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	<id>https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bamhalazam</id>
	<title>NSV13 - User contributions [en]</title>
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	<updated>2026-06-04T09:00:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Federation&amp;diff=34410</id>
		<title>Federation</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Federation&amp;diff=34410"/>
		<updated>2022-07-05T12:31:36Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: Starts the rewriting of the Federation wiki page (WIP)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction|reason=The page is being renovated to conform to modern NSV lore standards.}}&lt;br /&gt;
[[File:Federation1.png|alt=|thumb|311x311px|''&amp;quot;Unity Binds Us&amp;quot; -'' The motto of the Federation]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Federation is an interstellar political alliance estabilished in 2054, which at the present day consists of four interstellar governments: [[SolGov]], [[Nanotrasen]], the [[Dominion of Light]] and the [[Draconic Empire]]. It is the primary military power in the region where it spans. &lt;br /&gt;
&lt;br /&gt;
The Federation's joint ventures are controlled and coordinated by [[Central Command]], a military and political High Command of sorts consisting of the top brass of each member state. It is infamously inefficient and bureaucracy oriented, with it's members notoriously overworked. [[Whiterapids]], the Joint Naval Taskforce is the current public spearhead passion project of the Federation [[Central Command]].&lt;br /&gt;
&lt;br /&gt;
[[SolGov]] by virtue of being the most well-estabilished power in the region, is the de-facto leader of the Federation, although officially one is not in the charter.&lt;br /&gt;
=History=&lt;br /&gt;
In the early 2050s, humanity was faced with a growing energy crisis. Presented with it, the representatives of the member nation-states of the United Nations of Earth decided it was the right moment to unify. In 2052, a representative republic is estabilished aptly named The Government of Terra, which is later renamed to the Government of Sol or [[SolGov]] for short.&lt;br /&gt;
&lt;br /&gt;
After the formation of the Solarian Government, a push to further the global economy was gaining momentum. After the necessary legislation had passed the ruling body of [[SolGov]], the economic arm of the [[SolGov]] was created and separated from the ruling body in the form of a government controlled corporation in 2054. The result of this movement was [[Nanotrasen]].&lt;br /&gt;
&lt;br /&gt;
Months after it's creation, it was incorporated into an interim federation of sorts, being given free reign over the economy of Terra and subsequently the surrounding region to handle it's ever increasing economic demands.&lt;br /&gt;
&lt;br /&gt;
Since the inception of such an organization through being the parent body to [[Nanotrasen]], [[SolGov]] was and still is the one calling the shots within [[Nanotrasen]] to this day. &lt;br /&gt;
&lt;br /&gt;
In 2067, the Federation as of now consisting of two members, turned it's eyes outwards towards the stars. This year marked the beginning of what is known as the &amp;quot;Great Expansion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 2164, the mothmen are found in their station-cloud. They quickly estabilish diplomatic relations with the Federation and are assimilated peacefully. The government of the mothmen came to be known as the [[Dominion of Light]].&lt;br /&gt;
&lt;br /&gt;
In 2177, the lizardmen were discovered by a [[SolGov]] exploration fleet. After a brief skirmish resulting in the loss of most of the exploration fleet and the deployment of a warfleet and logistics support to one of the three Draconic Clans, the newly formed [[Draconic Empire]] accepted to join the Federation as a vassal, opting to consider itself as a conquered government owing to their cultural quirks.&lt;br /&gt;
&lt;br /&gt;
In the present day, [[SolGov]]'s influence has expanded even further within the Federation. Innumerable pacts, treaties, constitutions, laws and so forth with the member states have been written in a way as to allow [[SolGov]] to maintain a place of supremacy within the Federation, both military and political.&lt;br /&gt;
