
'''Additional Access:''' Cargo Office, Mining&lt;br /&gt;
&lt;br /&gt;
'''Radio Key:''' .u&lt;br /&gt;
&lt;br /&gt;
==[[File:Pen.png]] [[Security Offices]]==&lt;br /&gt;
[[File:SecHq.png|thumb|300px|The [[Security Office]] above [[Brig]]]]&lt;br /&gt;
The first step after you arrive is to find an unused security [[locker]] either in the brig's equipment room or at the arrivals security checkpoint. If it has all been claimed, ask the [[Warden]] for additional resources.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitylocker.png]] Security Equipment===&lt;br /&gt;
'''[[Security_items|See here what items you're about to use and how to use them.]]&lt;br /&gt;
&lt;br /&gt;
'''[[Guide_to_security#Security_Equipment|See here how to equip yourself so you'll be ready for everything the station may throw at you.]]'''&lt;br /&gt;
&lt;br /&gt;
==[[File:Beepsky.png]]Officer Beepsky: Redshirt's Best Friend==&lt;br /&gt;
All stations start with one Securiton, some with three: Officer Beepsky who patrols the halls, Sergeant-at-Armsky who guards the armory (weapon and ID check on, arrest level DETAIN), as well as Officer Pingsky who guards the AI satellite and reports arrests on the AI Private radio channel.&lt;br /&gt;
&lt;br /&gt;
More can be built, as well as ED-209s who carry tasers.&lt;br /&gt;
&lt;br /&gt;
You can read more about the operation and threat/arrest levels here: [[Beepsky#Securitron|Securitron]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Donut.png]] Donuts==&lt;br /&gt;
Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your [[Hacking]] skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the [[Chef]] to make you more. There are four types of donuts.&lt;br /&gt;
&lt;br /&gt;
[[File:Donut1.gif]] '''Plain Donut:''' Heals you, gives some nutrition.&lt;br /&gt;
&lt;br /&gt;
[[File:Sprinkles.gif]] '''Frosted Donut:''' Like the plain donut, but heals more health. &lt;br /&gt;
&lt;br /&gt;
[[File:Jdonut1.gif]] '''Jelly Donut:''' Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the Chef. Heals more than the Frosted Donut, gives more nutrition. &lt;br /&gt;
&lt;br /&gt;
[[File:Donut1.gif]] '''Chaos Donut:''' Only obtainable through the Chef. Kills you, due to a great deal of entropy caused by eating it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Antagtemp.png|32px]] When Things Go Tits-Up==&lt;br /&gt;
You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass. While most often you will be dealing with your average [[Traitor]], sometimes you might have a more serious matter on your hands. Watch out for these.&lt;br /&gt;
&lt;br /&gt;
===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]===&lt;br /&gt;
Sometimes [[traitor|syndicate forces]] will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.&lt;br /&gt;
&lt;br /&gt;
When there has been proof established that a person has been brainwashed, detain them as normal and ask the Heads what you should do. Usually, they'll want you to attempt to deprogram them. Request a [[Security_items#Mindshield_Implant|Mindshield Implant]] from the Warden or Head of Security and they should visibly change their attitude when remembering their true allegiance. Barring that, apply your Billyclub repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the [[roboticist]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Game_Modes#Nuclear Emergency|Nuclear Operatives: Invaders, Possibly From Space]]===&lt;br /&gt;
There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the captain, or whoever bears the disk, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disk onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.&lt;br /&gt;
&lt;br /&gt;
===[[Game_Modes#Cult|Cult: Eldritch Criminal Scum]]===&lt;br /&gt;
Cultists of Nar-Sie, unless apprehended, can quickly overcome even the most prepared and robust Security crew. The [[Chaplain]] will be your best friend. Find him (assuming the cultists haven't gotten to him already), protect him, and work with him to produce holy water, which deconverts cultists after a short period of time. Otherwise, the standard procedure about searches and mindshield implants applies. Don't sit around for too long, however. The Cult's power grows exponentially with each new member.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png|32px]] Tips==&lt;br /&gt;
* Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!&lt;br /&gt;
* The riot gear gives you excellent protection against melee attacks at the cost of defense from bullets and lasers. The ablative armor is the same, except for lasers. The bulletproof armor is the same as the other two, but protects against bullets.&lt;br /&gt;
* If you're wearing eye protection (sunglasses/secHUDglasses/hardsuit helmet etc.) + ear protection (sechelmet/Warden's hat/HoS's hat OR a bowman headset/earmuffs), flashbangs will only stun you for 5 seconds, otherwise you'll be down helpless for up to 20 seconds, depending on the distance. This gives security 15 seconds (the same as a taser) to slap the bracelets on the perp that’s too slippy to hit normally.&lt;br /&gt;
* If you're wearing a secHUD and examine someone, you can change their wanted status by clicking on it in the description. If you're really cool you can even add why they're wanted by clicking the add crime link.&lt;br /&gt;
* If you're out of secHUD glasses, you can craft them with a secHUD and a regular pair of sunglasses.&lt;br /&gt;
* You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.&lt;br /&gt;
* Mindshield implants prevent someone from being converted to a revolutionary and deconvert existing revolutionaries. They also prevent someone from being brought into a cult but do not decult those tainted by the Dark Lord's power.&lt;br /&gt;
* If you are cloned you lose your mindshield implant.&lt;br /&gt;
* As a Security Officer, when you see someone set to arrest, kindly ask them to follow you to the brig first. You'd be surprised how often people cooperate even when they are criminals, and it saves you the hassle of SHITCURITY and HELP ME. You can always stun them if they refuse.&lt;br /&gt;
* You can retrieve the MMI from a beaten-to-death cyborg by welderbombing it, if you want it to fess up to who the potato is that subverted him and you don't have access to the robotics console.&lt;br /&gt;
* Armor is a lifesaver, even the base officer armor.&lt;br /&gt;
* Examining shell casing tells you what kind of ammo it is. .38? Detective. .357? Traitor. .45? Nuke ops. ADDED: .357 and 12mm could also point to a wizard round. .38 for that matter, too.&lt;br /&gt;
* Once you have a combat mech, the only two things that can stop you is high level antags (wiz / nuke ops / ninja), toxins, and Ion Rifles (R&amp;amp;D can make them and there is one in the Armory). Deal with all of these, and you’re a god among men. And yes, a hulk is shit against a Gygax spamming ac 2 SMG fire as well as KO punching him at close range. And no, xenos are shit against a Gygax due to the KO punch then ac 2 SMG fire.&lt;br /&gt;
* Gygax, set to harm intent: KO punch. And Gygax can overload in order to go at SANIC SPEED, so it can retreat at the cost of some damage.&lt;br /&gt;
* Riot shields have a good chance block melee attacks, even hugs.&lt;br /&gt;
* In addition, Riot Shields completely protect against Alien jump attacks and can block their disarms. If your fighting Aliens ask the [[Warden]] for a Riot Shield.&lt;br /&gt;
* While using the security cameras console you can take a regular camera in your hand and take a picture of the image you are viewing through the console. You can finally get a picture of a suspect for your wanted papers.&lt;br /&gt;
* Mesons can detect bombs.&lt;br /&gt;
* Soap and space lube will keep you down for 8 seconds. Peels for about 8 seconds (depends on the banana's potency). Water slips for 6 seconds. Detective’s revolver (.38) and disabler beams down someone for about 10 seconds, due to stamina damage. It takes 3 seconds to cuff someone.&lt;br /&gt;
* Unrobust? No dignity? Security? Call Officer Beepsky to you, disable his patrol mode, then drag him around everywhere. Shift+click anyone who fucks with you and set them to arrest and Beepsky will ensure you never get robusted again.&lt;br /&gt;
* Security Camera consoles can track borgs.&lt;br /&gt;
* You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.&lt;br /&gt;
* You can chain-open things by dragging containers in containers to your sprite. Can't actually take/put things, but it's slightly faster for checking suspect boxes.&lt;br /&gt;
* Filling half of the pepper spray with wielding fuel and having a zippo in pocket is pretty flamy thing, it gives a lot of fun to aliens if they are horribly unrobust.&lt;br /&gt;
* PRO SECURITY SEARCH TIP: Always check the Janitor's trash bag and the Chaplain’s bible. Don't forget that boots can hide contraband as well.&lt;br /&gt;
* Disabler beams deal 34 holodamage, take three hits to do anything more than slowdown, and can be reflected. However, they fire quickly and go through windows, paralyze hulks so they can safely be dehulked, they knock out wizards, so they can't cast anything, and if someone has been knocked out by it, they are down for however long it takes for them to sleep off the holodamage, no shaking them back up. ADDED: Disablers are nice to have as a sidearm, or if you want to pass out guns. They get twenty shots.&lt;br /&gt;
* Remember the 21 Foot Rule (roughly 6.4 tiles in game assuming 1 tile = 1 meter). Real life cops follow this rule as a knife wielding perp can cover 21 feet in about 1.5 seconds, enough time for you to un-holster your (taser)gun, fire off a round or two, and move out of the perp's way.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30812</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30812"/>
		<updated>2020-07-22T16:57:34Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC_right|limit=2}}{{Speech&lt;br /&gt;
|name=Head of Security Taigo Johnson&lt;br /&gt;
|text=About time you showed up. The ship's due to depart in a few minutes. If you haven't worked security on a spaceship, catch up here. If you have, read it anyways. There's quite a few new toys Central Command lets us use aboard these vessels and I don't want to see my officers die because you can't reload a taser.&lt;br /&gt;
&lt;br /&gt;
''Before we head out, here's an [https://www.youtube.com/watch?v=TOdIyXfVp5k&amp;amp;feature=youtu.be instructional video], if nothing else watch it and you'll get an idea of what we're dealing with.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Executive officer]] is '''not''' part of the security hierarchy and will usually not heavily involve himself in security affairs. The XO still is, however, higher on the totem pole than the HOS as the [[Captain]]'s right hand and may order security around if need be, but be wary if they begin to take guns from the armory without permission from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:Security_Gas_Mask.png]] Get Security gas mask from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a BillyClub, [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:NSVtaser.png]] Get your Taser, get the Seclite from your belt or a locker and attach it to the Taser and put it back in your bag or exosuit-slot.&lt;br /&gt;
# [[File:Secglock.png]] Get your Secglock, ensure that it's loaded, and place it in your exosuit-slot or bag.&lt;br /&gt;
# [[File:Edgedweapons.png]] Read your Edged weapons manual&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you'll have quick access to the items in case of an emergency and be prepared for most things the station's going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
'''Don't run around with your Taser, Secglock, or Billyclub out!''' You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you've also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky's rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.&lt;br /&gt;
&lt;br /&gt;
== [[File:Edgedweapons.png]] Ju-Jitsu and You==&lt;br /&gt;
Taking down a perpetrator quickly and effectively in the key moments when you are able to catch up to them in a chase is crucial. To ensure that you are able to do so, all officers and the Head of Security are provided with a book titled &amp;quot;Surviving Edged Weapons&amp;quot;. Reading your manual will take you several seconds and use up the book upon completion. It is safe to dispose of the book down disposals once finished as the book will be unreadable to anyone else after its initial use. Upon using them a Jitsu tab will be added where you can refresh yourself on the combos and their usage, but here is a more in-depth look. '''ALL MARTIAL ARTS MOVES MUST BE DONE BAREHANDED.'''&lt;br /&gt;
&lt;br /&gt;
'''Jitsu Takedown'''&lt;br /&gt;
Jitsu Takedown is the easiest of the two Jitsu combos and will instantly pin a target, stunning them for an exceptionally long time and grabbing them. However, this move only works on targets who have been slowed via stamina damage or are severely wounded.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
'''Judo Throw'''&lt;br /&gt;
Judo Throw takes longer than the takedown to perform, but can be done regardless of the target has any stamina or physical damage done to them. It will throw the target behind you and subsequently pin them to the floor, stunning them for even longer than the takedown.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Grab.png]] Grab&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' To effectively pull off these combos, try using hotkey mode's keys for the various intents. 1 for help, 2 for disarm, 3 for grab, 4 for harm.&lt;br /&gt;
&lt;br /&gt;
==Ranged options==&lt;br /&gt;
&lt;br /&gt;
Unlike on a space station, Disablers are not roundstart equipment nor can they be obtained through normal means. In their stead, you have two ranged options at your disposal: The SecGlock and your trusty X24 Taser.&lt;br /&gt;
&lt;br /&gt;
The SECglock [[File:Secglock.png]] is a standard-issue 9mm pistol that comes loaded roundstart with non-lethal rubber rounds. Each shot slows down your target before eventually dealing critical stamina damage. A spare clip can be found in your backpack and additional ammo can be found in boxes in SEC lockers. If lethal ammo is needed, it can only be printed at the Cargo autolathe. '''Seek the permission of your HoS before doing so.'''&lt;br /&gt;
&lt;br /&gt;
The X24 Taser [[File:NSVtaser.png]] can be used for an instant takedown at the cost of a significant penalty for missing and the potential for deadly side effects. Upon firing, the Taser will shoot a beam two tiles infront of you, disabling anyone caught in the beam. To reload, click on the Taser with your other hand to take the cartridge out, click on the cartridge storage rack to release a 3mm Electro-shock round, place the shock round in the cartridge, place the cartridge back in the gun, and finally click on the taser again to drop the bolt and finish loading. Be wary of using the Taser too much, as ammo is expensive and there is a small risk of inflicting cardiac arrest on the perpetrator. Not particularly unfortunate on an armed and deadly [[Traitor]], but on a less threatening [[Clown|individual]], there may be consequences for causing an unnecessary death.&lt;br /&gt;
&lt;br /&gt;
==Taking aim==&lt;br /&gt;
&lt;br /&gt;
You will notice when using any form of ranged weaponary on NSV13 that a red crosshair button will appear in the top left of your screen titled &amp;quot;manually aim&amp;quot;. Pressing this allows you to lock onto a target with your current weapon and opens a radial menu of commands you can give, followed by a fire buttion that will keep track of an enemy even while moving. After pressing the fire button the radial menu will automatically close, making it ineffective for repeated shots but exceptionally useful for getting a good slowing shot from your Secglock on a quickly moving target or ensuring accuracy with the Taser. When pointed at, the perpetrator will have a radial menu appear for them which will permit them to surrender and lie on the ground for an easy arrest. To make the use of the aim feature easier, you can hover your mouse over a target and press SHIFT+Middle mouse button to immediately take aim at your target.&lt;br /&gt;
&lt;br /&gt;
==SEC hailer==&lt;br /&gt;
&lt;br /&gt;
Unique to NSV13 is the SEC hailer functionality of your Security gas mask. While equipped, a button will appear in the top left of your screen allowing you to use the '''signal dispatch''' radial menu. Select an option corresponding to your current situation to send a security radio message to all available officers indicating the situation AND your location faster than you would be able to using the regular radio system.&lt;br /&gt;
&lt;br /&gt;
The available codes represent their meaning via their icon, but in the case they are not clear enough, here is each code's meaning:&lt;br /&gt;
&lt;br /&gt;
'''401''' - Murder&lt;br /&gt;
&lt;br /&gt;
'''101''' - Resisting arrest&lt;br /&gt;
&lt;br /&gt;
'''210''' - Breaking and entering&lt;br /&gt;
&lt;br /&gt;
'''206''' - Riot in progress&lt;br /&gt;
&lt;br /&gt;
'''302''' - Assault on an officer&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour, instead prefer shorter sentences such as a couple of minute in the brig. Sometimes the Captain determines what is lawful and what isn't (within reason), but don't obey the Captain if you're told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don't kill if you're not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you're not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word '''help''' in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you're going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
''Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They've been very cooperative with security personnel.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;'''DON'T'''&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell.&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON'T&lt;br /&gt;
:*Beat the prisoner to the point where they're critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; ''If someone's using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don't kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)''&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. ''Some circumstances may change this. Don't let your guard down.''&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If '''neither''' are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. ''Whoever authorizes an execution will ultimately be held responsible by admins.'' &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It's perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don't forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they're actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* '''Syndicate Weapons''': Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons will prove ineffective. Flashbangs, Billyclubs, shotguns or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* '''Spray Bottle''': A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don't give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your Billyclub or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
'''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and Billyclubss are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in with your Billyclub on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar'Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can't be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* '''Permabrigging''': Don't bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* '''Forced Borging''': Borgs can both be stunned and converted into constructs by cultists, so this isn't really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
'''[[Prison Wing]]:''' The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Office]]:''' The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Posts]]: '''Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
'''[[Armory]]:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that's called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Checkpoint|Arrival Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're [[Shitcurity|wrong]] by default. Don't throw a tantrum, you'll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30811</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30811"/>
		<updated>2020-07-22T16:56:24Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC_right|limit=2}}{{Speech&lt;br /&gt;
|name=Head of Security Taigo Johnson&lt;br /&gt;
|text=About time you showed up. The ship's due to depart in a few minutes. If you haven't worked security on a spaceship, catch up here. If you have, read it anyways. There's quite a few new toys Central Command lets us use aboard these vessels and I don't want to see my officers die because you can't reload a taser.&lt;br /&gt;
&lt;br /&gt;
''Before we head out, here's an [https://www.youtube.com/watch?v=TOdIyXfVp5k&amp;amp;feature=youtu.be instructional video], if nothing else watch it and you'll get an idea of what we're dealing with.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Executive officer]] is '''not''' part of the security hierarchy and will usually not heavily involve himself in security affairs. The XO still is, however, higher on the totem pole than the HOS and may order security around if need be, but be wary if they begin to take guns from the armory without permission from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:Security_Gas_Mask.png]] Get Security gas mask from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a BillyClub, [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:NSVtaser.png]] Get your Taser, get the Seclite from your belt or a locker and attach it to the Taser and put it back in your bag or exosuit-slot.&lt;br /&gt;
# [[File:Secglock.png]] Get your Secglock, ensure that it's loaded, and place it in your exosuit-slot or bag.&lt;br /&gt;
# [[File:Edgedweapons.png]] Read your Edged weapons manual&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you'll have quick access to the items in case of an emergency and be prepared for most things the station's going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
'''Don't run around with your Taser, Secglock, or Billyclub out!''' You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you've also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky's rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.&lt;br /&gt;
&lt;br /&gt;
== [[File:Edgedweapons.png]] Ju-Jitsu and You==&lt;br /&gt;
Taking down a perpetrator quickly and effectively in the key moments when you are able to catch up to them in a chase is crucial. To ensure that you are able to do so, all officers and the Head of Security are provided with a book titled &amp;quot;Surviving Edged Weapons&amp;quot;. Reading your manual will take you several seconds and use up the book upon completion. It is safe to dispose of the book down disposals once finished as the book will be unreadable to anyone else after its initial use. Upon using them a Jitsu tab will be added where you can refresh yourself on the combos and their usage, but here is a more in-depth look. '''ALL MARTIAL ARTS MOVES MUST BE DONE BAREHANDED.'''&lt;br /&gt;
&lt;br /&gt;
'''Jitsu Takedown'''&lt;br /&gt;
Jitsu Takedown is the easiest of the two Jitsu combos and will instantly pin a target, stunning them for an exceptionally long time and grabbing them. However, this move only works on targets who have been slowed via stamina damage or are severely wounded.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
'''Judo Throw'''&lt;br /&gt;
Judo Throw takes longer than the takedown to perform, but can be done regardless of the target has any stamina or physical damage done to them. It will throw the target behind you and subsequently pin them to the floor, stunning them for even longer than the takedown.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Grab.png]] Grab&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' To effectively pull off these combos, try using hotkey mode's keys for the various intents. 1 for help, 2 for disarm, 3 for grab, 4 for harm.&lt;br /&gt;
&lt;br /&gt;
==Ranged options==&lt;br /&gt;
&lt;br /&gt;
Unlike on a space station, Disablers are not roundstart equipment nor can they be obtained through normal means. In their stead, you have two ranged options at your disposal: The SecGlock and your trusty X24 Taser.&lt;br /&gt;
&lt;br /&gt;