=Faction Relations=&lt;br /&gt;
The Federation has a very complicated relationship with many factions. Due to being a hotbed for political activity, it would be impossible to explain it all.&lt;br /&gt;
===[[SolGov]]/[[Nanotrasen]]===&lt;br /&gt;
 SolGov, together with NT, initially formed the Federation out of a mutual need for stability. chiefly, it was made to avoid the military authority from influencing the economy. And such the economic might, and the military might were sliced in two. Because of this, Solgov and Nanotrasen maintain a special relationship.&lt;br /&gt;
 &lt;br /&gt;
 “If the federation were a family, solgov would be the father, and nanotrasen would be the prodigal, firstborn son”.&lt;br /&gt;
 Later out of this need arose [[Central Command]] to fill the gap, as a 3rd party authority managed and maintained by the De-facto Leadership, Solgov. However, Solgov is not the only source of authority. It merely has veto power, as when it comes down to it, central command is a representative council composed of a proportional representation of it's nations.&lt;br /&gt;
===[[Dominion of Light]]===&lt;br /&gt;
 The DOL peacefully joined the Federation 2164, the Envoys discover them floating in massive stations above their deathworld. Communications with the dominion of light began, started, and remained peacefully cooperative with the federation, joining the federation within months. &lt;br /&gt;
===[[Draconic Empire]]===&lt;br /&gt;
 In 2177, First contact was made with the Lizardmen. After a brief skirmish and some anxious deliberation was made, communications were established with one of the 3 Major Draconian Powers, The Draconian Empire. Cooperation was established, trade began, and they eventually became large enough to independently conquer their enemies. Although diplomacy is strong between The Empire’s maintains their own cultural quirks. As in, they have outwardly refused to join the federation, instead accepting a sort of vassalization, much to the dismay of their would be “overlords”.&lt;br /&gt;
===[[Tortuga Raiders]]===&lt;br /&gt;
 The Tortugan Raiders mostly leave federation-marked envoys alone, except for the odd ransome here or there, messing with the big players like that is generally considered to be a bad move among pirates.&lt;br /&gt;
===[[Syndicate]]===&lt;br /&gt;
 Due to the immense bad blood between the syndicate and the rest of human civilisation, the federation does not look fondly upon syndicate existance.&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Federation1.png&amp;diff=34399</id>
		<title>File:Federation1.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Federation1.png&amp;diff=34399"/>
		<updated>2022-07-05T10:36:36Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Federation&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Assistant&amp;diff=33390</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Assistant&amp;diff=33390"/>
		<updated>2021-09-27T20:46:18Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Generic_assistant2.png&lt;br /&gt;
| jobtitle = Midshipman&lt;br /&gt;
| caption = &amp;quot;OORAH OORAH OORAH&amp;quot;&lt;br /&gt;
| access = [[Maintenance]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = None&lt;br /&gt;
| supervisors = Anyone&lt;br /&gt;
| rank = Midshipman ('''MID''')&lt;br /&gt;
| duties = Get your space legs, assist people, ask the [[Executive Officer|XO]] to give you a job&lt;br /&gt;
| guides = [[New Players]], [[Frequently Asked Questions]], [[General items]], [[Guide to construction]], [[Illicit Access]]&lt;br /&gt;
}}&lt;br /&gt;
[[File:Primary Tool Storage.png|thumb|300px|The [[Primary Tool Storage]]. The Midshipman's natural environment.]]&lt;br /&gt;
Assistants, also known as midshipmen are rank and file crewmembers of the NSV. Midshipmen are one of the most versatile assets that a naval vessel can possibly have. You should read [[New Players|''the tutorial'']] before starting if you are new to SS13. Welcome aboard, crewman.&lt;br /&gt;
&lt;br /&gt;
All assistants or midshipmen get assigned to one of the four squads shiftstart: Duff, Butter, Apple and Grape. All squad members get a pager which allows them to communicate with the rest of their squad. It can be accessed by holding it in your hands and typing '':f'' infront of anything you want to say. In addition to being in a squad, you also get assigned a role within the squad. You have the option of becoming a squad leader, a squad medic, a squad engineer or just one of the grunts. A guide to being in a squad can be found [[Squads|here.]]&lt;br /&gt;
&lt;br /&gt;
If you are charismatic or lucky, the [[Executive Officer]] can add more access to your [[Identification Card]]. With more access and a place to stay, perhaps you can find a purpose on the ship at last.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Don't be a total shitler.&lt;br /&gt;
==Actually Assisting People==&lt;br /&gt;
If you are a midshipman and [[Beyond the impossible|wish to actually assist people]], you can try asking over the radio if anyone needs help with anything. This may or may not work. You can also approach people in person, which has a higher chance of success. Live out your dreams of being a 22-year-old coffee bitch intern IN SPACE! Or, a buff grunt that does the dirty work.&lt;br /&gt;
==Duties? What Duties?==&lt;br /&gt;
Midshipmen are usually the most aware personnel on the ship due to the fact they're constantly on the move. You'll find that that midshipmen make great informants and security details!&lt;br /&gt;
&lt;br /&gt;
Due to the lack of responsibility, you'll usually find that midshipmen are the ones responsible for getting in bar fights, building cloning stations in firefighting closets, converting the dorms into firing ranges, and all other sorts of wacky projects and games.&lt;br /&gt;
===&amp;quot;Jump feet first into Hell!&amp;quot;===&lt;br /&gt;
So, you're a midshipman! And the ship is in combat! What do?&lt;br /&gt;
&lt;br /&gt;
Well, get ready for action. Grab your equipment and make everyone know that you can help using the tools from your squad vendor. Run around and assist people, seal breaches and be all around helpful. &lt;br /&gt;
&lt;br /&gt;
The time may come when you're called to the hangar. That's right, the hangar! Your responsibilities as being part of a squad are also boarding enemy vessels during active combat, if command ever decides to do that. You should generally wait for security to give you the weapons without rioting. Do as the pilots say, for they are the ultimate authority aboard their vessel.&lt;br /&gt;
&lt;br /&gt;
Guide to being a mallcop that deals with rioting midshipmen can be found [[Guide to security|here]].&lt;br /&gt;
===Being part of a Squad===&lt;br /&gt;
On a battleship, we need every person at the ready! As such, every person with a non-combat job is organized into a ''Squad''. These squads get easy jobs to help with keeping the ship and the crew in one piece. But usually the people who have actual jobs just dont care about squad duties.&lt;br /&gt;
&lt;br /&gt;
This is where you come in! You have the free time to grab your squad box from a vendor, and save those ungrateful idiots.&lt;br /&gt;
&lt;br /&gt;
If you want to be a good squadmate, take a look at the guide [[Squads|here]].&lt;br /&gt;
===Gimmicks (on your off time!)===&lt;br /&gt;
A midshipman is also good job for playing a single-round gimmick.&lt;br /&gt;
*Acolyte&lt;br /&gt;
*Actor&lt;br /&gt;
*Animal Handler&lt;br /&gt;
*Athlete&lt;br /&gt;
*Bean Counter&lt;br /&gt;
*Beggar&lt;br /&gt;
*Bro&lt;br /&gt;
*Boxer (at your own risk)&lt;br /&gt;
*Coach&lt;br /&gt;
*Consultant&lt;br /&gt;
*Daredevil&lt;br /&gt;
*Delivery Boy/Girl&lt;br /&gt;
*DJ&lt;br /&gt;
*Drunken Wreck&lt;br /&gt;
*Emissary from Another Planet&lt;br /&gt;
*Fanboy/girl&lt;br /&gt;
*Former Head of Security&lt;br /&gt;
*Gambler&lt;br /&gt;
*Gourmand&lt;br /&gt;
*Junk Collector&lt;br /&gt;
*Junkie&lt;br /&gt;
*Musician&lt;br /&gt;
*Paralegal&lt;br /&gt;
*Political Activist&lt;br /&gt;
*Political Prisoner&lt;br /&gt;
*Receptionist&lt;br /&gt;
*Safety Inspector&lt;br /&gt;
*Salesperson&lt;br /&gt;
*Stowaway&lt;br /&gt;
*Student&lt;br /&gt;
*Terraformer&lt;br /&gt;
*Test Subject&lt;br /&gt;
*Tour Guide&lt;br /&gt;
*Trader&lt;br /&gt;
*Waiter&lt;br /&gt;
==Ghost in the System==&lt;br /&gt;