The SECglock [[File:Secglock.png]] is a standard-issue 9mm pistol that comes loaded roundstart with non-lethal rubber rounds. Each shot slows down your target before eventually dealing critical stamina damage. A spare clip can be found in your backpack and additional ammo can be found in boxes in SEC lockers. If lethal ammo is needed, it can only be printed at the Cargo autolathe. '''Seek the permission of your HoS before doing so.'''&lt;br /&gt;
&lt;br /&gt;
The X24 Taser [[File:NSVtaser.png]] can be used for an instant takedown at the cost of a significant penalty for missing and the potential for deadly side effects. Upon firing, the Taser will shoot a beam two tiles infront of you, disabling anyone caught in the beam. To reload, click on the Taser with your other hand to take the cartridge out, click on the cartridge storage rack to release a 3mm Electro-shock round, place the shock round in the cartridge, place the cartridge back in the gun, and finally click on the taser again to drop the bolt and finish loading. Be wary of using the Taser too much, as ammo is expensive and there is a small risk of inflicting cardiac arrest on the perpetrator. Not particularly unfortunate on an armed and deadly [[Traitor]], but on a less threatening [[Clown|individual]], there may be consequences for causing an unnecessary death.&lt;br /&gt;
&lt;br /&gt;
==Taking aim==&lt;br /&gt;
&lt;br /&gt;
You will notice when using any form of ranged weaponary on NSV13 that a red crosshair button will appear in the top left of your screen titled &amp;quot;manually aim&amp;quot;. Pressing this allows you to lock onto a target with your current weapon and opens a radial menu of commands you can give, followed by a fire buttion that will keep track of an enemy even while moving. After pressing the fire button the radial menu will automatically close, making it ineffective for repeated shots but exceptionally useful for getting a good slowing shot from your Secglock on a quickly moving target or ensuring accuracy with the Taser. When pointed at, the perpetrator will have a radial menu appear for them which will permit them to surrender and lie on the ground for an easy arrest. To make the use of the aim feature easier, you can hover your mouse over a target and press SHIFT+Middle mouse button to immediately take aim at your target.&lt;br /&gt;
&lt;br /&gt;
==SEC hailer==&lt;br /&gt;
&lt;br /&gt;
Unique to NSV13 is the SEC hailer functionality of your Security gas mask. While equipped, a button will appear in the top left of your screen allowing you to use the '''signal dispatch''' radial menu. Select an option corresponding to your current situation to send a security radio message to all available officers indicating the situation AND your location faster than you would be able to using the regular radio system.&lt;br /&gt;
&lt;br /&gt;
The available codes represent their meaning via their icon, but in the case they are not clear enough, here is each code's meaning:&lt;br /&gt;
&lt;br /&gt;
'''401''' - Murder&lt;br /&gt;
&lt;br /&gt;
'''101''' - Resisting arrest&lt;br /&gt;
&lt;br /&gt;
'''210''' - Breaking and entering&lt;br /&gt;
&lt;br /&gt;
'''206''' - Riot in progress&lt;br /&gt;
&lt;br /&gt;
'''302''' - Assault on an officer&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour, instead prefer shorter sentences such as a couple of minute in the brig. Sometimes the Captain determines what is lawful and what isn't (within reason), but don't obey the Captain if you're told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don't kill if you're not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you're not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word '''help''' in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you're going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
''Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They've been very cooperative with security personnel.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;'''DON'T'''&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell.&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON'T&lt;br /&gt;
:*Beat the prisoner to the point where they're critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; ''If someone's using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don't kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)''&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. ''Some circumstances may change this. Don't let your guard down.''&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If '''neither''' are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. ''Whoever authorizes an execution will ultimately be held responsible by admins.'' &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It's perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don't forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they're actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* '''Syndicate Weapons''': Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons will prove ineffective. Flashbangs, Billyclubs, shotguns or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* '''Spray Bottle''': A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don't give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your Billyclub or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
'''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and Billyclubss are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in with your Billyclub on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar'Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can't be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* '''Permabrigging''': Don't bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* '''Forced Borging''': Borgs can both be stunned and converted into constructs by cultists, so this isn't really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
'''[[Prison Wing]]:''' The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Office]]:''' The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Posts]]: '''Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
'''[[Armory]]:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that's called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Checkpoint|Arrival Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're [[Shitcurity|wrong]] by default. Don't throw a tantrum, you'll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30810</id>
		<title>NSV13:Maintainer Assignments</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30810"/>
		<updated>2020-07-22T16:51:39Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pp| small=yes}}&lt;br /&gt;
This page is just for looking at what all the wiki maintainers are working on right now and what's being worked on in the future! It's mostly here for us to keep track of what everyone is doing, but if you've found this page by chance feel free to look around and see what keeps us busy here at Wiki HQ!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Wiki Maintainers==&lt;br /&gt;
Who's working on the wiki? These people are! &lt;br /&gt;
&amp;lt;!-- Keep these By Rank, then Alphabetical. -Francinum --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Francinum|𝓕𝓻𝓪𝓷𝓬𝓲𝓷𝓾𝓶]] ([[User talk:Francinum|talk]]) -Wiki Technical Overseer&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Active Tasks==&lt;br /&gt;
A list of what the wiki maintainers are &amp;lt;s&amp;gt;supposed to be&amp;lt;/s&amp;gt; doing right now.&lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Hammerhead [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
-Editing [[maps]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-On a crusade against /tg/ logos (updating templates category)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Enterprise/Galactica [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) &amp;lt;br&amp;gt;&lt;br /&gt;
-Updating ALL security pages to NSV13's security rework &amp;lt;br&amp;gt;&lt;br /&gt;
-Hiring more Wiki writers, coordinating tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Volunteer Contributor tasks==&lt;br /&gt;
Ansome's little darlings. Volunteers to edit or rework pages. Take additions with a grain of salt and look over them later, intended to reduce workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ImmortalRedshirt#2573 - [[Guide_to_Fighters|Updating fighter guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
fighterslam#3109 - [[AI|Updating AI page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inactive tasks==&lt;br /&gt;
Things that need doing, but aren't being done right now or by anyone in specific.&lt;br /&gt;
&lt;br /&gt;
* PVP gamemodes page/[[nuclear operative|nuke ops]] page rework for nsv versions.&lt;br /&gt;
* Editing things like code contribution pages to make sure they reference nsv instead of /tg/ or bee&amp;lt;br&amp;gt;&lt;br /&gt;
* Updating machine and object pages for nsv changes&lt;br /&gt;
* Adding [[Special:WantedPages|Wanted pages]] that we actually want&lt;br /&gt;
* Hammerhead, Galactica, Enterprise, Vago, Jeppison, Aegis and Jolly sausage map pages.&lt;br /&gt;
* Update [[Guide to Fighters|Fighter pilot]] and create [[Bridge staff]] guides and pages.&lt;br /&gt;
* Probably other things that aren't listed here&lt;br /&gt;
&lt;br /&gt;
==Finished tasks==&lt;br /&gt;
Pages that are mostly finished at the time of the last edit of this page and probably only need to be reworked when a new feature is added. (last edit: 5th of july 2020)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Stormdrive]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Executive Officer|XO]] and [[Captain]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Mining]] page&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30778</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30778"/>
		<updated>2020-07-22T01:37:16Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Kmreeee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security Taigo Johnson&lt;br /&gt;
|text=About time you showed up. The ship's due to depart in a few minutes. If you haven't worked security on a spaceship, catch up here. If you have, read it anyways. There's quite a few new toys Central Command lets us use aboard these vessels and I don't want to see my officers die because you can't reload a taser.&lt;br /&gt;
&lt;br /&gt;
''Before we head out, here's an [https://www.youtube.com/watch?v=TOdIyXfVp5k&amp;amp;feature=youtu.be instructional video], if nothing else watch it and you'll get an idea of what we're dealing with.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is '''not''' part of the security hierarchy and should not heavily involve himself in security affairs. The HoP '''cannot''' order security around and '''cannot''' enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:Security_Gas_Mask.png]] Get Security gas mask from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a BillyClub, [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:NSVtaser.png]] Get your Taser, get the Seclite from your belt or a locker and attach it to the Taser and put it back in your bag or exosuit-slot.&lt;br /&gt;
# [[File:Secglock.png]] Get your Secglock, ensure that it's loaded, and place it in your exosuit-slot or bag.&lt;br /&gt;
# [[File:Edgedweapons.png]] Read your Edged weapons manual&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you'll have quick access to the items in case of an emergency and be prepared for most things the station's going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
'''Don't run around with your Taser, Secglock, or Billyclub out!''' You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you've also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky's rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.&lt;br /&gt;
&lt;br /&gt;
== [[File:Edgedweapons.png]] Ju-Jitsu and You==&lt;br /&gt;
Taking down a perpetrator quickly and effectively in the key moments when you are able to catch up to them in a chase is crucial. To ensure that you are able to do so, all officers and the Head of Security are provided with a book titled &amp;quot;Surviving Edged Weapons&amp;quot;. Reading your manual will take you several seconds and use up the book upon completion. It is safe to dispose of the book down disposals once finished as the book will be unreadable to anyone else after its initial use. Upon using them a Jitsu tab will be added where you can refresh yourself on the combos and their usage, but here is a more in-depth look. '''ALL MARTIAL ARTS MOVES MUST BE DONE BAREHANDED.'''&lt;br /&gt;
&lt;br /&gt;
'''Jitsu Takedown'''&lt;br /&gt;
Jitsu Takedown is the easiest of the two Jitsu combos and will instantly pin a target, stunning them for an exceptionally long time and grabbing them. However, this move only works on targets who have been slowed via stamina damage or are severely wounded.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
'''Judo Throw'''&lt;br /&gt;
Judo Throw takes longer than the takedown to perform, but can be done regardless of the target has any stamina or physical damage done to them. It will throw the target behind you and subsequently pin them to the floor, stunning them for even longer than the takedown.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Grab.png]] Grab&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' To effectively pull off these combos, try using hotkey mode's keys for the various intents. 1 for help, 2 for disarm, 3 for grab, 4 for harm.&lt;br /&gt;
&lt;br /&gt;
==Ranged options==&lt;br /&gt;
&lt;br /&gt;
Unlike on a space station, Disablers are not roundstart equipment nor can they be obtained through normal means. In their stead, you have two ranged options at your disposal: The SecGlock and your trusty X24 Taser.&lt;br /&gt;
&lt;br /&gt;
The SECglock [[File:Secglock.png]] is a standard-issue 9mm pistol that comes loaded roundstart with non-lethal rubber rounds. Each shot slows down your target before eventually dealing critical stamina damage. A spare clip can be found in your backpack and additional ammo can be found in boxes in SEC lockers. If lethal ammo is needed, it can only be printed at the Cargo autolathe. '''Seek the permission of your HoS before doing so.'''&lt;br /&gt;
&lt;br /&gt;
The X24 Taser [[File:NSVtaser.png]] can be used for an instant takedown at the cost of a significant penalty for missing and the potential for deadly side effects. Upon firing, the Taser will shoot a beam two tiles infront of you, disabling anyone caught in the beam. To reload, click on the Taser with your other hand to take the cartridge out, click on the cartridge storage rack to release a 3mm Electro-shock round, place the shock round in the cartridge, place the cartridge back in the gun, and finally click on the taser again to drop the bolt and finish loading. Be wary of using the Taser too much, as ammo is expensive and there is a small risk of inflicting cardiac arrest on the perpetrator. Not particularly unfortunate on an armed and deadly [[Traitor]], but on a less threatening [[Clown|individual]], there may be consequences for causing an unnecessary death.&lt;br /&gt;
&lt;br /&gt;
==Taking aim==&lt;br /&gt;
&lt;br /&gt;
You will notice when using any form of ranged weaponary on NSV13 that a red crosshair button will appear in the top left of your screen titled &amp;quot;manually aim&amp;quot;. Pressing this allows you to lock onto a target with your current weapon and opens a radial menu of commands you can give, followed by a fire buttion that will keep track of an enemy even while moving. After pressing the fire button the radial menu will automatically close, making it ineffective for repeated shots but exceptionally useful for getting a good slowing shot from your Secglock on a quickly moving target or ensuring accuracy with the Taser. When pointed at, the perpetrator will have a radial menu appear for them which will permit them to surrender and lie on the ground for an easy arrest. To make the use of the aim feature easier, you can hover your mouse over a target and press SHIFT+Middle mouse button to immediately take aim at your target.&lt;br /&gt;
&lt;br /&gt;
==SEC hailer==&lt;br /&gt;
&lt;br /&gt;
Unique to NSV13 is the SEC hailer functionality of your Security gas mask. While equipped, a button will appear in the top left of your screen allowing you to use the '''signal dispatch''' radial menu. Select an option corresponding to your current situation to send a security radio message to all available officers indicating the situation AND your location faster than you would be able to using the regular radio system.&lt;br /&gt;
&lt;br /&gt;
The available codes represent their meaning via their icon, but in the case they are not clear enough, here is each code's meaning:&lt;br /&gt;
&lt;br /&gt;
'''401''' - Murder&lt;br /&gt;
&lt;br /&gt;
'''101''' - Resisting arrest&lt;br /&gt;
&lt;br /&gt;
'''210''' - Breaking and entering&lt;br /&gt;
&lt;br /&gt;
'''206''' - Riot in progress&lt;br /&gt;
&lt;br /&gt;
'''302''' - Assault on an officer&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour, instead prefer shorter sentences such as a couple of minute in the brig. Sometimes the Captain determines what is lawful and what isn't (within reason), but don't obey the Captain if you're told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don't kill if you're not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you're not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word '''help''' in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you're going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
''Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They've been very cooperative with security personnel.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;'''DON'T'''&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell.&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON'T&lt;br /&gt;
:*Beat the prisoner to the point where they're critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; ''If someone's using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don't kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)''&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. ''Some circumstances may change this. Don't let your guard down.''&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If '''neither''' are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. ''Whoever authorizes an execution will ultimately be held responsible by admins.'' &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It's perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don't forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they're actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* '''Syndicate Weapons''': Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons will prove ineffective. Flashbangs, Billyclubs, shotguns or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* '''Spray Bottle''': A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don't give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your Billyclub or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
'''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and Billyclubss are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in with your Billyclub on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar'Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can't be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* '''Permabrigging''': Don't bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* '''Forced Borging''': Borgs can both be stunned and converted into constructs by cultists, so this isn't really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
'''[[Prison Wing]]:''' The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Office]]:''' The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Posts]]: '''Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
'''[[Armory]]:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that's called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Checkpoint|Arrival Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're [[Shitcurity|wrong]] by default. Don't throw a tantrum, you'll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30777</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30777"/>
		<updated>2020-07-22T01:35:30Z</updated>

		<summary type="html">&lt;p&gt;Ansome: fuck you Kmc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security Taigo Johnson&lt;br /&gt;
|text=About time you showed up. The ship's due to depart in a few minutes. If you haven't worked security on a spaceship, catch up here. If you have, read it anyways. There's quite a few new toys Central Command lets us use aboard these vessels and I don't want to see my officers die because you can't reload a taser.&lt;br /&gt;
&lt;br /&gt;
''Before we head out, here's an [https://www.youtube.com/watch?v=TOdIyXfVp5k&amp;amp;feature=youtu.be instructional video], if nothing else watch it and you'll get an idea of what we're dealing with.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is '''not''' part of the security hierarchy and should not heavily involve himself in security affairs. The HoP '''cannot''' order security around and '''cannot''' enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:Security_Gas_Mask.png]] Get Security gas mask from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a BillyClub, [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:NSVtaser.png]] Get your Taser, get the Seclite from your belt or a locker and attach it to the Taser and put it back in your bag or exosuit-slot.&lt;br /&gt;
# [[File:Secglock.png]] Get your Secglock, ensure that it's loaded, and place it in your exosuit-slot or bag.&lt;br /&gt;
# [[File:Edgedweapons.png]] Read your Edged weapons manual&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you'll have quick access to the items in case of an emergency and be prepared for most things the station's going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
'''Don't run around with your Taser, Secglock, or Billyclub out!''' You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you've also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky's rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.&lt;br /&gt;
&lt;br /&gt;
== [[File:Edgedweapons.png]] Ju-Jitsu and You==&lt;br /&gt;
Taking down a perpetrator quickly and effectively in the key moments when you are able to catch up to them in a chase is crucial. To ensure that you are able to do so, all officers and the Head of Security are provided with a book titled &amp;quot;Surviving Edged Weapons&amp;quot;. Reading your manual will take you several seconds and use up the book upon completion. It is safe to dispose of the book down disposals once finished as the book will be unreadable to anyone else after its initial use. Upon using them a Jitsu tab will be added where you can refresh yourself on the combos and their usage, but here is a more in-depth look. '''ALL MARTIAL ARTS MOVES MUST BE DONE BAREHANDED.'''&lt;br /&gt;
&lt;br /&gt;
'''Jitsu Takedown'''&lt;br /&gt;
Jitsu Takedown is the easiest of the two Jitsu combos and will instantly pin a target, stunning them for an exceptionally long time and grabbing them. However, this move only works on targets who have been slowed via stamina damage or are severely wounded.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
'''Judo Throw'''&lt;br /&gt;
Judo Throw takes longer than the takedown to perform, but can be done regardless of the target has any stamina or physical damage done to them. It will throw the target behind you and subsequently pin them to the floor, stunning them for even longer than the takedown.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Grab.png]] Grab&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' To effectively pull off these combos, try using hotkey mode's keys for the various intents. 1 for help, 2 for disarm, 3 for grab, 4 for harm.&lt;br /&gt;
&lt;br /&gt;
==Ranged options==&lt;br /&gt;
&lt;br /&gt;
Unlike on a space station, Disablers are not roundstart equipment nor can they be obtained through normal means. In their stead, you have two ranged options at your disposal: The SecGlock and your trusty X24 Taser.&lt;br /&gt;
&lt;br /&gt;
The SECglock [[File:Secglock.png]] is a standard-issue 9mm pistol that comes loaded roundstart with non-lethal rubber rounds. Each shot slows down your target before eventually dealing critical stamina damage. A spare clip can be found in your backpack and additional ammo can be found in boxes in SEC lockers. If lethal ammo is needed, it can only be printed at the Cargo autolathe. '''Seek the permission of your HoS before doing so.'''&lt;br /&gt;
&lt;br /&gt;
The X24 Taser [[File:NSVtaser.png]] can be used for an instant takedown at the cost of a significant penalty for missing and the potential for deadly side effects. Upon firing, the Taser will shoot a beam two tiles infront of you, disabling anyone caught in the beam. To reload, click on the Taser with your other hand to take the cartridge out, click on the cartridge storage rack to release a 3mm Electro-shock round, place the shock round in the cartridge, place the cartridge back in the gun, and finally click on the taser again to drop the bolt and finish loading. Be wary of using the Taser too much, as ammo is expensive and there is a small risk of inflicting cardiac arrest on the perpetrator. Not particularly unfortunate on an armed and deadly [[Traitor]], but on a less threatening [[Clown|individual]], there may be consequences for causing an unnecessary death.&lt;br /&gt;
&lt;br /&gt;
==Taking aim==&lt;br /&gt;
&lt;br /&gt;
You will notice when using any form of ranged weaponary on NSV13 that a red crosshair button will appear in the top left of your screen titled &amp;quot;manually aim&amp;quot;. Pressing this allows you to lock onto a target with your current weapon and opens a radial menu of commands you can give, followed by a fire buttion that will keep track of an enemy even while moving. After pressing the fire button the radial menu will automatically close, making it ineffective for repeated shots but exceptionally useful for getting a good slowing shot from your Secglock on a quickly moving target or ensuring accuracy with the Taser. When pointed at, the perpetrator will have a radial menu appear for them which will permit them to surrender and lie on the ground for an easy arrest. To make the use of the aim feature easier, while in hotkey mode you can hover your mouse over a target and press CTRL+SHIFT+Middle mouse button to immediately take aim at your target.&lt;br /&gt;
&lt;br /&gt;
==SEC hailer==&lt;br /&gt;
&lt;br /&gt;
Unique to NSV13 is the SEC hailer functionality of your Security gas mask. While equipped, a button will appear in the top left of your screen allowing you to use the '''signal dispatch''' radial menu. Select an option corresponding to your current situation to send a security radio message to all available officers indicating the situation AND your location faster than you would be able to using the regular radio system.&lt;br /&gt;
&lt;br /&gt;
The available codes represent their meaning via their icon, but in the case they are not clear enough, here is each code's meaning:&lt;br /&gt;
&lt;br /&gt;
'''401''' - Murder&lt;br /&gt;
&lt;br /&gt;
'''101''' - Resisting arrest&lt;br /&gt;
&lt;br /&gt;
'''210''' - Breaking and entering&lt;br /&gt;
&lt;br /&gt;
'''206''' - Riot in progress&lt;br /&gt;
&lt;br /&gt;
'''302''' - Assault on an officer&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour, instead prefer shorter sentences such as a couple of minute in the brig. Sometimes the Captain determines what is lawful and what isn't (within reason), but don't obey the Captain if you're told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don't kill if you're not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you're not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word '''help''' in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you're going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
''Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They've been very cooperative with security personnel.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;'''DON'T'''&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell.&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON'T&lt;br /&gt;
:*Beat the prisoner to the point where they're critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; ''If someone's using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don't kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)''&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. ''Some circumstances may change this. Don't let your guard down.''&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If '''neither''' are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. ''Whoever authorizes an execution will ultimately be held responsible by admins.'' &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It's perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don't forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they're actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* '''Syndicate Weapons''': Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons will prove ineffective. Flashbangs, Billyclubs, shotguns or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* '''Spray Bottle''': A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don't give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your Billyclub or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
'''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and Billyclubss are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in with your Billyclub on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar'Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can't be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* '''Permabrigging''': Don't bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* '''Forced Borging''': Borgs can both be stunned and converted into constructs by cultists, so this isn't really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
'''[[Prison Wing]]:''' The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Office]]:''' The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Posts]]: '''Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
'''[[Armory]]:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that's called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Checkpoint|Arrival Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're [[Shitcurity|wrong]] by default. Don't throw a tantrum, you'll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30776</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_security&amp;diff=30776"/>
		<updated>2020-07-22T00:45:45Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated to current Security rework.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Head of Security Taigo Johnson&lt;br /&gt;
|text=About time you showed up. The ship's due to depart in a few minutes. If you haven't worked security on a spaceship, catch up here. If you have, read it anyways. There's quite a few new toys Central Command lets us use aboard these vessels and I don't want to see my officers die because you can't reload a taser.&lt;br /&gt;
&lt;br /&gt;
''Before we head out, here's an [https://www.youtube.com/watch?v=TOdIyXfVp5k&amp;amp;feature=youtu.be instructional video], if nothing else watch it and you'll get an idea of what we're dealing with.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is '''not''' part of the security hierarchy and should not heavily involve himself in security affairs. The HoP '''cannot''' order security around and '''cannot''' enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:Security_Gas_Mask.png]] Get Security gas mask from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a BillyClub, [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:NSVtaser.png]] Get your Taser, get the Seclite from your belt or a locker and attach it to the Taser and put it back in your bag or exosuit-slot.&lt;br /&gt;
# [[File:Secglock.png]] Get your Secglock, ensure that it's loaded, and place it in your exosuit-slot or bag.&lt;br /&gt;
# [[File:Edgedweapons.png]] Read your Edged weapons manual&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you'll have quick access to the items in case of an emergency and be prepared for most things the station's going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
'''Don't run around with your Taser, Secglock, or Billyclub out!''' You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you've also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky's rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.&lt;br /&gt;
&lt;br /&gt;
== [[File:Edgedweapons.png]] Ju-Jitsu and You==&lt;br /&gt;
Taking down a perpetrator quickly and effectively in the key moments when you are able to catch up to them in a chase is crucial. To ensure that you are able to do so, all officers and the Head of Security are provided with a book titled &amp;quot;Surviving Edged Weapons&amp;quot;. Reading your manual will take you several seconds and use up the book upon completion. It is safe to dispose of the book down disposals once finished as the book will be unreadable to anyone else after its initial use. Upon using them a Jitsu tab will be added where you can refresh yourself on the combos and their usage, but here is a more in-depth look. '''ALL MARTIAL ARTS MOVES MUST BE DONE BAREHANDED.'''&lt;br /&gt;
&lt;br /&gt;
'''Jitsu Takedown'''&lt;br /&gt;
Jitsu Takedown is the easiest of the two Jitsu combos and will instantly pin a target, stunning them for an exceptionally long time and grabbing them. However, this move only works on targets who have been slowed via stamanina damage or are severely wounded.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
'''Judo Throw'''&lt;br /&gt;
Judo Throw takes longer than the takedown to perform, but can be done regardless of the target has any stamina or physical damage done to them. It will throw the target behind you and subsequently pin them to the floor, stunning them for even longer than the takedown.&lt;br /&gt;
&lt;br /&gt;
# [[File:Intent_Disarm.png]] Disarm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Harm.png]] Harm&lt;br /&gt;
# [[File:Intent_Grab.png]] Grab&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' To effectively pull off these combos, try using hotkey mode's keys for the various intents. 1 for help, 2 for disarm, 3 for grab, 4 for harm.&lt;br /&gt;
&lt;br /&gt;
==Ranged options==&lt;br /&gt;
&lt;br /&gt;
Unlike on a space station, Disablers are not roundstart equipment nor can they be obtained through normal means. In their stead, you have two ranged options at your disposal: The SecGlock and your trusty X24 Taser.&lt;br /&gt;
&lt;br /&gt;
The SECglock [[File:Secglock.png]] is a standard-issue 9mm pistol that comes loaded roundstart with non-lethal rubber rounds. Each shot slows down your target before eventually dealing critical stamina damage. A spare clip can be found in your backpack and additional ammo can be found in boxes in SEC lockers. If lethal ammo is needed, it can only be printed at the Cargo autolathe. '''Seek the permission of your HoS before doing so.'''&lt;br /&gt;
&lt;br /&gt;
The X24 Taser [[File:NSVtaser.png]] can be used for an instant takedown at the cost of a significant penalty for missing and the potential for deadly side effects. Upon firing, the Taser will shoot a beam two tiles infront of you, disabling anyone caught in the beam. To reload, click on the Taser with your other hand to take the cartridge out, click on the cartridge storage rack to release a 3mm Electro-shock round, place the shock round in the cartridge, place the cartridge back in the gun, and finally click on the taser again to drop the bolt and finish loading. Be wary of using the Taser too much, as ammo is expensive and there is a small risk of inflicting cardiac arrest on the perpetrator. Not particularly unfortunate on an armed and deadly [[Traitor]], but on a less threatening [[Clown|individual]], there may be consequences for causing an unnecessary death.&lt;br /&gt;
&lt;br /&gt;
==Taking aim==&lt;br /&gt;
&lt;br /&gt;
You will notice when using any form of ranged weaponary on NSV13 that a red crosshair button will appear in the top left of your screen titled &amp;quot;manually aim&amp;quot;. Pressing this allows you to lock onto a target with your current weapon and opens a radial menu of commands you can give, followed by a fire buttion that will keep track of an enemy even while moving. After pressing the fire button the radial menu will automatically close, making it ineffective for repeated shots but exceptionally useful for getting a good slowing shot from your Secglock on a quickly moving target or ensuring accuracy with the Taser. When pointed at, the perpetrator will have a radial menu appear for them which will permit them to surrender and lie on the ground for an easy arrest. To make the use of the aim feature easier, while in hotkey mode you can hover your mouse over a target and press CTRL+SHIFT+Middle mouse button to immediately take aim at your target.&lt;br /&gt;
&lt;br /&gt;
==SEC hailer==&lt;br /&gt;
&lt;br /&gt;
Unique to NSV13 is the SEC hailer functionality of your Security gas mask. While equipped, a button will appear in the top left of your screen allowing you to use the '''signal dispatch''' radial menu. Select an option corresponding to your current situation to send a security radio message to all available officers indicating the situation AND your location faster than you would be able to using the regular radio system.&lt;br /&gt;
&lt;br /&gt;
The available codes represent their meaning via their icon, but in the case they are not clear enough, here is each code's meaning:&lt;br /&gt;
&lt;br /&gt;
'''401''' - Murder&lt;br /&gt;
&lt;br /&gt;
'''101''' - Resisting arrest&lt;br /&gt;
&lt;br /&gt;
'''210''' - Breaking and entering&lt;br /&gt;
&lt;br /&gt;
'''206''' - Riot in progress&lt;br /&gt;
&lt;br /&gt;
'''302''' - Assault on an officer&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour, instead prefer shorter sentences such as a couple of minute in the brig. Sometimes the Captain determines what is lawful and what isn't (within reason), but don't obey the Captain if you're told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don't kill if you're not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you're not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word '''help''' in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you're going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
''Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They've been very cooperative with security personnel.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;'''DON'T'''&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell.&lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON'T&lt;br /&gt;
:*Beat the prisoner to the point where they're critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.''&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; ''If someone's using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don't kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)''&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. ''Some circumstances may change this. Don't let your guard down.''&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If '''neither''' are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. ''Whoever authorizes an execution will ultimately be held responsible by admins.'' &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It's perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don't forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they're actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* '''Syndicate Weapons''': Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons will prove ineffective. Flashbangs, Billyclubs, shotguns or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* '''Spray Bottle''': A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don't give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your Billyclub or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
'''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and Billyclubss are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in with your Billyclub on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar'Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can't be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* '''Permabrigging''': Don't bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* '''Forced Borging''': Borgs can both be stunned and converted into constructs by cultists, so this isn't really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
'''[[Prison Wing]]:''' The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Office]]:''' The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Posts]]: '''Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
'''[[Armory]]:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that's called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
'''[[Security Checkpoint|Arrival Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're [[Shitcurity|wrong]] by default. Don't throw a tantrum, you'll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
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		<updated>2020-07-21T23:39:59Z</updated>

		<summary type="html">&lt;p&gt;Ansome: why is this image so blurry? Who made this? Why does the wiki hate me? Who am I?&lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
why is this image so blurry? Who made this? Why does the wiki hate me? Who am I?&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
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		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
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		<updated>2020-07-21T21:39:52Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
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		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Edgedweapons.png&amp;diff=30768</id>
		<title>File:Edgedweapons.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Edgedweapons.png&amp;diff=30768"/>
		<updated>2020-07-21T01:29:42Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Flight_Leader&amp;diff=30767</id>
		<title>Flight Leader</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Flight_Leader&amp;diff=30767"/>
		<updated>2020-07-20T06:51:22Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Created page, however it is a Stub. This is in large part due to the Flight leader having no actual duties. Will fix when Flight Leader is improved or some niche is found worth noting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_fl.png&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Flight Leader&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master_At_Arms]]&lt;br /&gt;
|duties = Fly fighters. Try to create some semblance of organization in your squadron. Curl up in a ball and cry in your ship as your fighters shoot at one another on accident or ram directly into you. Secretly wait for the day that the MAA informs you that you need to kill the AI by shooting a hole through the ship to it.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;This is Gold Leader, we're starting for the target shaft now!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Flight Leader, the top dog, the space ace, and likely the only one who actually knows how to fly a fighter. Do your best to keep the flight team together, but if push comes to shove, you may be the ship's only hope.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' [[Beyond_the_impossible|Keep your squadron alive]], communicate with the MAA and Bridge about the status of your fighters, nag munitions about giving you torpedoes, just be another [[Fighter Pilot]]&lt;br /&gt;
== Being the Flight Lead ==&lt;br /&gt;
As the Flight leader, you answer directly to the Master at Arms and the Bridge, with all of the strange delinquent fighter pilots being ''your'' responsibility. Your job, aside from being another fighter pilot and attacking enemy ships, is to teach newer pilots the ropes, coordinate with munitions to get more torpedoes for your fighters, let the Bridge know either through the MAA who can use command radio or through your flight control radio the status of fighters leaving or returning to the ship, and kicking out fighter pilots who are a danger to themselves and others from the force.&lt;br /&gt;
&lt;br /&gt;
== Demoting pilots ==&lt;br /&gt;
There will come a time when either one of roundstart pilots or one of the [[Clown|weirdos]] that the XO reassigned to pilot/made a fighter pilot squad member will act up. In this case, it's up to you to gauge if it's time to demote them to prevent any potential harm to your assigned vessel's patrol. If a stern talking to will not prevent them from hijacking fighter tugs, tugs that are not their own, firing on their fellow squadron members, or acting otherwise irrationally, it is time to demote them. Contact Security and explain the situation so they can assist you in escorting the pilot in question to the XO line for demotion. In the event that this individual is particularly dangerous, out of line, or you deem is intentionally sabotaging the round, Ahelp immediately.&lt;br /&gt;
&lt;br /&gt;
== [[File:Doubleagent.gif]] The Red Baron==&lt;br /&gt;
Being a traitor Flight Leader is a piece of cake in the right hands. In an easy scenario, your target is another fighter pilot. Through sabotage, you can severely cripple your target's ship and prevent them from being revived by tampering with the cloning machine. Alternatively, you can simply gun them down yourselves, but be prepared to explain it if there are other fighters or someone in the bridge sees. By emagging your ship (prefered) or simply breaking in and using the MAA's console (assuming they don't immediately fix it), you can disable weapon safeties and fire at the ship once in space but before fully exiting the overmap. Use this to your advantage if you feel it's time to go guns blazing at the window of your target's apartment, blow a hole to the AI, or get that &amp;quot;die a glorious death&amp;quot; objective. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=30766</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=30766"/>
		<updated>2020-07-20T02:38:13Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In NSV13, your job is somewhat akin to your character class.  It defines your starting equipment, your  [[identification_card|access]] on board the ship, and what you're supposed to be doing. Remember, these job descriptions are for humor purposes only. Please follow common sense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please remember that this was once in alphabetical order. The reason it was changed is that the list was simply too long for the alphabet to make it easily navigable. It has been changed to match the categorization in the Jobs template, which you can see at the bottom of each job page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
* [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Ensure the ship completes its patrol, manage your Heads of Staff, minimize casualties, cause casualties, be the sole survivor of the vessel you were supposed to protect.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Executive officer]]&lt;br /&gt;
|Alter access on ID cards, Manage and assign squad members, ensure each department is running efficiently, promote synergy.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Make sure your team isn't [[Shitcurity]]. Wear a stylish yet protective coat. Focus your department's efforts on bigger fish than [[Clown|leeches]].&amp;lt;br&amp;gt;&lt;br /&gt;
Chase down lone traitors and die alone in maintenance because YOU &amp;lt;b&amp;gt;ARE THE LAW&amp;lt;/b&amp;gt;. Revel in the fact that everyone hates you. Carry half the Armory in your backpack. Have blood feuds with the Warden.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_warden.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Sit in your office. Sit in your office, again. &amp;lt;s&amp;gt;Never&amp;lt;/s&amp;gt; Watch security cameras. Steal from the armory, then order crates to cover it up. Maybe keep an eye or two on the armory (So that no one steals the stuff you want to steal), and SET A GODDAMN TIME TO THE TIMER for any arrested scum.&lt;br /&gt;
&amp;lt;br&amp;gt;Replace the air in an assistants body with the fear of security. Have blood feuds with the Head of Security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Deal with the various [[clown|dirty]] [[assistant|fucking]] [[traitor|criminals]] running amok on the station. Taser people in the eyes. Pretend the Lawyer doesn't exist. Dogpile on traitors. Constantly get bitched at.&amp;lt;br&amp;gt; Harmbaton people to death, claim they were &amp;quot;resisting arrest&amp;quot;. Flashbang crowds until they are deaf and blind forever.  Arrest someone for a legitimate cause, get called shitcurity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Chain smoke cigarettes. Shoot the useless assistants with your cowboy gun. Lose your cowboy gun in a Space Vegas gambling session. Litter the halls with photos. Solve crimes on rare occasion. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Get top-of-the-line engineering equipment, do nothing with it. Protect your department's equipment from hordes of [[Cargo_Technician|thieving]] [[Assistant|rats]].&amp;lt;br&amp;gt;&lt;br /&gt;