It's easy to stay under the radar as a midshipman, as you have the second least-respected job on the ship (aside from [[Clown|that other guy]]). You have [[maintenance]] access, but to go anywhere else you need to be creative. Loot a belt and budget insulated gloves from [[Primary Tool Storage]] if you can and set out!&lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor midshipman is your opponent's arrogance. Security and other crew members will typically assume you are inexperienced or stupid, so surprise them with your knowledge of the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
This doesn't mean you won't run into a particularly savvy security member who knows the potential danger of a midshipman, though. Keep alert at all times. In the rare case that someone actually asks you to assist them, draw them into a quiet place and execute them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Assistant&amp;diff=33389</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Assistant&amp;diff=33389"/>
		<updated>2021-09-27T20:42:37Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: midshipmen not assistants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
| headerbgcolor = gray&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| bgcolor = lightgray&lt;br /&gt;
| image = Generic_assistant2.png&lt;br /&gt;
| jobtitle = Midshipman&lt;br /&gt;
| caption = &amp;quot;OORAH OORAH OORAH&amp;quot;&lt;br /&gt;
| access = [[Maintenance]]&lt;br /&gt;
| access2 = N/A&lt;br /&gt;
| difficulty = None&lt;br /&gt;
| supervisors = Anyone&lt;br /&gt;
| rank = Midshipman ('''MID''')&lt;br /&gt;
| duties = Get your space legs, assist people, ask the [[Executive Officer|XO]] to give you a job&lt;br /&gt;
| guides = [[New Players]], [[Frequently Asked Questions]], [[General items]], [[Guide to construction]], [[Illicit Access]]&lt;br /&gt;
}}&lt;br /&gt;
[[File:Primary Tool Storage.png|thumb|300px|The [[Primary Tool Storage]]. The Midshipman's natural environment.]]&lt;br /&gt;
Assistants, also known as midshipmen are rank and file crewmembers of the NSV. Midshipmen are one of the most versatile assets that a naval vessel can possibly have. You should read [[New Players|''the tutorial'']] before starting if you are new to SS13. Welcome aboard, crewman&lt;br /&gt;
&lt;br /&gt;
All assistants or midshipmen get assigned to one of the four squads shiftstart: Duff, Butter, Apple and Grape. All squad members get a pager which allows them to communicate with the rest of their squad. It can be accessed by holding it in your hands and typing '':f'' infront of anything you want to say. In addition to being in a squad, you also get assigned a role within the squad. You have the option of becoming a squad leader, a squad medic, a squad engineer or just one of the grunts. A guide to being in a squad can be found [[Squads|here.]]&lt;br /&gt;
&lt;br /&gt;
If you are charismatic or lucky, the [[Executive Officer]] can add more access to your [[Identification Card]]. With more access and a place to stay, perhaps you can find a purpose on the ship at last.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Don't be a total shitler.&lt;br /&gt;
==Actually Assisting People==&lt;br /&gt;
If you are a midshipman and [[Beyond the impossible|wish to actually assist people]], you can try asking over the radio if anyone needs help with anything. This may or may not work. You can also approach people in person, which has a higher chance of success. Live out your dreams of being a 22-year-old coffee bitch intern IN SPACE! Or, a buff grunt that does the dirty work.&lt;br /&gt;
==Duties? What Duties?==&lt;br /&gt;
Midshipmen are usually the most aware personnel on the ship due to the fact they're constantly on the move. You'll find that that midshipmen make great informants and security details!&lt;br /&gt;
&lt;br /&gt;
Due to the lack of responsibility, you'll usually find that midshipmen are the ones responsible for getting in bar fights, building cloning stations in firefighting closets, converting the dorms into firing ranges, and all other sorts of wacky projects and games.&lt;br /&gt;
===&amp;quot;Jump feet first into Hell!&amp;quot;===&lt;br /&gt;
So, you're a midshipman! And the ship is in combat! What do?&lt;br /&gt;