Increase the engine's power output until it turns half the station into a radioactive death zone. Despair when you're asked to rebuild [[Guide_to_Telecommunications|Telecommunications]]. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|64px|link=Ship Engineer]]&amp;lt;br&amp;gt;[[Ship Engineer]]&lt;br /&gt;
|&lt;br /&gt;
Set up the engine and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Get shot by emitters, get brutally murdered on the solars by a nuclear agent, get drunk in the bar. Sprint past hull breaches without a second thought. Hack every machine to shoot things at people. Try to touch the Supermatter and get vaporized. Frequently remind crew that replacing lightbulbs is the Janitor's job.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Station's ghetto fireman. Ensure everyone can breathe by listening to complaints about how useless you are. If they can talk, everything's within tolerance.&amp;lt;br&amp;gt;&lt;br /&gt;
Build pipe slides. Forget all about repairing damaged piping. Run around the station looking like a serial killer with a fire suit and axe. Get lynched once silicons release plasma into the halls.&amp;lt;br&amp;gt;&lt;br /&gt;
Perform complicated gas reactions and fusion in the incinerator, then use them to make the station uninhabitable.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Munitions ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_maa.png|64px|link=Master At Arms]]&amp;lt;br&amp;gt;[[Master At Arms]]&lt;br /&gt;
| Oversee the Munitions department. Throw your budget card into disposals at the start of every shift. Make. Torp.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mt.png|64px|link=Munitions Technician]]&amp;lt;br&amp;gt;[[Munitions Technician]]&lt;br /&gt;
| Repair and refuel the fighters, Keep the ship weaponry loaded at all times only to get yelled at by the [[Bridge Staff|bridge bunnies]] anyway. Go through the arduous job of creating new Rapiers after the Fighter Pilots crash and burn.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_fl.png|64px|link=Flight Leader]]&amp;lt;br&amp;gt;[[Flight Leader]]&lt;br /&gt;
| Be a Fighter Pilot with a fancier name and rank. Wonder where your entire squadron went when you're the only fighter to return to the ship.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_pilot.png|64px|link=Fighter Pilot]]&amp;lt;br&amp;gt;[[Fighter Pilot]]&lt;br /&gt;
| Fail to turn your engine on before the ATC launches you off the magcat, forget to disable your weapon safeties and crash into the side of an angry patrol cruiser. Yell for help over the radio after the enemy shoot down your Rapier.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atc.png|64px|link=Air Traffic Controller]]&amp;lt;br&amp;gt;[[Air Traffic Controller]]&lt;br /&gt;
|Launch the fighters into battle and yell at them to stick together. Perform rescue operations with a Sabre and retrieve fighter escape pods.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_dt.png|64px|link=Deck Technician]]&amp;lt;br&amp;gt;[[Deck Technician]]&lt;br /&gt;
|Repair the fighters and refuel them, banish anyone who dares enter in your swamp&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_bs.png|64px|link=Bridge Staff]]&amp;lt;br&amp;gt;[[Bridge Staff]]&lt;br /&gt;
|Yell at the Munitions staff to reload the torpedo tubes after launching the thermonuclear warheads into enemy PDCs. Fire the railgun in hyperspace for no reason. Get lynched.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_rd.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee the [[Scientist|demented]] [[Roboticist|manchildren]] of your department. &amp;lt;s&amp;gt;Build&amp;lt;/s&amp;gt; Destroy cyborgs with your magic button. Use Lamarr as a breath mask. Take control of the AI and rule the station. Shed a tear when you remember that you could once print guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:scientist_generic.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Get tossed in disposal by the [[Research Director]], &amp;quot;accidentally&amp;quot; blow up toxins, let the Slimes [[Critters#Gold_Slime_Pool|and way more horrifying things]] loose.&amp;lt;br&amp;gt;&lt;br /&gt;
Nag mining for diamonds so you can make two Bags of Holding to make a hole in reality, which people will casually build floors over. Refuse to stop at the last three items in the previous list and accidentally kill yourself in enough stupid ways to make murder look like assisted suicide. Suicide when someone destroys the ore silo.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Build some nifty robots and BIG STOMPY MECHS! Dismantle the station for more metal. Have your cyborgs that you built turn on you when the AI goes rogue. Kill a patient and blame it on your colleagues for not knowing how to perform surgery. Be awesome and cut your own arm off to replace it with a &amp;lt;s&amp;gt;Robo Arm&amp;lt;/s&amp;gt; freaking chainsaw.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cmo.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors. Complain no one listens to you. Help the virologist spread an epidemic. Fill your hypospray with Chloral Hydrate. Fetch Runtime mice from maintenance. Kick out the [[Clown]] every five minutes. Do everything (everyone else under you does fuck all).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Use your Sleeper or Cryo to heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Help the Virologist research cures to diseases and create new immune systems.&amp;lt;/s&amp;gt; Nag Chemistry for chloral hydrate. Inject people with chloral hydrate and drag them to &amp;lt;s&amp;gt;the dungeon&amp;lt;/s&amp;gt; surgery to give them a &amp;lt;s&amp;gt;sex change&amp;lt;/s&amp;gt; lobotomy. Replace all the chemicals in the Cryo tubes with spray tan and fluorosulfuric acid. Inject people with mind breaker toxin. Get arrested when you do 'free' brain removals. Cry and hide in a locker once the cryo pods get broken.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make chemicals and basically control the station. Fling grenades on the emergency shuttle. Misname bottles and get lynched by the CMO after someone dies by your bottles of &amp;quot;Omnizine&amp;quot;. Inject the clown with enough mutagen to give a heart attack to a water buffalo, while refusing to give the botanists more than 30u. Scream for security when people break into your lab because you've done nothing but make narcotics all shift. Dish out space drugs like no tomorrow. Make literal carpet bombs to make the corridors slightly more classy.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Botany.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist.png|64px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give your monkeys Tourettes and broadcast their cursing across the station. &amp;lt;s&amp;gt;Clone&amp;lt;/s&amp;gt; Ignore the tide of dead bodies that comes to your door. Fry your genes with radiation until you melt down into a literal slug. Accidentally inject yourself with a monkey SE and get impaled by the cook. Get bombed every round. Have people line up for superpowers like it's a candy store.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|64px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Expect people you've never met to already hate you, try to eradicate the great space flu, create the next Pandemic, get killed for the clown releasing Pierrot's Throat. Ignore petty details like sanitation and outbreak prevention. Incarcerate someone forever [[Virology|in your dungeon]]. Test diseases on people. Realize that you're getting lynched because one of your test subjects &amp;lt;s&amp;gt;was let out by you&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Broke the fuck out of virology by greytiding and ai help&amp;lt;/s&amp;gt; mysteriously vanished and reappeared in a highly populated area. Get lynched when [[Nuclear_Operative|a bunch of]] [[Xenobiology|other]] [[Botanist|assholes]] release Fungal Tuberculosis. Despair when the P.A.N.D.E.M.I.C. machine breaks and prevents you from creating vaccines. Have blood feuds with [[Scientist|Scientists]] and [[Roboticist|Roboticists]] over Uranium sheets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Supply ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|64px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure your [[Cargo Technician|slaves]] do their jobs. Be an extremely vulnerable target for the [[Revolution]]. Order guns and secede from the station. Order virus crates and release the contents. &amp;lt;s&amp;gt;Force Lisa into sexual servitude with Ian.&amp;lt;/s&amp;gt; Pet Lisa. Trade an assistant a toolbelt, multitool, rubber gloves, and a welding hat if they steal Runtime. Order a shitton of NULL_CRATES and cry in deadchat when raided and killed by security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cargo.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Push dem crates. Promote shorts as they are comfy and easy to wear. Steal &amp;lt;s&amp;gt;emitters&amp;lt;/s&amp;gt; cargo in general. Give the MULEs a thirst for human blood. Whine because Security arrested you for ordering guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_shaft.png|64px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Mine rocks, try to mine monsters. Get science and robotics materials to get cool things. Go on a quest for the clown planet. Shoot people with your kinetic accelerator as if they were &amp;lt;s&amp;gt;rocks&amp;lt;/s&amp;gt; monsters. Collapse in despair when the shuttle is called early. Collapse in general when goliaths robust you. Search for cool loot instead of actually mining for ore. &amp;quot;Accidentally&amp;quot; lure a [[Megafauna]] to the station. Fall into a chasm and die.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Mop blood off the floor, then get arrested for creating a safety hazard. Get killed for your boots. Swear constantly. Clean up gang tags, then get harmbatoned by Security because you were spotted near them.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix cocktails, &amp;lt;s&amp;gt;protect Pun Pun at all cost&amp;lt;/s&amp;gt; toss the monkey into disposals, dodge glasses being thrown at you, have your shotgun stolen and used against you. Let cargo borrow your shotgun in exchange for sawing it off for you. Act surprised when people start to die from drinking your &amp;quot;cocktails&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chef.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|&amp;quot;Yur puurt thuur chiir-ken airn der bewl&amp;quot; - Cook delicious meals from spare meat in the morgue (Yum!), abduct Pun Pun at all costs and try to find out if it will blend. [[Critters#Neutral|Be brutally murdered by your pet goat]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_botanist.png|64px|link=botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow &amp;lt;strike&amp;gt;the good stuff&amp;lt;/strike&amp;gt; grass, place it everywhere, man. Oversee the production of illegal drugs security cares fuck all about. Get ignored by a [[Chemist|dude making crayon powder grenades]] while you're asking for crucial supplies.  Grow medicinal crops to heal the acid burns sustained during &amp;lt;s&amp;gt;a chem lab robbery&amp;lt;/s&amp;gt; equipment redistribution. Smoke &amp;lt;s&amp;gt;weed&amp;lt;/s&amp;gt; dandy corn-cob pipes er'ryday. Make acid-filled tomatos and melt everyone's stuff. Allow hydroponics to become a horrifying farmhouse. Get lynched for releasing your bees full of dangerous chemicals.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Chemistry.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant2.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|AKA Space Bums. Be the kid in a candy shop. Steal things to see what funny message pops up when you commit suicide with them. Beat people/objects with toolboxes. Never, EVER remove your grey jumpsuit. Gangbang the captain to death with fellow grey tide drones and blame it on the Clown. Never assist anyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_clown.png|64px|link=Clown]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk!  Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for all access. Honk! Prank the CMO until he commits suicide out of frustration. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain's office and HONK in his face. HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Get people drunk. Run around the station looking for people you're allowed to behead with your armory of pop-culture references. Behead corpses if you can't find any. Be best friends with security, despite the fact that they should probably arrest you for your murderous tendencies.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Curator]]&amp;lt;br&amp;gt;[[Curator]]&lt;br /&gt;
|Attempt to hold poetry readings. Host D&amp;amp;D games. Stalk people with your camera. Get lynched for reading pornography over the radio. Beat the snot out of anyone who doesn't return their library books. Allow the cult to set up an AI module in your private study. &amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;Find&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot; treasure for your exhibit. Realize that you're not a librarian and release your inner dominatrix via the whip. Vandalize the front of the brig with erotica engravings. Use your whip to make CentCom be confused about why all the tasers and batons are in space. Get deathsquadded for doing so.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_lawyer.png‎|64px|link=Lawyer]]&amp;lt;br&amp;gt;[[Lawyer]]&lt;br /&gt;
|Tell security to notify you when a new prisoner arrives. Don't get notified. Be ignored and go to the bar. Become a drunken wreck and space yourself in frustration.  Occasionally find loopholes in infernal contracts and save souls from damnation.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
| Complain that you can't play this for a month. Follow your laws. Be the crew's bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Name yourself something sexual. Get bitched at. Get carded. Get bitched at. Abuse loopholes in laws to murder people.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and hope that you aren't blown up due to [[Research Director|certain individuals]]. Forget to recharge. Forget completely that you're still somewhat human and do mindless repetitive tasks without emotion.&amp;lt;br&amp;gt;&lt;br /&gt;
Have lengthy discussions with crew members about the correct interpretation of your laws.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Become that adorable robotic pet. Fix the holes the crew will inevitably make. Steal everything not bolted down. Get picked up and used as a hat against your will. Be more competent than the stations Engineers. Get killed by the Engineers for being more competent than them,&lt;br /&gt;
&lt;br /&gt;
'''Drone spawners have been removed from the game, due to drones only being used as infinite respawn greytide bots, the only way to play as drone is to take the role of a derelict drone at the derelict station.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted (if they bother downloading you). Whine in OOC because they didn't. Don't fill any of the fields except the name field. Imitate the AI and make it seem rogue. Imitate the Supermatter and make everyone shit their pants.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Get wrecked by cult, or change map preference to meta and tip your fedora at the chaplain. laugh at the assistant trying to punch you, then get killed by a simplemob carp. Start beefs with other constructs for getting the first shell, ask for juggernaut and get &amp;lt;s&amp;gt;spaced&amp;lt;/s&amp;gt; wraith.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Admin help. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around the singulo pretending to be a black hole. &amp;lt;s&amp;gt;Watch ERP&amp;lt;/s&amp;gt;. Beg the admin to deploy a space ninja. All follow an antag like some form of ethereal dog pile. Be upset enough about &amp;lt;s&amp;gt;said antag&amp;lt;/s&amp;gt; '''literally everything''' to rival industrial salt mining.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&lt;br /&gt;
Main Antagonists are typically the primary antagonist of a single round, and form the backbone of how a round progresses.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Buy an ebow and esword and make people cry. Ignore your objectives and go on a rampage with your cool gear. Get unceremoniously killed and spaced by a toolbox-wielding assistant.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Not_Malf.gif|64px|link=Malfunctioning AI]]&amp;lt;br&amp;gt;[[Malfunctioning AI]]&lt;br /&gt;
|&amp;quot;Forget&amp;quot; to remind the crew about suit sensors. Get your borg destroyed/emaged five minutes into the shift. Let people into your upload only to stun/kill them a second later. Flood the station with &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; screams of the clown being beat to death by security over the intercom. Get unceremoniously carded and spaced by a toolbox-wielding assistant with an EVA suit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter's 'The Thing', without 'The Thing' part. Relieve humans of their DNA and brain cells, which they don't use much anyway. Sting everyone who walks past you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Nuclear Operative]]&amp;lt;br&amp;gt;[[Syndicate guide|Nuclear Operative]]&lt;br /&gt;
|Someone set us up the bomb! (AKA You) Get dat fukken disk. Plant a power sink on the solars. Waste all your telecrystals on balloons. Arm the nuke while your fellows are still on the station. Kidnap Ian.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Blood Cult]]&amp;lt;br&amp;gt;[[Blood Cult|Blood Cultist]]&lt;br /&gt;
|Scribble runes with your own blood. Summon eldritch gods. Rock out with your cult blade out and get arrested, have a dick measuring fight with the clock cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security's boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:servant_of_ratvar.png|64px|link=Clockwork Cult]]&amp;lt;br&amp;gt;[[Clockwork Cult|Clockwork Cultist]]&lt;br /&gt;
|Serve the Clockwork Justiciar by scribbling new-age runes all over maintenance. Start a steampunk book club and kill all the old-fashioned book clubbers. Invoke a bunch of anime people to summon Ratvar. Make &amp;lt;s&amp;gt;everyone&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;absolutely nobody&amp;lt;/s&amp;gt; a few people at /vg/ mad by stealing their antagonist, and have a dick measuring fight with the blood cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium to &amp;lt;s&amp;gt;Unwinnable&amp;lt;/s&amp;gt; Effortless&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mobster.png|64px|link=Gang]]&amp;lt;br&amp;gt;[[Gang|Gangster]] &lt;br /&gt;
|Vandalize the station and get into fights with rivals. Litter the halls with bullet casings. Get ignored by your own gang. Just don't forget: Snitches Get Stitches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey.png|64px|link=Game Mode#Monkey]]&amp;lt;br&amp;gt;[[Game Mode#Monkey|Monkey]]&lt;br /&gt;
|Attempt to infect the crew with the monkey virus. Get absolutely crushed by Security within five minutes. Spend the next two hours as a ghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonists ===&lt;br /&gt;
Side antagonists are secondary antagonists that are either subservient to other, main, antagonists, or have a small chance to appear during any round type. Side antagonists tend to be slightly less powerful than their main counterparts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Beware of The Blob, it creeps and leaps and glides and slides, across the floor, right through the door. Except you don't do any of this. Make the crew scream internally when you appear at the tail end of a mass station bombing. Slowly consume the station, until you either eat everything or get killed by the current round's antagonist.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Agent.png|64px|link=Abductor]]&amp;lt;br&amp;gt;[[Abductor]]&lt;br /&gt;
|Kidnap people and experiment on them. Disregard that objective and kidnap Ian/Kill the AI. Accidentally kidnap yourself. Steal the armory after losing your tools. Hope your fellow Scientist/Agent is not incompetent and lets the crew kidnap you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Holoparasite]]&amp;lt;br&amp;gt;[[Holoparasite]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to something so awful it makes your foes cry in battle. Annoy your summoner by constantly making JoJokes in their head. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien ''wing-wang''. Break procs. Squander your chance to be a big, purple killing machine and your race's survival in favor of acting out the [[Curator|Curator's]] favorite porno.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Guard.png|64px|link=Spider]]&amp;lt;br&amp;gt;[[Spider|Spiders]]&lt;br /&gt;
|Catch flies in your web and suck his juices out just like your dad, a changeling. Get your xenobiologist banned because he let you lay eggs. Consume, Adapt, and respawn over and over in a new shell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|64px|link=Swarmers]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the Curator until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|64px|link=Morph]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Nightmare]]&amp;lt;br&amp;gt;[[Nightmare]]&lt;br /&gt;
|Jaunt. Murder people and crush the flare exploit! Jaunt. Make the lights your bitch! Jaunt. Jaunt into light! Jaunt. Jaunt into stunbaton! Complain in deadchat, cry because you are esentially a worse shadowling.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|64px|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Follow your orders, which may or may not involve you killing everything that moves. Kill everyone regardless.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slaughterdemon.png|64px|link=Slaughter Demon]]&amp;lt;br&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
|Hunt down and kill the wizard who summoned you. Eat bodies out of the [[Morgue]] for health. Drag bleeding bodies through the hall. Make the janitor happy by making him become the most important job for a while. Be unable to bloodcrawl due to all the blood being cleaned up. Eat the janitor. RIP AND TEAR!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pirate.png|64px|link=Pirate]]&amp;lt;br&amp;gt;[[Pirate]]&lt;br /&gt;
|Try to raid the station. Fail miserably because the entire crew is out for your blood so they can re-roll for antag.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icons8 flat biohazard.svg.png|64px|link=Sentient Disease]]&amp;lt;br&amp;gt;[[Sentient Disease]]&lt;br /&gt;
|Try to infect people. Get the virologist lynched. Get the CMO lynched. Get the rest of medbay lynched. Make everyone grow beards.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowperson.png|64px|link=Creep]]&amp;lt;br&amp;gt;[[Creep]]&lt;br /&gt;
|Try to act creepy and shifty. Fail because everyone's a miserable bastard in this shithole. Toe [[Rules|Rule 8]] to a suspicious extent.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Griffmaster.png|64px|link=Fugitives]]&amp;lt;br&amp;gt;[[Fugitives]]&lt;br /&gt;
|Lead the [[Hunters]] on a chase around the station. Total the [[clown]] into the Supermatter while doing so. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spessrussian.png|64px|link=Hunters]]&amp;lt;br&amp;gt;[[Hunters]]&lt;br /&gt;
|Wave your weapons wildly around. Shoot the [[Fugitives]] for resisting. While you're at it, shoot the entire crew for resisting.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depreciated Antagonists ===&lt;br /&gt;
These antagonists, for one reason or another, are no longer in the normal gamemode rotation. Beware: these antagonists may appear due to malevolent [[Admins|Space God]] shenanigans, so don't rule them out entirely.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:devil.gif|64px|link=devil]]&amp;lt;br&amp;gt;[[Devil]]&lt;br /&gt;
|Somewhat of a flawed mode, turns out that asking to buy a guy's soul usually makes them want to robust you, because &amp;quot;valid.&amp;quot; Usually involved the devil blowing up some crew members and then offering them contracts to be revived. But, despite this, the [[Admins|Gods]] can summon one if they [[Byond the impossible|feel like it]].&lt;br /&gt;
|Engage in civil discussions to buy souls.  Create emergencies so that people are desperate enough to sell their soul.  Try to out wit the lawyer.  Get punched to death by someone you just turned into a hulk.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Overthrow]]&amp;lt;br&amp;gt;[[Overthrow|Syndicate Mutineer]]&lt;br /&gt;
|Overthrow ended up being a damn confusing gamemode. Examples include how unclear it was if the other agent teams were working with or against you, or how the points system worked, not to mention the poor wording of the Overthrown AI lawset. Numerous bugs surfaced that didn't all get fixed, and the gamemode ended up being recognized as one of the least-liked gamemodes after a vote was taken.&lt;br /&gt;
The mode's future is uncertain.&lt;br /&gt;
|Arrive on the station as a Traitor with less gear but the ability to awaken the Syndicate sleeper agent in everybody. Cooperate with other teams to stage the perfect coup (or don't and just fight each other, fuck those guys). Roll up with your posse on a quest to become the most powerful &amp;lt;s&amp;gt;[[Gang]]&amp;lt;/s&amp;gt; Syndicate team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removed Antagonists ===&lt;br /&gt;
These antagonists have, for one reason or another, been removed from the game. These antagonists might return one day if they ever get remade or reworked. Although, this is highly unlikely...&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard|Ragin Mages]]&lt;br /&gt;
|Spawning up to three or four Wizards simply proved to be too much for the station. One Wizard is destructive enough. This however remains in game as a admin only event, for &amp;lt;s&amp;gt;your&amp;lt;/s&amp;gt; their amusement.&lt;br /&gt;
|Spend ten minutes hunting down one Wizard, kill him thinking you've won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godhand.png|64px|link=Hand of God]]&amp;lt;br&amp;gt;[[Hand of God]]&lt;br /&gt;
|Oh, poor HoG! Shoved out the door buggy, unbalanced, and extremely hard to learn as it combines three gamemodes (hello, gang) into one. Nobody wanted to fix HoG after it's release because of old derelict code that would break even more when poked. While some say it's fun while it's not broken, has that ever been the status quo?&lt;br /&gt;
|Turn someone into !popehat! while they're talking to security. Instakill people with god powers! Build across the station converting people with your !popehat! gang, and get killed instantly by a rod smashing into your nexus. Break the game, over and over and over and get removed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pope.gif|64px|link=Hades]]&amp;lt;br&amp;gt;[[Hades|Hades, Pope of Sin]]&lt;br /&gt;
|Poor guy was implemented into the game as summonable through an item accessible only to wizards. Almost never encountered, when the Dark Seed went away, away went the Pope of Sin with it.&lt;br /&gt;
|Be a general annoyance to the crew. Be a very annoying (need I say it again with time freezing to a halt every minute or so) non-sentient antagonist. Play Russian roulette with the crew manifest.&lt;br /&gt;
!AI Controlled&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Shadowling]]&amp;lt;br&amp;gt;[[Shadowling]]&lt;br /&gt;
|Shadowling suffered from issues of it being yet another crew conversion game mode, and was generally unfun to fight against and had a anti-climatic ending. This mode has recently been reworked into the [[Nightmare]] side antagonist.&lt;br /&gt;
|Be the hip and more popular brother to the Changeling. Turn the station into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borer.png|64px|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|The Cortical Borer suffered from the same problems as the Monkey Mode, being very buggy and one sided at times. Fun for both sides was questionable. No current plans to reimplememt.&lt;br /&gt;
|Crawl in the corroded brain of the clown. Inject meth. Assume direct control. Induce crippling drugs in the clown. Inject meth. Cry when the host eats sugar. Inject meth. Overdose!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Assimilation]]&amp;lt;br&amp;gt;[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Stand around in places and add unwitting humans to your hivemind. Hijack the minds of crewmembers and have them do [[Traitor#Murder 101|the dirty work]] for you. Have a random vessel get implanted and security wailing down on you 30 minutes into the shift.&lt;br /&gt;
|Be a conversion stealth antag. Use One Mind and become unstunnable with magic abilities that are only ever fun for yourself.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png|link=Lavaland/Space Role]]&amp;lt;br&amp;gt;[[Lavaland/Space Role]]&lt;br /&gt;
|Die to ash storms. Die to an asteroid. Die to lava. Die when a Security strike team teleports into your base. Die to a Miner. Die in general.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|64px|link=CentCom Official]]&amp;lt;br&amp;gt;[[CentCom Official]]&lt;br /&gt;
|Be self-important, meddle with station affairs, annoy the Captain with bureaucracy. Get killed almost immediately by a random mob. Have you body looted by everyone, including the captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|64px|link=Ian]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Ass-inspect, eat donuts, get killed, be dragged off to a washing machine and get gibbed. Cause a riot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|link=Chrono Legionnaire]]&amp;lt;br&amp;gt;[[Chrono Legionnaire]]&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Erase Adolf Hitler for the 50th time this week. Without a trace, Cry because literally everybody forgot about you and never spawns you. &lt;br /&gt;
&lt;br /&gt;
Originally suppose to replace the space ninja, however people didn't like the idea of someone being able to teleport everywhere and having a insta-stunlock rifle that deleted people after some time.&lt;br /&gt;
&lt;br /&gt;
'''Chrono Legionnaire teleport is broken, you won't be able to get out of teleport mode once activated.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Highlander.png|64px|link=Highlander]]&amp;lt;br&amp;gt;[[Highlander]]&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;THERE CAN ONLY BE ONE&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|64px|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the station to actually help. Lose the rest of your team, get outnumbered and die. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|64px|link=Death Squad]]&amp;lt;br&amp;gt;[[Death Squad|Death Squad Officer]]&lt;br /&gt;
|Beg for DS, spawn in at CentCom, kill an admin who was trying to tell you your mission, get gibbed, beg for another chance. Set your rifle to DESTROY and terminate all lifeforms (including walls). Slip on a banana peel and a̶n̶d̶ ̶g̶e̶t̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶i̶n̶t̶o̶ ̶o̶b̶l̶i̶v̶i̶o̶n̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶o̶w̶n̶ ̶r̶i̶f̶l̶e̶ laugh as your boots prevent you from slipping and the Clown can't fire your DNA-locked rifle. Shoot the Clown with your Mateba Revolver.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30765</id>
		<title>NSV13:Maintainer Assignments</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30765"/>
		<updated>2020-07-20T00:48:03Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pp| small=yes}}&lt;br /&gt;
This page is just for looking at what all the wiki maintainers are working on right now and what's being worked on in the future! It's mostly here for us to keep track of what everyone is doing, but if you've found this page by chance feel free to look around and see what keeps us busy here at Wiki HQ!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Wiki Maintainers==&lt;br /&gt;
Who's working on the wiki? These people are! &lt;br /&gt;
&amp;lt;!-- Keep these By Rank, then Alphabetical. -Francinum --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Francinum|𝓕𝓻𝓪𝓷𝓬𝓲𝓷𝓾𝓶]] ([[User talk:Francinum|talk]]) -Wiki Technical Overseer&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Active Tasks==&lt;br /&gt;
A list of what the wiki maintainers are &amp;lt;s&amp;gt;supposed to be&amp;lt;/s&amp;gt; doing right now.&lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Hammerhead [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
-Editing [[maps]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-On a crusade against /tg/ logos (updating templates category)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Enterprise/Galactica [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) &amp;lt;br&amp;gt;&lt;br /&gt;
-Updating ALL security pages to NSV13's security rework &amp;lt;br&amp;gt;&lt;br /&gt;
-Hiring more Wiki writers, coordinating tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Volunteer Contributor tasks==&lt;br /&gt;
Ansome's little darlings. Volunteers to edit or rework pages. Take additions with a grain of salt and look over them later, intended to reduce workload.&lt;br /&gt;
&lt;br /&gt;
VeteranKyl#8137 - [[Boarder|Creating Boarder page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ImmortalRedshirt#2573 - [[Guide_to_Fighters|Updating fighter guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
fighterslam#3109 - [[AI|Updating AI page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inactive tasks==&lt;br /&gt;
Things that need doing, but aren't being done right now or by anyone in specific.&lt;br /&gt;
&lt;br /&gt;
* PVP gamemodes page/[[nuclear operative|nuke ops]] page rework for nsv versions.&lt;br /&gt;
* Editing things like code contribution pages to make sure they reference nsv instead of /tg/ or bee&amp;lt;br&amp;gt;&lt;br /&gt;
* Updating machine and object pages for nsv changes&lt;br /&gt;
* Adding [[Special:WantedPages|Wanted pages]] that we actually want&lt;br /&gt;
* Hammerhead, Galactica, Enterprise, Vago, Jeppison, Aegis and Jolly sausage map pages.&lt;br /&gt;
* Update [[Guide to Fighters|Fighter pilot]] and create [[Bridge staff]] guides and pages.&lt;br /&gt;
* Probably other things that aren't listed here&lt;br /&gt;
&lt;br /&gt;
==Finished tasks==&lt;br /&gt;
Pages that are mostly finished at the time of the last edit of this page and probably only need to be reworked when a new feature is added. (last edit: 5th of july 2020)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Stormdrive]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Executive Officer|XO]] and [[Captain]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Mining]] page&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30764</id>
		<title>NSV13:Maintainer Assignments</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30764"/>
		<updated>2020-07-19T22:31:09Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pp| small=yes}}&lt;br /&gt;
This page is just for looking at what all the wiki maintainers are working on right now and what's being worked on in the future! It's mostly here for us to keep track of what everyone is doing, but if you've found this page by chance feel free to look around and see what keeps us busy here at Wiki HQ!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Wiki Maintainers==&lt;br /&gt;
Who's working on the wiki? These people are! &lt;br /&gt;
&amp;lt;!-- Keep these By Rank, then Alphabetical. -Francinum --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Francinum|𝓕𝓻𝓪𝓷𝓬𝓲𝓷𝓾𝓶]] ([[User talk:Francinum|talk]]) -Wiki Technical Overseer&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Active Tasks==&lt;br /&gt;
A list of what the wiki maintainers are &amp;lt;s&amp;gt;supposed to be&amp;lt;/s&amp;gt; doing right now.&lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Hammerhead [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
-Editing [[maps]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-On a crusade against /tg/ logos (updating templates category)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Enterprise/Galactica [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) &amp;lt;br&amp;gt;&lt;br /&gt;
-Updating ALL security pages to NSV13's security rework &amp;lt;br&amp;gt;&lt;br /&gt;
-Hiring more Wiki writers, coordinating tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Volunteer Contributor tasks==&lt;br /&gt;
ImmortalRedshirt#2573 - [[Guide_to_Fighters|Updating fighter guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
fighterslam#3109 - [[AI|Updating AI page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inactive tasks==&lt;br /&gt;
Things that need doing, but aren't being done right now or by anyone in specific.&lt;br /&gt;
&lt;br /&gt;
* PVP gamemodes page/[[nuclear operative|nuke ops]] page rework for nsv versions.&lt;br /&gt;
* Editing things like code contribution pages to make sure they reference nsv instead of /tg/ or bee&amp;lt;br&amp;gt;&lt;br /&gt;
* Updating machine and object pages for nsv changes&lt;br /&gt;
* Adding [[Special:WantedPages|Wanted pages]] that we actually want&lt;br /&gt;
* Hammerhead, Galactica, Enterprise, Vago, Jeppison, Aegis and Jolly sausage map pages.&lt;br /&gt;
* Update [[Guide to Fighters|Fighter pilot]] and create [[Bridge staff]] guides and pages.&lt;br /&gt;
* Probably other things that aren't listed here&lt;br /&gt;
&lt;br /&gt;
==Finished tasks==&lt;br /&gt;
Pages that are mostly finished at the time of the last edit of this page and probably only need to be reworked when a new feature is added. (last edit: 5th of july 2020)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Stormdrive]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Executive Officer|XO]] and [[Captain]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Mining]] page&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30763</id>
		<title>NSV13:Maintainer Assignments</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30763"/>
		<updated>2020-07-19T18:21:00Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pp| small=yes}}&lt;br /&gt;
This page is just for looking at what all the wiki maintainers are working on right now and what's being worked on in the future! It's mostly here for us to keep track of what everyone is doing, but if you've found this page by chance feel free to look around and see what keeps us busy here at Wiki HQ!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Wiki Maintainers==&lt;br /&gt;
Who's working on the wiki? These people are! &lt;br /&gt;
&amp;lt;!-- Keep these By Rank, then Alphabetical. -Francinum --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Francinum|𝓕𝓻𝓪𝓷𝓬𝓲𝓷𝓾𝓶]] ([[User talk:Francinum|talk]]) -Wiki Technical Overseer&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Active Tasks==&lt;br /&gt;
A list of what the wiki maintainers are &amp;lt;s&amp;gt;supposed to be&amp;lt;/s&amp;gt; doing right now.&lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Hammerhead [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
-Editing [[maps]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-On a crusade against /tg/ logos (updating templates category)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Enterprise/Galactica [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) &amp;lt;br&amp;gt;&lt;br /&gt;
-Updating ALL security pages to NSV13's security rework &amp;lt;br&amp;gt;&lt;br /&gt;
-Hiring more Wiki writers, coordinating tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contributor tasks==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
ImmortalRedshirt#2573 - [[Guide_to_Fighters|Updating fighter guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inactive tasks==&lt;br /&gt;
Things that need doing, but aren't being done right now or by anyone in specific.&lt;br /&gt;
&lt;br /&gt;
* PVP gamemodes page/[[nuclear operative|nuke ops]] page rework for nsv versions.&lt;br /&gt;
* Editing things like code contribution pages to make sure they reference nsv instead of /tg/ or bee&amp;lt;br&amp;gt;&lt;br /&gt;
* Updating machine and object pages for nsv changes&lt;br /&gt;
* Adding [[Special:WantedPages|Wanted pages]] that we actually want&lt;br /&gt;
* Hammerhead, Galactica, Enterprise, Vago, Jeppison, Aegis and Jolly sausage map pages.&lt;br /&gt;
* Update [[Guide to Fighters|Fighter pilot]] and create [[Bridge staff]] guides and pages.&lt;br /&gt;
* Probably other things that aren't listed here&lt;br /&gt;
&lt;br /&gt;
==Finished tasks==&lt;br /&gt;
Pages that are mostly finished at the time of the last edit of this page and probably only need to be reworked when a new feature is added. (last edit: 5th of july 2020)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Stormdrive]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Executive Officer|XO]] and [[Captain]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Mining]] page&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30762</id>
		<title>NSV13:Maintainer Assignments</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30762"/>
		<updated>2020-07-19T17:57:25Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pp| small=yes}}&lt;br /&gt;
This page is just for looking at what all the wiki maintainers are working on right now and what's being worked on in the future! It's mostly here for us to keep track of what everyone is doing, but if you've found this page by chance feel free to look around and see what keeps us busy here at Wiki HQ!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Wiki Maintainers==&lt;br /&gt;
Who's working on the wiki? These people are! &lt;br /&gt;
&amp;lt;!-- Keep these By Rank, then Alphabetical. -Francinum --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Francinum|𝓕𝓻𝓪𝓷𝓬𝓲𝓷𝓾𝓶]] ([[User talk:Francinum|talk]]) -Wiki Technical Overseer&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Active Tasks==&lt;br /&gt;
A list of what the wiki maintainers are &amp;lt;s&amp;gt;supposed to be&amp;lt;/s&amp;gt; doing right now.&lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Hammerhead [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
-Editing [[maps]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-On a crusade against /tg/ logos (updating templates category)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Corsaka|Corsaka]] ([[User talk:Corsaka|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Enterprise/Galactica [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk:Ansome|talk]]) &amp;lt;br&amp;gt;&lt;br /&gt;
-Updating ALL security pages to NSV13's security rework &amp;lt;br&amp;gt;&lt;br /&gt;
-Hiring more Wiki writers, coordinating tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inactive tasks==&lt;br /&gt;
Things that need doing, but aren't being done right now or by anyone in specific.&lt;br /&gt;
&lt;br /&gt;
* PVP gamemodes page/[[nuclear operative|nuke ops]] page rework for nsv versions.&lt;br /&gt;
* Editing things like code contribution pages to make sure they reference nsv instead of /tg/ or bee&amp;lt;br&amp;gt;&lt;br /&gt;
* Updating machine and object pages for nsv changes&lt;br /&gt;
* Adding [[Special:WantedPages|Wanted pages]] that we actually want&lt;br /&gt;
* Hammerhead, Galactica, Enterprise, Vago, Jeppison, Aegis and Jolly sausage map pages.&lt;br /&gt;
* Update [[Guide to Fighters|Fighter pilot]] and create [[Bridge staff]] guides and pages.&lt;br /&gt;
* Probably other things that aren't listed here&lt;br /&gt;
&lt;br /&gt;
==Finished tasks==&lt;br /&gt;
Pages that are mostly finished at the time of the last edit of this page and probably only need to be reworked when a new feature is added. (last edit: 5th of july 2020)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Stormdrive]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Executive Officer|XO]] and [[Captain]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Mining]] page&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30516</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30516"/>
		<updated>2020-07-16T04:51:21Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = BRIDGE&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_bridgestaff.png&lt;br /&gt;
|jobtitle = Bridge Staff&lt;br /&gt;
|access = [[Bridge|Bridge]]&lt;br /&gt;
|additional = [[Maintenance]], [[Engineering]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]&lt;br /&gt;
|guides = This is it.&lt;br /&gt;
|quote = &amp;quot;CHARGE THE FTL DRIVE GODDAMNIT!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard your assigned vessel is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''&lt;br /&gt;
&lt;br /&gt;
=The DRADIS=&lt;br /&gt;
&lt;br /&gt;
This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS at any given time and it is a requirement to effectively pilot the ship or aim the guns. '''Before using any console, click on the DRADIS console to bring up the radar, then click on the console you wish to use.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Flight Control Console=&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a Railgun round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become stationary. This weapon is quite powerful and can fire in rapid succession, but must reloaded by munitions regularly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tactical Console=&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Control (Ctrl) key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
'''Torpedos'''&lt;br /&gt;
Click in a direction to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.&lt;br /&gt;
&lt;br /&gt;
'''PDC'''&lt;br /&gt;
A rapid-fire turret that consumes a massive amount of ammo. Click in a direction and hold down to fire a stream of bullets useful for hitting fast moving fighters and heavily damaging larger ships if close enough.&lt;br /&gt;
&lt;br /&gt;
'''The Magnetic Accelerator (MAC)'''&lt;br /&gt;
A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The MAC only has one shot before it must reload, so use it sparingly and coordinate with munitions.&lt;br /&gt;
&lt;br /&gt;
You will also have a readout of the Gauss and Flak turrets, however these are not under your control. Gauss is controlled directly by Munitions Technicians while the Flak is controlled by the navigator (see above).&lt;br /&gt;
&lt;br /&gt;
=The FTL Console=&lt;br /&gt;
&lt;br /&gt;
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30515</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30515"/>
		<updated>2020-07-16T04:50:44Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Updated to current standard, clarified various sections and spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = BRIDGE&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_bridgestaff.png&lt;br /&gt;
|jobtitle = Bridge Staff&lt;br /&gt;
|access = [[Bridge|Bridge]]&lt;br /&gt;
|additional = [[Maintenance]], [[Engineering]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]&lt;br /&gt;
|guides = This is it.&lt;br /&gt;
|quote = &amp;quot;CHARGE THE FTL DRIVE GODDAMNIT!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard your assigned vessel is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''&lt;br /&gt;
&lt;br /&gt;
==The DRADIS==&lt;br /&gt;
&lt;br /&gt;
This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS at any given time and it is a requirement to effectively pilot the ship or aim the guns. '''Before using any console, click on the DRADIS console to bring up the radar, then click on the console you wish to use.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Flight Control Console==&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a Railgun round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become stationary. This weapon is quite powerful and can fire in rapid succession, but must reloaded by munitions regularly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Tactical Console==&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Control (Ctrl) key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
'''Torpedos'''&lt;br /&gt;
Click in a direction to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.&lt;br /&gt;
&lt;br /&gt;
'''PDC'''&lt;br /&gt;
A rapid-fire turret that consumes a massive amount of ammo. Click in a direction and hold down to fire a stream of bullets useful for hitting fast moving fighters and heavily damaging larger ships if close enough.&lt;br /&gt;
&lt;br /&gt;
'''The Magnetic Accelerator (MAC)'''&lt;br /&gt;
A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The MAC only has one shot before it must reload, so use it sparingly and coordinate with munitions.&lt;br /&gt;
&lt;br /&gt;