&lt;br /&gt;
Well, get ready for action. Grab your equipment and make everyone know that you can help using the tools from your squad vendor. Run around and assist people, seal breaches and be all around helpful. &lt;br /&gt;
&lt;br /&gt;
The time may come when you're called to the hangar. That's right, the hangar! Your responsibilities as being part of a squad are also boarding enemy vessels during active combat, if command ever decides to do that. You should generally wait for security to give you the weapons without rioting. Do as the pilots say, for they are the ultimate authority aboard their vessel.&lt;br /&gt;
&lt;br /&gt;
Guide to being a mallcop that deals with rioting midshipmen can be found [[Guide to security|here]].&lt;br /&gt;
===Being part of a Squad===&lt;br /&gt;
On a battleship, we need every person at the ready! As such, every person with a non-combat job is organized into a ''Squad''. These squads get easy jobs to help with keeping the ship and the crew in one piece. But usually the people who have actual jobs just dont care about squad duties.&lt;br /&gt;
&lt;br /&gt;
This is where you come in! You have the free time to grab your squad box from a vendor, and save those ungrateful idiots.&lt;br /&gt;
&lt;br /&gt;
If you want to be a good squadmate, take a look at the guide [[Squads|here]].&lt;br /&gt;
===Gimmicks (on your off time!)===&lt;br /&gt;
A midshipman is also good job for playing a single-round gimmick.&lt;br /&gt;
*Acolyte&lt;br /&gt;
*Actor&lt;br /&gt;
*Animal Handler&lt;br /&gt;
*Athlete&lt;br /&gt;
*Bean Counter&lt;br /&gt;
*Beggar&lt;br /&gt;
*Bro&lt;br /&gt;
*Boxer (at your own risk)&lt;br /&gt;
*Coach&lt;br /&gt;
*Consultant&lt;br /&gt;
*Daredevil&lt;br /&gt;
*Delivery Boy/Girl&lt;br /&gt;
*DJ&lt;br /&gt;
*Drunken Wreck&lt;br /&gt;
*Emissary from Another Planet&lt;br /&gt;
*Fanboy/girl&lt;br /&gt;
*Former Head of Security&lt;br /&gt;
*Gambler&lt;br /&gt;
*Gourmand&lt;br /&gt;
*Junk Collector&lt;br /&gt;
*Junkie&lt;br /&gt;
*Musician&lt;br /&gt;
*Paralegal&lt;br /&gt;
*Political Activist&lt;br /&gt;
*Political Prisoner&lt;br /&gt;
*Receptionist&lt;br /&gt;
*Safety Inspector&lt;br /&gt;
*Salesperson&lt;br /&gt;
*Stowaway&lt;br /&gt;
*Student&lt;br /&gt;
*Terraformer&lt;br /&gt;
*Test Subject&lt;br /&gt;
*Tour Guide&lt;br /&gt;
*Trader&lt;br /&gt;
*Waiter&lt;br /&gt;
==Ghost in the System==&lt;br /&gt;
It's easy to stay under the radar as a midshipman, as you have the second least-respected job on the ship (aside from [[Clown|that other guy]]). You have [[maintenance]] access, but to go anywhere else you need to be creative. Loot a belt and budget insulated gloves from [[Primary Tool Storage]] if you can and set out!&lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor midshipman is your opponent's arrogance. Security and other crew members will typically assume you are inexperienced or stupid, so surprise them with your knowledge of the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
This doesn't mean you won't run into a particularly savvy security member who knows the potential danger of a midshipman, though. Keep alert at all times. In the rare case that someone actually asks you to assist them, draw them into a quiet place and execute them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Assistant&amp;diff=33388</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Assistant&amp;diff=33388"/>
		<updated>2021-09-27T20:40:40Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: Rewrite the Assistant page to be more NSV-y&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = lightgray&lt;br /&gt;
|image = Generic_assistant2.png&lt;br /&gt;
|jobtitle = Assistant&lt;br /&gt;
|caption = GREY TIDE STATION WIDE!&lt;br /&gt;
|access = [[Maintenance]]&lt;br /&gt;
|access2 = N/A&lt;br /&gt;
|difficulty = None&lt;br /&gt;
|supervisors = Anyone&lt;br /&gt;
|rank = Midshipman ('''MID''')&lt;br /&gt;
|duties = Get your space legs, assist people, ask the [[Executive Officer|XO]] to give you a job&lt;br /&gt;
|guides = [[New Players]], [[Frequently Asked Questions]], [[General items]], [[Guide to construction]], [[Illicit Access]]&lt;br /&gt;
}}&lt;br /&gt;
[[File:Primary Tool Storage.png|thumb|300px|The [[Primary Tool Storage]]. The Midshipman's natural environment.]]&lt;br /&gt;