You will also have a readout of the Gauss and Flak turrets, however these are not under your control. Gauss is controlled directly by Munitions Technicians while the Flak is controlled by the navigator (see above).&lt;br /&gt;
&lt;br /&gt;
==The FTL Console==&lt;br /&gt;
&lt;br /&gt;
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Captain&amp;diff=30514</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Captain&amp;diff=30514"/>
		<updated>2020-07-16T03:20:47Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|img = Captain action.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and [[Nanotrasen]] Officials&lt;br /&gt;
|duties = Ensure the ship completes its patrol, manage your [[Heads of Staff]], minimize casualties, be prepared for the unexpected and use your common sense to solve problems&lt;br /&gt;
|guides = [[Chain of Command]], [[Space Law]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
|quote = Those “captains” on the research stations think they’ve seen horrors. They think they’ve seen true terror. I’ve been at the front of this war, seen good men vanish into the void as a breach pulled them into the grasp of Davy Jones.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are the Captain of your assigned vessel, the head of the ship, and the most crucial individual when it comes to having a chance of returning to Risa Station intact. Be sure you’re up for the task and are well aware of regular captain duties &lt;br /&gt;
&lt;br /&gt;
and all of NSV13’s unique jobs to better understand how to coordinate the ship. You’ve got a lot ahead of you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Move the ship along its course, complete objective systems, attempt to maintain an efficient workspace aboard the ship, try not to die - a ship without its captain is lost at sea.&lt;br /&gt;
&lt;br /&gt;
==Sailing the high seas (of space)==&lt;br /&gt;
&lt;br /&gt;
===Before you play Captain===&lt;br /&gt;
&lt;br /&gt;
The Captain is the most critical role in NSV13 and presents a variety of difficult tasks and decisions not present when playing Captain on a regular space station. For this reason, it is recommended you also have experience playing Captain on other servers or read the following guide: [https://wiki.beestation13.com/view/Captain Beestation Captain]&lt;br /&gt;
&lt;br /&gt;
Furthermore, while the XO &amp;lt;s&amp;gt;will&amp;lt;/s&amp;gt; &amp;lt;i&amp;gt;should&amp;lt;/i&amp;gt; be handling the busywork around squads and department management, in the event you are not assigned an executive officer or one unfit to fulfill their duties, [[Executive officer|read their respective guide here]]&lt;br /&gt;
&lt;br /&gt;
===Your workspace===&lt;br /&gt;
&lt;br /&gt;
As Captain, while you do have your own offices you will visit at shift start to secure your gear, you primarily live in one place: CIC. CIC is the command bridge, the head of the ship, and second in importance only to the brain, &lt;br /&gt;
otherwise known as the AI. CIC contains one of every possible console you could need, but most important is the FTL navigational computer, the tactical systems control console, and the flight control console. If the CIC on your assigned vessel has windows,&lt;br /&gt;
a shutter control button will be present nearby to draw down the reinforced shutters to protect you from explosions, space carps, and any [[Traitor|suspicious individuals]] that may be lurking about on the hull plating outside.&lt;br /&gt;
&lt;br /&gt;
===Plotting a course===&lt;br /&gt;
&lt;br /&gt;
Your primary purpose as Captain is to ensure that your assigned vessel completes its patrol as smoothly as possible, and the first way to do that is to plot a course. While you may permit the AI or a bridge staff to chart a course for you, ultimately you are the Captain and your orders are final. Using the FTL navigation console, you will be able to see two things: Your ship information detailing your current star and the status of the FTL’s spool up and the star map where you can see the stars close enough for you to warp to. Blue stars are allied with Nanotrasen and are safe, they cannot be claimed by the Syndicate. Yellow is neutral no-man's-land that can be claimed by the Syndicate if one of their patrol vessels reaches it. Red indicates that it is under Syndicate control and will have hostile forces within it. Alert the ship through use of comms or a communications console before jumping into any system you gauge may have enemies in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;b&amp;gt;main objective&amp;lt;/b&amp;gt; of the patrol is to visit stars marked with the tag “objective” on the galactic map to hunt down enemy invasion fleets until you are qualified for a shore leave, at which point your primary directive is to return to the newly unlocked star “Risa Station” to complete the round. Optionally, if you wish, you can continue your patrol for additional prestige. You qualify for a crew transfer at 3 objectives completed, but receive a message of congratulation and additional round end torps (OOC currency in the Torp shop) every 5 objectives (5, 10, 15, and finally 20).&lt;br /&gt;
&lt;br /&gt;
===Guns and ships===&lt;br /&gt;
&lt;br /&gt;
So, you’ve entered combat and your bridge staff are either dead or non-existent, what do you do? It’s time to take the helm yourself! To use the flight control console, first activate the DRADIS console next to it to bring up the radar then interact with the flight control console itself to be able to steer the ship. Pressing Q and E will boost turning power left and right for the ship respectively, whereas pressing Shift will boost the ship forwards. Be advised that boosting or doing a significant enough turn will cause players to be thrown into walls and knocked down, so be sure to buckle into a chair before operating any console in CIC. On the DRADIS radar all objects not in the ship’s view circle will be a yellow dot. Coordinate with whomever you have assigned to steer to draw the ship in closer to identify targets. Additionally, despite not being on the tactical console, you still have some control over weapons - namely, the Railguns. Click directly on the overmap in a direction to fire a burst from the Railguns. As there are multiple railguns on an average ship, there is a decent ammo capacity for this weapon but be wary of overusing it as Railguns require regular maintenance and will be down for that period.&lt;br /&gt;
&lt;br /&gt;
To use the tactical systems control console, it’s a similar practice - activate the DRADIS console nearby for a radar, then the tactical console itself, and you’ll be in business. Press Control (CTRL) to swap between weapons, but be sure to watch the tactical console window as it will show the current loading state of all weapons. It is recommended to swap to another weapon when your current one runs out of ammo to minimize time spent not firing.&lt;br /&gt;
&lt;br /&gt;
'''Torpedos'''&lt;br /&gt;
Click in a direction to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.&lt;br /&gt;
&lt;br /&gt;
'''PDC'''&lt;br /&gt;
A rapid-fire turret that consumes a massive amount of ammo. Click in a direction and hold down to fire a stream of bullets useful for hitting fast moving fighters and heavily damaging larger ships if close enough.&lt;br /&gt;
&lt;br /&gt;
'''The Magnetic Accelerator (MAC)'''&lt;br /&gt;
A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The MAC only has one shot before it must reload, so use it sparingly and coordinate with munitions.&lt;br /&gt;
&lt;br /&gt;
===Don’t touch that dial!===&lt;br /&gt;
&lt;br /&gt;
Although in an ideal world the crew would direct all of their questions, comments, and concerns to their respective heads of staff or the XO, this will almost never be the case. So, to prepare for the onslaught of people addressing you directly, take off your headset at round start and interact with it. By default, only a select few radio channels are enabled on your headset, you’ll want to enable all of them. Once that’s done, you’ll be able to speak to and hear the engineering and science department once again, along with NSV13’s two unique departments - Munitions and ATC (Air traffic control). With these enabled, another one of your duties is ready - listening to the radio for heads of staff, random crewmen, munitions techs and pilots, and even the AI asking you to do things. This is where you will make most of your decisions, and in combat or boarder situations, you may need to answer fast. Use your instincts and try to make the best decision to keep the ship moving.&lt;br /&gt;
&lt;br /&gt;
In the downtime from the rest of your duties, remember to address the crew every so often to build rapport, or in other terms, remind the crew that you are still in CIC commanding the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_clown.png|32px]]Having fun amidst the chaos.==&lt;br /&gt;
&lt;br /&gt;
With all of these additional responsibilities atop of the regular captain model, the constant criticism you may receive, just or not, and the stress that the fate of the ship and everyone it houses in your hands, you may be curious as to how you can relieve some of this stress and enjoy your job as Captain. The answer is simple - roleplay. As you’re likely aware, aside from Centcom itself, you are the most influential figure on the ship. What you say goes. Your prestigious title and position allows you to majorly influence how the tone of the round goes along with the general mood and mindset of the crew. Furthermore, [[Admins|the gods]] will be watching you intently when they get the chance. While this may be intimidating, keep in mind the gods may be less fickle towards you and aid you if you have a fun command gimmick in mind. Do note, however, that while command gimmicks add flavor and a great deal of fun for the crew, remember that it must be fun for the crew, not just you. Additionally round-invasive command gimmicks (gimmicks that disrupt the traditional gameplay cycle) won’t be tolerated if done in a row. Space out your larger gimmicks, communicate with Central command about them, and most of all try to enjoy yourself in your unique position.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
&lt;br /&gt;
You’ve got a big job ahead of you, and it won’t be easy! But keep your wits about you, do your best to keep the ship afloat, and listen to what your crew says and maybe, just maybe, you’ll live to see yourself dock with Risa station as a hero.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Captain&amp;diff=30513</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Captain&amp;diff=30513"/>
		<updated>2020-07-15T06:38:44Z</updated>

		<summary type="html">&lt;p&gt;Ansome: /* Guns and ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|img = Captain action.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and [[Nanotrasen]] Officials&lt;br /&gt;
|duties = Ensure the ship completes its patrol, manage your [[Heads of Staff]], minimize casualties, be prepared for the unexpected and use your common sense to solve problems&lt;br /&gt;
|guides = [[Chain of Command]], [[Space Law]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
|quote = Those “captains” on the research stations think they’ve seen horrors. They think they’ve seen true terror. I’ve been at the front of this war, seen good men vanish into the void as a breach pulled them into the grasp of Davy Jones.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are the Captain of your assigned vessel, the head of the ship, and the most crucial individual when it comes to having a chance of returning to Risa Station intact. Be sure you’re up for the task and are well aware of regular captain duties &lt;br /&gt;
&lt;br /&gt;
and all of NSV13’s unique jobs to better understand how to coordinate the ship. You’ve got a lot ahead of you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Move the ship along its course, complete objective systems, attempt to maintain an efficient workspace aboard the ship, try not to die - a ship without its captain is lost at sea.&lt;br /&gt;
&lt;br /&gt;
==Sailing the high seas (of space)==&lt;br /&gt;
&lt;br /&gt;
===Before you play Captain===&lt;br /&gt;
&lt;br /&gt;
The Captain is the most critical role in NSV13 and presents a variety of difficult tasks and decisions not present when playing Captain on a regular space station. For this reason, it is recommended you also have experience playing Captain on other servers or read the following guide: [https://wiki.beestation13.com/view/Captain Beestation Captain]&lt;br /&gt;
&lt;br /&gt;
Furthermore, while the XO &amp;lt;s&amp;gt;will&amp;lt;/s&amp;gt; &amp;lt;i&amp;gt;should&amp;lt;/i&amp;gt; be handling the busywork around squads and department management, in the event you are not assigned an executive officer or one unfit to fulfill their duties, [[Executive officer|read their respective guide here]]&lt;br /&gt;
&lt;br /&gt;
===Your workspace===&lt;br /&gt;
&lt;br /&gt;
As Captain, while you do have your own offices you will visit at shift start to secure your gear, you primarily live in one place: CIC. CIC is the command bridge, the head of the ship, and second in importance only to the brain, &lt;br /&gt;
otherwise known as the AI. CIC contains one of every possible console you could need, but most important is the FTL navigational computer, the tactical systems control console, and the flight control console. If the CIC on your assigned vessel has windows,&lt;br /&gt;
a shutter control button will be present nearby to draw down the reinforced shutters to protect you from explosions, space carps, and any [[Traitor|suspicious individuals]] that may be lurking about on the hull plating outside.&lt;br /&gt;
&lt;br /&gt;
===Plotting a course===&lt;br /&gt;
&lt;br /&gt;
Your primary purpose as Captain is to ensure that your assigned vessel completes its patrol as smoothly as possible, and the first way to do that is to plot a course. While you may permit the AI or a bridge staff to chart a course for you, ultimately you are the Captain and your orders are final. Using the FTL navigation console, you will be able to see two things: Your ship information detailing your current star and the status of the FTL’s spool up and the star map where you can see the stars close enough for you to warp to. Blue stars are allied with Nanotrasen and are safe, they cannot be claimed by the Syndicate. Yellow is neutral no-man's-land that can be claimed by the Syndicate if one of their patrol vessels reaches it. Red indicates that it is under Syndicate control and will have hostile forces within it. Alert the ship through use of comms or a communications console before jumping into any system you gauge may have enemies in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;b&amp;gt;main objective&amp;lt;/b&amp;gt; of the patrol is to visit stars marked with the tag “objective” on the galactic map to hunt down enemy invasion fleets until you are qualified for a shore leave, at which point your primary directive is to return to the newly unlocked star “Risa Station” to complete the round. Optionally, if you wish, you can continue your patrol for additional prestige. You qualify for a crew transfer at 3 objectives completed, but receive a message of congratulation and additional round end torps (OOC currency in the Torp shop) every 5 objectives (5, 10, 15, and finally 20).&lt;br /&gt;
&lt;br /&gt;
===Guns and ships===&lt;br /&gt;
&lt;br /&gt;
So, you’ve entered combat and your bridge staff are either dead or non-existent, what do you do? It’s time to take the helm yourself! To use the flight control console, first activate the DRADIS console next to it to bring up the radar then interact with the flight control console itself to be able to steer the ship. Pressing Q and E will boost turning power left and right for the ship respectively, whereas pressing Shift will boost the ship forwards. Be advised that boosting or doing a significant enough turn will cause players to be thrown into walls and knocked down, so be sure to buckle into a chair before operating any console in CIC. On the DRADIS radar all objects not in the ship’s view circle will be a yellow dot. Coordinate with whomever you have assigned to steer to draw the ship in closer to identify targets. Additionally, despite not being on the tactical console, you still have some control over weapons - namely, the Railguns. Click directly on the overmap in a direction to fire a burst from the Railguns. As there are multiple railguns on an average ship, there is a decent ammo capacity for this weapon but be wary of overusing it as Railguns require regular maintenance and will be down for that period.&lt;br /&gt;
&lt;br /&gt;
To use the tactical systems control console, it’s a similar practice - activate the DRADIS console nearby for a radar, then the tactical console itself, and you’ll be in business. Press Control (CTRL) to swap between weapons, but be sure to watch the tactical console window as it will show the current loading state of all weapons. It is recommended to swap to another weapon when your current one runs out of ammo to minimize time spent not firing.&lt;br /&gt;
&lt;br /&gt;
'''Torpedos'''&lt;br /&gt;
Click in a direction to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.&lt;br /&gt;
&lt;br /&gt;
'''PDC'''&lt;br /&gt;
A rapid-fire turret that consumes a massive amount of ammo. Click in a direction and hold down to fire a stream of bullets useful for hitting fast moving fighters and heavily damaging larger ships if close enough.&lt;br /&gt;
&lt;br /&gt;
'''The Magnetic Accelerator (MAC)'''&lt;br /&gt;
A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The MAC only has one shot before it must reload, so use it sparingly and coordinate with munitions.&lt;br /&gt;
&lt;br /&gt;
===Don’t touch that dial!===&lt;br /&gt;
&lt;br /&gt;
Although in an ideal world the crew would direct all of their questions, comments, and concerns to their respective heads of staff or the XO, this will almost never be the case. So, to prepare for the onslaught of people addressing you directly, take off your headset at round start and interact with it. By default, only a select few radio channels are enabled on your headset, you’ll want to enable all of them. Once that’s done, you’ll be able to speak to and hear the engineering and science department once again, along with NSV13’s two unique departments - Munitions and ATC (Air traffic control). With these enabled, another one of your duties is ready - listening to the radio for heads of staff, random crewmen, munitions techs and pilots, and even the AI asking you to do things. This is where you will make most of your decisions, and in combat or boarder situations, you may need to answer fast. Use your instincts and try to make the best decision to keep the ship moving.&lt;br /&gt;
&lt;br /&gt;
In the downtime from the rest of your duties, remember to address the crew every so often to build rapport, or in other terms, remind the crew that you are still in CIC commanding the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_clown.png|32px]]Having fun amidst the chaos.==&lt;br /&gt;
&lt;br /&gt;
With all of these additional responsibilities atop of the regular captain model, the constant criticism you may receive, just or not, and the stress that the fate of the ship and everyone it houses in your hands, you may be curious as to how you can relieve some of this stress and enjoy your job as Captain. The answer is simple - roleplay. As you’re likely aware, aside from Centcom itself, you are the most influential figure on the ship. What you say goes. Your prestigious title and position allows you to majorly influence how the tone of the round goes along with the general mood and mindset of the crew. Furthermore, the gods &amp;lt;link: Admin&amp;gt; will be watching you intently when they get the chance. While this may be intimidating, keep in mind the gods may be less fickle towards you and aid you if you have a fun command gimmick in mind. Do note, however, that while command gimmicks add flavor and a great deal of fun for the crew, remember that it must be fun for the crew, not just you. Additionally round-invasive command gimmicks (gimmicks that disrupt the traditional gameplay cycle) won’t be tolerated if done in a row. Space out your larger gimmicks, communicate with Central command about them, and most of all try to enjoy yourself in your unique position.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
&lt;br /&gt;
You’ve got a big job ahead of you, and it won’t be easy! But keep your wits about you, do your best to keep the ship afloat, and listen to what your crew says and maybe, just maybe, you’ll live to see yourself dock with Risa station as a hero.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=30512</id>
		<title>Guide to Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=30512"/>
		<updated>2020-07-15T06:34:22Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Complete overhaul of the munitions page to be compliant with the current update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.&lt;br /&gt;
&lt;br /&gt;
==Loading the guns==&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply the various weapons on the ship with the ammo they need to continue firing. This includes the Point Defence Cannons (PDC), the Railgun, the Torpedo tubes, and the Gauss turrets. The faster you can load and prepare these weapons, the faster the bridge can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hammerhead_Munitions_Bay.png|right|thumb|An example of a munitions bay configuration.]]&lt;br /&gt;
&lt;br /&gt;
===Point Defense Cannons===&lt;br /&gt;
Point defense cannons are the lifeblood of combat, serving as a rapid-fire, semi-inaccurate close-to-midrange weapon that is effective at taking down enemy fighters that other weapons may miss and dealing heavy damage to larger ships at close range when all bullets are able to hit. The Point Defense Cannons do not require any form of maintenance.&lt;br /&gt;
&lt;br /&gt;
The PDC loading racks are typically located to the north of the munitions bay attached directly to a wall. They require ammo from the PDC ammo crates, which are colored yellow and red. To load the racks, you simply grab some ammo and stuff it in. There may number between 3 to five total PDC racks on any given ship. Each magazine contains several hundred bullets and drains relatively quickly from continuous use. Once you do need to replace them, simply click a rack with a full magazine, and you'll swap it out for the empty one.&lt;br /&gt;
&lt;br /&gt;
===Railgun===&lt;br /&gt;
The Railgun is a heavy-duty cannon that fires powerful burst rounds. It is the only weapon controlled by the navigation console in the bridge and requires regular maintenance.&lt;br /&gt;
&lt;br /&gt;
This is the great big thing that does great big damage. It uses Teflon-coated tungsten rounds, which can be found in metal crates round start. You can load up to four of these at once before the railgun is full - once it's loaded, go to the console in front of the railgun, click &amp;quot;Load Tray&amp;quot;, then &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot;. You'll have to click all of these in reverse order to re-load the weapon.&lt;br /&gt;
&lt;br /&gt;
===Magnetic Accelerator (MAC)===&lt;br /&gt;
The Magnetic Accelerator, otherwise known as the MAC &amp;lt;s&amp;gt; tonight &amp;lt;/s&amp;gt;, is the stronger older brother of the Railgun. Instead of firing burst rounds, the MAC fires a single powerful piercing shot but must be reloaded immediately afterward. The MAC requires the most frequent maintenance of any weapon.&lt;br /&gt;
&lt;br /&gt;
The MAC functions almost identically to the Railgun, accepting the same ammo of Tungsten rounds but must be reloaded often and has a much faster durability decay. To maximize MAC usage, keep Tungsten rounds adjacent to the MAC at all times to load immediately and call out over munitions radio the status of the MAC so that CIC will be aware of when it will be down for maintenance and can plan accordingly.&lt;br /&gt;
&lt;br /&gt;
===Torpedo Tubes===&lt;br /&gt;
Torpedo tubes, as the name suggests, fire high-velocity torpedoes which detonate immediately upon impact. Torpedo tubes are slow loading, require maintenance, and can be inaccurate due to their travel time but are capable of dealing incredible damage.&lt;br /&gt;
&lt;br /&gt;
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press &amp;quot;Load tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot; to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage.&lt;br /&gt;
&lt;br /&gt;
===Gauss Guns===&lt;br /&gt;
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.&lt;br /&gt;
&lt;br /&gt;
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. Be aware that there is '''no oxygen in gauss gun cockpits''', so wear your internals to avoid asphyxiating and dying inside a turret. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate. In the event of a deceased individual being stuck in a Gauss gunner seat, use a crowbar to pull the seat back down manually.&lt;br /&gt;
&lt;br /&gt;
==Acquiring ammunition==&lt;br /&gt;
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat &amp;lt;s&amp;gt; you're fucked &amp;lt;/s&amp;gt;, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.&lt;br /&gt;
&lt;br /&gt;
===PDC/Railgun/MAC===&lt;br /&gt;
These are the easiest ammunition types to acquire. PDC ammo can be acquired from cargo in crates containing several sheets of ammo. Do not overestimate the amount within these crates, however - order multiple as PDC fire will go through all of this ammo quickly. Railgun and MAC rounds are shared and can be acquired the same way but do not require as many orders to remain stocked.&lt;br /&gt;
&lt;br /&gt;
===Torpedoes===&lt;br /&gt;
Torpedoes, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads (four types - lightweight, standard, armor piercing, and decoy. You cannot get more nuclear warheads, save 'em!.). Once you have all of these, aquire a set of tools, a cable coil, and a welding helmet from a welding locker if possible, then it's time to slap it together!&lt;br /&gt;
&lt;br /&gt;
# Get casing&lt;br /&gt;
# Add propulsion system.&lt;br /&gt;
# Wrench propulsion into place.&lt;br /&gt;
# Add guidance system.&lt;br /&gt;
# Screwdrive.&lt;br /&gt;
# Add IFF card.&lt;br /&gt;
# Screwdrive.&lt;br /&gt;
# Add warhead.&lt;br /&gt;
# Wrench again.&lt;br /&gt;
# Wire it.&lt;br /&gt;
# Wrench once more.&lt;br /&gt;
# Weld it.&lt;br /&gt;
&lt;br /&gt;
==Weapon maintenance==&lt;br /&gt;
The Torpedo Tubes, Railgun, and MAC require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
&lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Use a crowbar to carefully lever out the internal panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
&lt;br /&gt;
==You're ready==&lt;br /&gt;
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=30364</id>
		<title>User:Ansome</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Ansome&amp;diff=30364"/>
		<updated>2020-07-07T15:46:28Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Created page with &amp;quot;NSV13 wiki maintainer, mentor, &amp;quot;unofficial&amp;quot; community manager.  Ian 1024px&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NSV13 wiki maintainer, mentor, &amp;quot;unofficial&amp;quot; community manager.&lt;br /&gt;
&lt;br /&gt;
[[Ian]] [[File:Ian.PNG|1024px]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30363</id>
		<title>NSV13:Maintainer Assignments</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=NSV13:Maintainer_Assignments&amp;diff=30363"/>
		<updated>2020-07-07T15:42:02Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is just for looking at what all the wiki maintainers are working on right now and what's being worked on in the future! It's mostly here for us to keep track of what everyone is doing, but if you've found this page by chance feel free to look around and see what keeps us busy here at Wiki HQ!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Wiki Maintainers==&lt;br /&gt;
Who's working on the wiki? These people are! &lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Ansome|Ansome]] ([[User talk: Ansome|talk]]) -wiki maintainer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Active Tasks==&lt;br /&gt;
A list of what the wiki maintainers are &amp;lt;s&amp;gt;supposed to be&amp;lt;/s&amp;gt; doing right now.&lt;br /&gt;
&lt;br /&gt;
[[User:Bokkiewokkie|Bokkiewokkie]] ([[User talk:Bokkiewokkie|talk]])&amp;lt;br&amp;gt;&lt;br /&gt;
-Adding Hammerhead [[locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
-Editing [[maps]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-On a crusade against /tg/ logos (updating templates category)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inactive tasks==&lt;br /&gt;
Things that need doing, but aren't being done right now or by anyone in specific.&lt;br /&gt;
&lt;br /&gt;
* PVP gamemodes page/[[nuclear operative|nuke ops]] page rework for nsv versions.&lt;br /&gt;
* Editing things like code contribution pages to make sure they reference nsv instead of /tg/ or bee&amp;lt;br&amp;gt;&lt;br /&gt;
* Updating machine and object pages for nsv changes&lt;br /&gt;
* Adding [[Special:WantedPages|Wanted pages]] that we actually want&lt;br /&gt;
* Hammerhead, Galactica, Enterprise, Vago, Jeppison, Aegis and Jolly sausage map pages.&lt;br /&gt;
* Probably other things that aren't listed here&lt;br /&gt;
&lt;br /&gt;
==Finished tasks==&lt;br /&gt;
Pages that are mostly finished at the time of the last edit of this page and probably only need to be reworked when a new feature is added. (last edit: 5th of july 2020)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Stormdrive]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Executive Officer|XO]] and [[Captain]] page&amp;lt;br&amp;gt;&lt;br /&gt;
-[[Mining]] page&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Head_of_personnel&amp;diff=30287</id>
		<title>Head of personnel</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Head_of_personnel&amp;diff=30287"/>
		<updated>2020-06-30T16:09:13Z</updated>

		<summary type="html">&lt;p&gt;Ansome: Redirected page to Executive officer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Executive officer]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Captain&amp;diff=30285</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Captain&amp;diff=30285"/>
		<updated>2020-06-30T16:01:02Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|img = Captain action.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and [[Nanotrasen]] Officials&lt;br /&gt;
|duties = Ensure the ship completes its patrol, manage your [[Heads of Staff]], minimize casualties, be prepared for the unexpected and use your common sense to solve problems&lt;br /&gt;
|guides = [[Chain of Command]], [[Space Law]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
|quote = Those “captains” on the research stations think they’ve seen horrors. They think they’ve seen true terror. I’ve been at the front of this war, seen good men vanish into the void as a breach pulled them into the grasp of Davy Jones.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are the Captain of your assigned vessel, the head of the ship, and the most crucial individual when it comes to having a chance of returning to Risa Station intact. Be sure you’re up for the task and are well aware of regular captain duties &lt;br /&gt;
&lt;br /&gt;
and all of NSV13’s unique jobs to better understand how to coordinate the ship. You’ve got a lot ahead of you.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Move the ship along its course, complete objective systems, attempt to maintain an efficient workspace aboard the ship, try not to die - a ship without its captain is lost at sea.&lt;br /&gt;
&lt;br /&gt;
==Sailing the high seas (of space)==&lt;br /&gt;
&lt;br /&gt;
===Before you play Captain===&lt;br /&gt;
&lt;br /&gt;
The Captain is the most critical role in NSV13 and presents a variety of difficult tasks and decisions not present when playing Captain on a regular space station. For this reason, it is recommended you also have experience playing Captain on other servers or read the following guide: [https://wiki.beestation13.com/view/Captain Beestation Captain]&lt;br /&gt;
&lt;br /&gt;
Furthermore, while the XO &amp;lt;s&amp;gt;will&amp;lt;/s&amp;gt; &amp;lt;i&amp;gt;should&amp;lt;/i&amp;gt; be handling the busywork around squads and department management, in the event you are not assigned an executive officer or one unfit to fulfill their duties, [[Executive officer|read their respective guide here]]&lt;br /&gt;
&lt;br /&gt;
===Your workspace===&lt;br /&gt;
&lt;br /&gt;
As Captain, while you do have your own offices you will visit at shift start to secure your gear, you primarily live in one place: CIC. CIC is the command bridge, the head of the ship, and second in importance only to the brain, &lt;br /&gt;
otherwise known as the AI. CIC contains one of every possible console you could need, but most important is the FTL navigational computer, the tactical systems control console, and the flight control console. If the CIC on your assigned vessel has windows,&lt;br /&gt;
a shutter control button will be present nearby to draw down the reinforced shutters to protect you from explosions, space carps, and any [[Traitor|suspicious individuals]] that may be lurking about on the hull plating outside.&lt;br /&gt;
&lt;br /&gt;
===Plotting a course===&lt;br /&gt;
&lt;br /&gt;
Your primary purpose as Captain is to ensure that your assigned vessel completes its patrol as smoothly as possible, and the first way to do that is to plot a course. While you may permit the AI or a bridge staff to chart a course for you, ultimately you are the Captain and your orders are final. Using the FTL navigation console, you will be able to see two things: Your ship information detailing your current star and the status of the FTL’s spool up and the star map where you can see the stars close enough for you to warp to. Blue stars are allied with Nanotrasen and are safe, they cannot be claimed by the Syndicate. Yellow is neutral no-man's-land that can be claimed by the Syndicate if one of their patrol vessels reaches it. Red indicates that it is under Syndicate control and will have hostile forces within it. Alert the ship through use of comms or a communications console before jumping into any system you gauge may have enemies in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;b&amp;gt;main objective&amp;lt;/b&amp;gt; of the patrol is to visit stars marked with the tag “objective” on the galactic map to hunt down enemy invasion fleets until you are qualified for a shore leave, at which point your primary directive is to return to the newly unlocked star “Risa Station” to complete the round. Optionally, if you wish, you can continue your patrol for additional prestige. You qualify for a crew transfer at 3 objectives completed, but receive a message of congratulation and additional round end torps (OOC currency in the Torp shop) every 5 objectives (5, 10, 15, and finally 20).&lt;br /&gt;
&lt;br /&gt;
===Guns and ships===&lt;br /&gt;
&lt;br /&gt;
So, you’ve entered combat and your bridge staff are either dead or non-existent, what do you do? It’s time to take the helm yourself! To use the flight control console, first activate the DRADIS console next to it to bring up the radar then interact with the flight control console itself to be able to steer the ship. All objects not in the ship’s view circle will be a yellow dot. Coordinate with whomever you have assigned to steer to draw the ship in closer to identify targets. To use the tactical systems control console, it’s a similar practice - activate the DRADIS console nearby for a radar, then the tactical console itself, and you’ll be in business. Press “lock on” in the console to select a target then click on it to fire a torpedo at the ship. The rest of the ship’s armaments will be fired automatically or directly by the munitions team.&lt;br /&gt;
&lt;br /&gt;
===Don’t touch that dial!===&lt;br /&gt;
&lt;br /&gt;
Although in an ideal world the crew would direct all of their questions, comments, and concerns to their respective heads of staff or the XO, this will almost never be the case. So, to prepare for the onslaught of people addressing you directly, take off your headset at round start and interact with it. By default, only a select few radio channels are enabled on your headset, you’ll want to enable all of them. Once that’s done, you’ll be able to speak to and hear the engineering and science department once again, along with NSV13’s two unique departments - Munitions and ATC (Air traffic control). With these enabled, another one of your duties is ready - listening to the radio for heads of staff, random crewmen, munitions techs and pilots, and even the AI asking you to do things. This is where you will make most of your decisions, and in combat or boarder situations, you may need to answer fast. Use your instincts and try to make the best decision to keep the ship moving.&lt;br /&gt;
&lt;br /&gt;
In the downtime from the rest of your duties, remember to address the crew every so often to build rapport, or in other terms, remind the crew that you are still in CIC commanding the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_clown.png|32px]]Having fun amidst the chaos.==&lt;br /&gt;
&lt;br /&gt;
With all of these additional responsibilities atop of the regular captain model, the constant criticism you may receive, just or not, and the stress that the fate of the ship and everyone it houses in your hands, you may be curious as to how you can relieve some of this stress and enjoy your job as Captain. The answer is simple - roleplay. As you’re likely aware, aside from Centcom itself, you are the most influential figure on the ship. What you say goes. Your prestigious title and position allows you to majorly influence how the tone of the round goes along with the general mood and mindset of the crew. Furthermore, the gods &amp;lt;link: Admin&amp;gt; will be watching you intently when they get the chance. While this may be intimidating, keep in mind the gods may be less fickle towards you and aid you if you have a fun command gimmick in mind. Do note, however, that while command gimmicks add flavor and a great deal of fun for the crew, remember that it must be fun for the crew, not just you. Additionally round-invasive command gimmicks (gimmicks that disrupt the traditional gameplay cycle) won’t be tolerated if done in a row. Space out your larger gimmicks, communicate with Central command about them, and most of all try to enjoy yourself in your unique position.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
&lt;br /&gt;
You’ve got a big job ahead of you, and it won’t be easy! But keep your wits about you, do your best to keep the ship afloat, and listen to what your crew says and maybe, just maybe, you’ll live to see yourself dock with Risa station as a hero.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=30284</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=30284"/>
		<updated>2020-06-30T15:59:33Z</updated>

		<summary type="html">&lt;p&gt;Ansome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In NSV13, your job is somewhat akin to your character class.  It defines your starting equipment, your  [[identification_card|access]] on board the ship, and what you're supposed to be doing. Remember, these job descriptions are for humor purposes only. Please follow common sense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please remember that this was once in alphabetical order. The reason it was changed is that the list was simply too long for the alphabet to make it easily navigable. It has been changed to match the categorization in the Jobs template, which you can see at the bottom of each job page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
* [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Ensure the ship completes its patrol, manage your Heads of Staff, minimize casualties, cause casualties, be the sole survivor of the vessel you were supposed to protect.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Executive officer]]&lt;br /&gt;
|Alter access on ID cards, Manage and assign squad members, ensure each department is running efficiently, promote synergy.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Make sure your team isn't [[Shitcurity]]. Wear a stylish yet protective coat. Focus your department's efforts on bigger fish than [[Clown|leeches]].&amp;lt;br&amp;gt;&lt;br /&gt;
Chase down lone traitors and die alone in maintenance because YOU &amp;lt;b&amp;gt;ARE THE LAW&amp;lt;/b&amp;gt;. Revel in the fact that everyone hates you. Carry half the Armory in your backpack. Have blood feuds with the Warden.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_warden.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Sit in your office. Sit in your office, again. &amp;lt;s&amp;gt;Never&amp;lt;/s&amp;gt; Watch security cameras. Steal from the armory, then order crates to cover it up. Maybe keep an eye or two on the armory (So that no one steals the stuff you want to steal), and SET A GODDAMN TIME TO THE TIMER for any arrested scum.&lt;br /&gt;
&amp;lt;br&amp;gt;Replace the air in an assistants body with the fear of security. Have blood feuds with the Head of Security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Deal with the various [[clown|dirty]] [[assistant|fucking]] [[traitor|criminals]] running amok on the station. Taser people in the eyes. Pretend the Lawyer doesn't exist. Dogpile on traitors. Constantly get bitched at.&amp;lt;br&amp;gt; Harmbaton people to death, claim they were &amp;quot;resisting arrest&amp;quot;. Flashbang crowds until they are deaf and blind forever.  Arrest someone for a legitimate cause, get called shitcurity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Chain smoke cigarettes. Shoot the useless assistants with your cowboy gun. Lose your cowboy gun in a Space Vegas gambling session. Litter the halls with photos. Solve crimes on rare occasion. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Get top-of-the-line engineering equipment, do nothing with it. Protect your department's equipment from hordes of [[Cargo_Technician|thieving]] [[Assistant|rats]].&amp;lt;br&amp;gt;&lt;br /&gt;
Increase the engine's power output until it turns half the station into a radioactive death zone. Despair when you're asked to rebuild [[Guide_to_Telecommunications|Telecommunications]]. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|64px|link=Ship Engineer]]&amp;lt;br&amp;gt;[[Ship Engineer]]&lt;br /&gt;
|&lt;br /&gt;
Set up the engine and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Get shot by emitters, get brutally murdered on the solars by a nuclear agent, get drunk in the bar. Sprint past hull breaches without a second thought. Hack every machine to shoot things at people. Try to touch the Supermatter and get vaporized. Frequently remind crew that replacing lightbulbs is the Janitor's job.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Station's ghetto fireman. Ensure everyone can breathe by listening to complaints about how useless you are. If they can talk, everything's within tolerance.&amp;lt;br&amp;gt;&lt;br /&gt;
Build pipe slides. Forget all about repairing damaged piping. Run around the station looking like a serial killer with a fire suit and axe. Get lynched once silicons release plasma into the halls.&amp;lt;br&amp;gt;&lt;br /&gt;
Perform complicated gas reactions and fusion in the incinerator, then use them to make the station uninhabitable.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Munitions ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_maa.png|64px|link=Master At Arms]]&amp;lt;br&amp;gt;[[Master At Arms]]&lt;br /&gt;
| Oversee the Munitions department. Throw your budget card into disposals at the start of every shift. Make. Torp.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mt.png|64px|link=Munitions Technician]]&amp;lt;br&amp;gt;[[Munitions Technician]]&lt;br /&gt;
| Repair and refuel the fighters, Keep the ship weaponry loaded at all times only to get yelled at by the [[Bridge Staff|bridge bunnies]] anyway. Go through the arduous job of creating new vipers after the Fighter Pilots crash and burn.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_fl.png|64px|link=Flight Leader]]&amp;lt;br&amp;gt;[[Flight Leader]]&lt;br /&gt;
| Be a Fighter Pilot with a fancier name and rank.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_pilot.png|64px|link=Fighter Pilot]]&amp;lt;br&amp;gt;[[Fighter Pilot]]&lt;br /&gt;
| Fail to turn your engine on before the ATC launches you off the magcat, forget to disable your weapon safeties and crash into the side of an angry patrol cruiser. Yell for help over the radio after the enemy shoot down your viper.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atc.png|64px|link=Air Traffic Controller]]&amp;lt;br&amp;gt;[[Air Traffic Controller]]&lt;br /&gt;
|Launch the fighters into battle and yell at them to stick together. Perform rescue operations with a Raptor and retrieve fighter escape pods.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_dt.png|64px|link=Deck Technician]]&amp;lt;br&amp;gt;[[Deck Technician]]&lt;br /&gt;
|Repair the fighters and refuel them, banish anyone who dares enter in your swamp&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_bs.png|64px|link=Bridge Staff]]&amp;lt;br&amp;gt;[[Bridge Staff]]&lt;br /&gt;
|Yell at the Munitions staff to reload the torpedo tubes after launching the thermonuclear warheads into enemy PDCs. Fire the railgun in hyperspace for no reason. Get lynched.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_rd.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee the [[Scientist|demented]] [[Roboticist|manchildren]] of your department. &amp;lt;s&amp;gt;Build&amp;lt;/s&amp;gt; Destroy cyborgs with your magic button. Use Lamarr as a breath mask. Take control of the AI and rule the station. Shed a tear when you remember that you could once print guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:scientist_generic.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Get tossed in disposal by the [[Research Director]], &amp;quot;accidentally&amp;quot; blow up toxins, let the Slimes [[Critters#Gold_Slime_Pool|and way more horrifying things]] loose.&amp;lt;br&amp;gt;&lt;br /&gt;
Nag mining for diamonds so you can make two Bags of Holding to make a hole in reality, which people will casually build floors over. Refuse to stop at the last three items in the previous list and accidentally kill yourself in enough stupid ways to make murder look like assisted suicide. Suicide when someone destroys the ore silo.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Build some nifty robots and BIG STOMPY MECHS! Dismantle the station for more metal. Have your cyborgs that you built turn on you when the AI goes rogue. Kill a patient and blame it on your colleagues for not knowing how to perform surgery. Be awesome and cut your own arm off to replace it with a &amp;lt;s&amp;gt;Robo Arm&amp;lt;/s&amp;gt; freaking chainsaw.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cmo.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors. Complain no one listens to you. Help the virologist spread an epidemic. Fill your hypospray with Chloral Hydrate. Fetch Runtime mice from maintenance. Kick out the [[Clown]] every five minutes. Do everything (everyone else under you does fuck all).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Use your Sleeper or Cryo to heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Help the Virologist research cures to diseases and create new immune systems.&amp;lt;/s&amp;gt; Nag Chemistry for chloral hydrate. Inject people with chloral hydrate and drag them to &amp;lt;s&amp;gt;the dungeon&amp;lt;/s&amp;gt; surgery to give them a &amp;lt;s&amp;gt;sex change&amp;lt;/s&amp;gt; lobotomy. Replace all the chemicals in the Cryo tubes with spray tan and fluorosulfuric acid. Inject people with mind breaker toxin. Get arrested when you do 'free' brain removals. Cry and hide in a locker once the cryo pods get broken.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make chemicals and basically control the station. Fling grenades on the emergency shuttle. Misname bottles and get lynched by the CMO after someone dies by your bottles of &amp;quot;Omnizine&amp;quot;. Inject the clown with enough mutagen to give a heart attack to a water buffalo, while refusing to give the botanists more than 30u. Scream for security when people break into your lab because you've done nothing but make narcotics all shift. Dish out space drugs like no tomorrow. Make literal carpet bombs to make the corridors slightly more classy.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Botany.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist.png|64px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give your monkeys Tourettes and broadcast their cursing across the station. &amp;lt;s&amp;gt;Clone&amp;lt;/s&amp;gt; Ignore the tide of dead bodies that comes to your door. Fry your genes with radiation until you melt down into a literal slug. Accidentally inject yourself with a monkey SE and get impaled by the cook. Get bombed every round. Have people line up for superpowers like it's a candy store.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|64px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Expect people you've never met to already hate you, try to eradicate the great space flu, create the next Pandemic, get killed for the clown releasing Pierrot's Throat. Ignore petty details like sanitation and outbreak prevention. Incarcerate someone forever [[Virology|in your dungeon]]. Test diseases on people. Realize that you're getting lynched because one of your test subjects &amp;lt;s&amp;gt;was let out by you&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Broke the fuck out of virology by greytiding and ai help&amp;lt;/s&amp;gt; mysteriously vanished and reappeared in a highly populated area. Get lynched when [[Nuclear_Operative|a bunch of]] [[Xenobiology|other]] [[Botanist|assholes]] release Fungal Tuberculosis. Despair when the P.A.N.D.E.M.I.C. machine breaks and prevents you from creating vaccines. Have blood feuds with [[Scientist|Scientists]] and [[Roboticist|Roboticists]] over Uranium sheets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Supply ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|64px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure your [[Cargo Technician|slaves]] do their jobs. Be an extremely vulnerable target for the [[Revolution]]. Order guns and secede from the station. Order virus crates and release the contents. &amp;lt;s&amp;gt;Force Lisa into sexual servitude with Ian.&amp;lt;/s&amp;gt; Pet Lisa. Trade an assistant a toolbelt, multitool, rubber gloves, and a welding hat if they steal Runtime. Order a shitton of NULL_CRATES and cry in deadchat when raided and killed by security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cargo.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Push dem crates. Promote shorts as they are comfy and easy to wear. Steal &amp;lt;s&amp;gt;emitters&amp;lt;/s&amp;gt; cargo in general. Give the MULEs a thirst for human blood. Whine because Security arrested you for ordering guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_shaft.png|64px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Mine rocks, try to mine monsters. Get science and robotics materials to get cool things. Go on a quest for the clown planet. Shoot people with your kinetic accelerator as if they were &amp;lt;s&amp;gt;rocks&amp;lt;/s&amp;gt; monsters. Collapse in despair when the shuttle is called early. Collapse in general when goliaths robust you. Search for cool loot instead of actually mining for ore. &amp;quot;Accidentally&amp;quot; lure a [[Megafauna]] to the station. Fall into a chasm and die.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Mop blood off the floor, then get arrested for creating a safety hazard. Get killed for your boots. Swear constantly. Clean up gang tags, then get harmbatoned by Security because you were spotted near them.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix cocktails, &amp;lt;s&amp;gt;protect Pun Pun at all cost&amp;lt;/s&amp;gt; toss the monkey into disposals, dodge glasses being thrown at you, have your shotgun stolen and used against you. Let cargo borrow your shotgun in exchange for sawing it off for you. Act surprised when people start to die from drinking your &amp;quot;cocktails&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chef.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|&amp;quot;Yur puurt thuur chiir-ken airn der bewl&amp;quot; - Cook delicious meals from spare meat in the morgue (Yum!), abduct Pun Pun at all costs and try to find out if it will blend. [[Critters#Neutral|Be brutally murdered by your pet goat]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_botanist.png|64px|link=botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow &amp;lt;strike&amp;gt;the good stuff&amp;lt;/strike&amp;gt; grass, place it everywhere, man. Oversee the production of illegal drugs security cares fuck all about. Get ignored by a [[Chemist|dude making crayon powder grenades]] while you're asking for crucial supplies.  Grow medicinal crops to heal the acid burns sustained during &amp;lt;s&amp;gt;a chem lab robbery&amp;lt;/s&amp;gt; equipment redistribution. Smoke &amp;lt;s&amp;gt;weed&amp;lt;/s&amp;gt; dandy corn-cob pipes er'ryday. Make acid-filled tomatos and melt everyone's stuff. Allow hydroponics to become a horrifying farmhouse. Get lynched for releasing your bees full of dangerous chemicals.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Chemistry.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant2.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|AKA Space Bums. Be the kid in a candy shop. Steal things to see what funny message pops up when you commit suicide with them. Beat people/objects with toolboxes. Never, EVER remove your grey jumpsuit. Gangbang the captain to death with fellow grey tide drones and blame it on the Clown. Never assist anyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_clown.png|64px|link=Clown]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk!  Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for all access. Honk! Prank the CMO until he commits suicide out of frustration. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain's office and HONK in his face. HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Get people drunk. Run around the station looking for people you're allowed to behead with your armory of pop-culture references. Behead corpses if you can't find any. Be best friends with security, despite the fact that they should probably arrest you for your murderous tendencies.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Curator]]&amp;lt;br&amp;gt;[[Curator]]&lt;br /&gt;
|Attempt to hold poetry readings. Host D&amp;amp;D games. Stalk people with your camera. Get lynched for reading pornography over the radio. Beat the snot out of anyone who doesn't return their library books. Allow the cult to set up an AI module in your private study. &amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;Find&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot; treasure for your exhibit. Realize that you're not a librarian and release your inner dominatrix via the whip. Vandalize the front of the brig with erotica engravings. Use your whip to make CentCom be confused about why all the tasers and batons are in space. Get deathsquadded for doing so.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_lawyer.png‎|64px|link=Lawyer]]&amp;lt;br&amp;gt;[[Lawyer]]&lt;br /&gt;
|Tell security to notify you when a new prisoner arrives. Don't get notified. Be ignored and go to the bar. Become a drunken wreck and space yourself in frustration.  Occasionally find loopholes in infernal contracts and save souls from damnation.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
| Complain that you can't play this for a month. Follow your laws. Be the crew's bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Name yourself something sexual. Get bitched at. Get carded. Get bitched at. Abuse loopholes in laws to murder people.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and hope that you aren't blown up due to [[Research Director|certain individuals]]. Forget to recharge. Forget completely that you're still somewhat human and do mindless repetitive tasks without emotion.&amp;lt;br&amp;gt;&lt;br /&gt;
Have lengthy discussions with crew members about the correct interpretation of your laws.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Become that adorable robotic pet. Fix the holes the crew will inevitably make. Steal everything not bolted down. Get picked up and used as a hat against your will. Be more competent than the stations Engineers. Get killed by the Engineers for being more competent than them,&lt;br /&gt;
&lt;br /&gt;
'''Drone spawners have been removed from the game, due to drones only being used as infinite respawn greytide bots, the only way to play as drone is to take the role of a derelict drone at the derelict station.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted (if they bother downloading you). Whine in OOC because they didn't. Don't fill any of the fields except the name field. Imitate the AI and make it seem rogue. Imitate the Supermatter and make everyone shit their pants.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Get wrecked by cult, or change map preference to meta and tip your fedora at the chaplain. laugh at the assistant trying to punch you, then get killed by a simplemob carp. Start beefs with other constructs for getting the first shell, ask for juggernaut and get &amp;lt;s&amp;gt;spaced&amp;lt;/s&amp;gt; wraith.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Admin help. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around the singulo pretending to be a black hole. &amp;lt;s&amp;gt;Watch ERP&amp;lt;/s&amp;gt;. Beg the admin to deploy a space ninja. All follow an antag like some form of ethereal dog pile. Be upset enough about &amp;lt;s&amp;gt;said antag&amp;lt;/s&amp;gt; '''literally everything''' to rival industrial salt mining.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&lt;br /&gt;
Main Antagonists are typically the primary antagonist of a single round, and form the backbone of how a round progresses.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Buy an ebow and esword and make people cry. Ignore your objectives and go on a rampage with your cool gear. Get unceremoniously killed and spaced by a toolbox-wielding assistant.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Not_Malf.gif|64px|link=Malfunctioning AI]]&amp;lt;br&amp;gt;[[Malfunctioning AI]]&lt;br /&gt;
|&amp;quot;Forget&amp;quot; to remind the crew about suit sensors. Get your borg destroyed/emaged five minutes into the shift. Let people into your upload only to stun/kill them a second later. Flood the station with &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; screams of the clown being beat to death by security over the intercom. Get unceremoniously carded and spaced by a toolbox-wielding assistant with an EVA suit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter's 'The Thing', without 'The Thing' part. Relieve humans of their DNA and brain cells, which they don't use much anyway. Sting everyone who walks past you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Nuclear Operative]]&amp;lt;br&amp;gt;[[Syndicate guide|Nuclear Operative]]&lt;br /&gt;
|Someone set us up the bomb! (AKA You) Get dat fukken disk. Plant a power sink on the solars. Waste all your telecrystals on balloons. Arm the nuke while your fellows are still on the station. Kidnap Ian.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Blood Cult]]&amp;lt;br&amp;gt;[[Blood Cult|Blood Cultist]]&lt;br /&gt;
|Scribble runes with your own blood. Summon eldritch gods. Rock out with your cult blade out and get arrested, have a dick measuring fight with the clock cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security's boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:servant_of_ratvar.png|64px|link=Clockwork Cult]]&amp;lt;br&amp;gt;[[Clockwork Cult|Clockwork Cultist]]&lt;br /&gt;
|Serve the Clockwork Justiciar by scribbling new-age runes all over maintenance. Start a steampunk book club and kill all the old-fashioned book clubbers. Invoke a bunch of anime people to summon Ratvar. Make &amp;lt;s&amp;gt;everyone&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;absolutely nobody&amp;lt;/s&amp;gt; a few people at /vg/ mad by stealing their antagonist, and have a dick measuring fight with the blood cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium to &amp;lt;s&amp;gt;Unwinnable&amp;lt;/s&amp;gt; Effortless&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mobster.png|64px|link=Gang]]&amp;lt;br&amp;gt;[[Gang|Gangster]] &lt;br /&gt;
|Vandalize the station and get into fights with rivals. Litter the halls with bullet casings. Get ignored by your own gang. Just don't forget: Snitches Get Stitches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey.png|64px|link=Game Mode#Monkey]]&amp;lt;br&amp;gt;[[Game Mode#Monkey|Monkey]]&lt;br /&gt;
|Attempt to infect the crew with the monkey virus. Get absolutely crushed by Security within five minutes. Spend the next two hours as a ghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonists ===&lt;br /&gt;
Side antagonists are secondary antagonists that are either subservient to other, main, antagonists, or have a small chance to appear during any round type. Side antagonists tend to be slightly less powerful than their main counterparts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Beware of The Blob, it creeps and leaps and glides and slides, across the floor, right through the door. Except you don't do any of this. Make the crew scream internally when you appear at the tail end of a mass station bombing. Slowly consume the station, until you either eat everything or get killed by the current round's antagonist.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Agent.png|64px|link=Abductor]]&amp;lt;br&amp;gt;[[Abductor]]&lt;br /&gt;
|Kidnap people and experiment on them. Disregard that objective and kidnap Ian/Kill the AI. Accidentally kidnap yourself. Steal the armory after losing your tools. Hope your fellow Scientist/Agent is not incompetent and lets the crew kidnap you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Holoparasite]]&amp;lt;br&amp;gt;[[Holoparasite]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to something so awful it makes your foes cry in battle. Annoy your summoner by constantly making JoJokes in their head. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien ''wing-wang''. Break procs. Squander your chance to be a big, purple killing machine and your race's survival in favor of acting out the [[Curator|Curator's]] favorite porno.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Guard.png|64px|link=Spider]]&amp;lt;br&amp;gt;[[Spider|Spiders]]&lt;br /&gt;
|Catch flies in your web and suck his juices out just like your dad, a changeling. Get your xenobiologist banned because he let you lay eggs. Consume, Adapt, and respawn over and over in a new shell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|64px|link=Swarmers]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the Curator until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|64px|link=Morph]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Nightmare]]&amp;lt;br&amp;gt;[[Nightmare]]&lt;br /&gt;
|Jaunt. Murder people and crush the flare exploit! Jaunt. Make the lights your bitch! Jaunt. Jaunt into light! Jaunt. Jaunt into stunbaton! Complain in deadchat, cry because you are esentially a worse shadowling.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|64px|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Follow your orders, which may or may not involve you killing everything that moves. Kill everyone regardless.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slaughterdemon.png|64px|link=Slaughter Demon]]&amp;lt;br&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
|Hunt down and kill the wizard who summoned you. Eat bodies out of the [[Morgue]] for health. Drag bleeding bodies through the hall. Make the janitor happy by making him become the most important job for a while. Be unable to bloodcrawl due to all the blood being cleaned up. Eat the janitor. RIP AND TEAR!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pirate.png|64px|link=Pirate]]&amp;lt;br&amp;gt;[[Pirate]]&lt;br /&gt;
|Try to raid the station. Fail miserably because the entire crew is out for your blood so they can re-roll for antag.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icons8 flat biohazard.svg.png|64px|link=Sentient Disease]]&amp;lt;br&amp;gt;[[Sentient Disease]]&lt;br /&gt;
|Try to infect people. Get the virologist lynched. Get the CMO lynched. Get the rest of medbay lynched. Make everyone grow beards.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowperson.png|64px|link=Creep]]&amp;lt;br&amp;gt;[[Creep]]&lt;br /&gt;
|Try to act creepy and shifty. Fail because everyone's a miserable bastard in this shithole. Toe [[Rules|Rule 8]] to a suspicious extent.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Griffmaster.png|64px|link=Fugitives]]&amp;lt;br&amp;gt;[[Fugitives]]&lt;br /&gt;
|Lead the [[Hunters]] on a chase around the station. Total the [[clown]] into the Supermatter while doing so. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spessrussian.png|64px|link=Hunters]]&amp;lt;br&amp;gt;[[Hunters]]&lt;br /&gt;
|Wave your weapons wildly around. Shoot the [[Fugitives]] for resisting. While you're at it, shoot the entire crew for resisting.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depreciated Antagonists ===&lt;br /&gt;
These antagonists, for one reason or another, are no longer in the normal gamemode rotation. Beware: these antagonists may appear due to malevolent [[Admins|Space God]] shenanigans, so don't rule them out entirely.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:devil.gif|64px|link=devil]]&amp;lt;br&amp;gt;[[Devil]]&lt;br /&gt;
|Somewhat of a flawed mode, turns out that asking to buy a guy's soul usually makes them want to robust you, because &amp;quot;valid.&amp;quot; Usually involved the devil blowing up some crew members and then offering them contracts to be revived. But, despite this, the [[Admins|Gods]] can summon one if they [[Byond the impossible|feel like it]].&lt;br /&gt;
|Engage in civil discussions to buy souls.  Create emergencies so that people are desperate enough to sell their soul.  Try to out wit the lawyer.  Get punched to death by someone you just turned into a hulk.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Overthrow]]&amp;lt;br&amp;gt;[[Overthrow|Syndicate Mutineer]]&lt;br /&gt;
|Overthrow ended up being a damn confusing gamemode. Examples include how unclear it was if the other agent teams were working with or against you, or how the points system worked, not to mention the poor wording of the Overthrown AI lawset. Numerous bugs surfaced that didn't all get fixed, and the gamemode ended up being recognized as one of the least-liked gamemodes after a vote was taken.&lt;br /&gt;
The mode's future is uncertain.&lt;br /&gt;
|Arrive on the station as a Traitor with less gear but the ability to awaken the Syndicate sleeper agent in everybody. Cooperate with other teams to stage the perfect coup (or don't and just fight each other, fuck those guys). Roll up with your posse on a quest to become the most powerful &amp;lt;s&amp;gt;[[Gang]]&amp;lt;/s&amp;gt; Syndicate team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removed Antagonists ===&lt;br /&gt;
These antagonists have, for one reason or another, been removed from the game. These antagonists might return one day if they ever get remade or reworked. Although, this is highly unlikely...&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard|Ragin Mages]]&lt;br /&gt;
|Spawning up to three or four Wizards simply proved to be too much for the station. One Wizard is destructive enough. This however remains in game as a admin only event, for &amp;lt;s&amp;gt;your&amp;lt;/s&amp;gt; their amusement.&lt;br /&gt;
|Spend ten minutes hunting down one Wizard, kill him thinking you've won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godhand.png|64px|link=Hand of God]]&amp;lt;br&amp;gt;[[Hand of God]]&lt;br /&gt;
|Oh, poor HoG! Shoved out the door buggy, unbalanced, and extremely hard to learn as it combines three gamemodes (hello, gang) into one. Nobody wanted to fix HoG after it's release because of old derelict code that would break even more when poked. While some say it's fun while it's not broken, has that ever been the status quo?&lt;br /&gt;
|Turn someone into !popehat! while they're talking to security. Instakill people with god powers! Build across the station converting people with your !popehat! gang, and get killed instantly by a rod smashing into your nexus. Break the game, over and over and over and get removed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pope.gif|64px|link=Hades]]&amp;lt;br&amp;gt;[[Hades|Hades, Pope of Sin]]&lt;br /&gt;
|Poor guy was implemented into the game as summonable through an item accessible only to wizards. Almost never encountered, when the Dark Seed went away, away went the Pope of Sin with it.&lt;br /&gt;
|Be a general annoyance to the crew. Be a very annoying (need I say it again with time freezing to a halt every minute or so) non-sentient antagonist. Play Russian roulette with the crew manifest.&lt;br /&gt;
!AI Controlled&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Shadowling]]&amp;lt;br&amp;gt;[[Shadowling]]&lt;br /&gt;
|Shadowling suffered from issues of it being yet another crew conversion game mode, and was generally unfun to fight against and had a anti-climatic ending. This mode has recently been reworked into the [[Nightmare]] side antagonist.&lt;br /&gt;
|Be the hip and more popular brother to the Changeling. Turn the station into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borer.png|64px|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|The Cortical Borer suffered from the same problems as the Monkey Mode, being very buggy and one sided at times. Fun for both sides was questionable. No current plans to reimplememt.&lt;br /&gt;
|Crawl in the corroded brain of the clown. Inject meth. Assume direct control. Induce crippling drugs in the clown. Inject meth. Cry when the host eats sugar. Inject meth. Overdose!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Assimilation]]&amp;lt;br&amp;gt;[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Stand around in places and add unwitting humans to your hivemind. Hijack the minds of crewmembers and have them do [[Traitor#Murder 101|the dirty work]] for you. Have a random vessel get implanted and security wailing down on you 30 minutes into the shift.&lt;br /&gt;
|Be a conversion stealth antag. Use One Mind and become unstunnable with magic abilities that are only ever fun for yourself.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png|link=Lavaland/Space Role]]&amp;lt;br&amp;gt;[[Lavaland/Space Role]]&lt;br /&gt;
|Die to ash storms. Die to an asteroid. Die to lava. Die when a Security strike team teleports into your base. Die to a Miner. Die in general.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|64px|link=CentCom Official]]&amp;lt;br&amp;gt;[[CentCom Official]]&lt;br /&gt;
|Be self-important, meddle with station affairs, annoy the Captain with bureaucracy. Get killed almost immediately by a random mob. Have you body looted by everyone, including the captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|64px|link=Ian]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Ass-inspect, eat donuts, get killed, be dragged off to a washing machine and get gibbed. Cause a riot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|link=Chrono Legionnaire]]&amp;lt;br&amp;gt;[[Chrono Legionnaire]]&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Erase Adolf Hitler for the 50th time this week. Without a trace, Cry because literally everybody forgot about you and never spawns you. &lt;br /&gt;
&lt;br /&gt;
Originally suppose to replace the space ninja, however people didn't like the idea of someone being able to teleport everywhere and having a insta-stunlock rifle that deleted people after some time.&lt;br /&gt;
&lt;br /&gt;
'''Chrono Legionnaire teleport is broken, you won't be able to get out of teleport mode once activated.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Highlander.png|64px|link=Highlander]]&amp;lt;br&amp;gt;[[Highlander]]&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;THERE CAN ONLY BE ONE&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|64px|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the station to actually help. Lose the rest of your team, get outnumbered and die. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|64px|link=Death Squad]]&amp;lt;br&amp;gt;[[Death Squad|Death Squad Officer]]&lt;br /&gt;
|Beg for DS, spawn in at CentCom, kill an admin who was trying to tell you your mission, get gibbed, beg for another chance. Set your rifle to DESTROY and terminate all lifeforms (including walls). Slip on a banana peel and a̶n̶d̶ ̶g̶e̶t̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶i̶n̶t̶o̶ ̶o̶b̶l̶i̶v̶i̶o̶n̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶o̶w̶n̶ ̶r̶i̶f̶l̶e̶ laugh as your boots prevent you from slipping and the Clown can't fire your DNA-locked rifle. Shoot the Clown with your Mateba Revolver.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ansome</name></author>
	</entry>
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