Assistants, also known as midshipmen are rank and file crewmembers of the NSV. Midshipmen are one of the most versatile assets that a naval vessel can possibly have. You should read [[New Players|''the tutorial'']] before starting if you are new to SS13. Welcome aboard, crewman&lt;br /&gt;
&lt;br /&gt;
All assistants or midshipmen get assigned to one of the four squads shiftstart: Duff, Butter, Apple and Grape. All squad members get a pager which allows them to communicate with the rest of their squad. It can be accessed by holding it in your hands and typing '':f'' infront of anything you want to say. In addition to being in a squad, you also get assigned a role within the squad. You have the option of becoming a squad leader, a squad medic, a squad engineer or just one of the grunts. A guide to being in a squad can be found [[Squads|here.]]&lt;br /&gt;
&lt;br /&gt;
If you are charismatic or lucky, the [[Executive Officer]] can add more access to your [[Identification Card]]. With more access and a place to stay, perhaps you can find a purpose on the ship at last.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Don't be a total shitler.&lt;br /&gt;
==Actually Assisting People==&lt;br /&gt;
If you are a midshipman and [[Beyond the impossible|wish to actually assist people]], you can try asking over the radio if anyone needs help with anything. This may or may not work. You can also approach people in person, which has a higher chance of success. Live out your dreams of being a 22-year-old coffee bitch intern IN SPACE! Or, a buff grunt that does the dirty work.&lt;br /&gt;
==Duties? What Duties?==&lt;br /&gt;
Midshipmen are usually the most aware personnel on the ship due to the fact they're constantly on the move. You'll find that that midshipmen make great informants and security details!&lt;br /&gt;
&lt;br /&gt;
Due to the lack of responsibility, you'll usually find that midshipmen are the ones responsible for getting in bar fights, building cloning stations in firefighting closets, converting the dorms into firing ranges, and all other sorts of wacky projects and games.&lt;br /&gt;
===&amp;quot;Jump feet first into Hell!&amp;quot;===&lt;br /&gt;
So, you're a midshipman! And the ship is in combat! What do?&lt;br /&gt;
&lt;br /&gt;
Well, get ready for action. Grab your equipment and make everyone know that you can help using the tools from your squad vendor. Run around and assist people, seal breaches and be all around helpful. &lt;br /&gt;
&lt;br /&gt;
The time may come when you're called to the hangar. That's right, the hangar! Your responsibilities as being part of a squad are also boarding enemy vessels during active combat, if command ever decides to do that. You should generally wait for security to give you the weapons without rioting. Do as the pilots say, for they are the ultimate authority aboard their vessel.&lt;br /&gt;
&lt;br /&gt;
Guide to being a mallcop that deals with rioting midshipmen can be found [[Guide to security|here]].&lt;br /&gt;
===Being part of a Squad===&lt;br /&gt;
On a battleship, we need every person at the ready! As such, every person with a non-combat job is organized into a ''Squad''. These squads get easy jobs to help with keeping the ship and the crew in one piece. But usually the people who have actual jobs just dont care about squad duties.&lt;br /&gt;
&lt;br /&gt;
This is where you come in! You have the free time to grab your squad box from a vendor, and save those ungrateful idiots.&lt;br /&gt;
&lt;br /&gt;
If you want to be a good squadmate, take a look at the guide [[Squads|here]].&lt;br /&gt;
===Gimmicks (on your off time!)===&lt;br /&gt;
A midshipman is also good job for playing a single-round gimmick.&lt;br /&gt;
*Acolyte&lt;br /&gt;
*Actor&lt;br /&gt;
*Animal Handler&lt;br /&gt;
*Athlete&lt;br /&gt;
*Bean Counter&lt;br /&gt;
*Beggar&lt;br /&gt;
*Bro&lt;br /&gt;
*Boxer (at your own risk)&lt;br /&gt;
*Coach&lt;br /&gt;
*Consultant&lt;br /&gt;
*Daredevil&lt;br /&gt;
*Delivery Boy/Girl&lt;br /&gt;
*DJ&lt;br /&gt;
*Drunken Wreck&lt;br /&gt;
*Emissary from Another Planet&lt;br /&gt;
*Fanboy/girl&lt;br /&gt;
*Former Head of Security&lt;br /&gt;
*Gambler&lt;br /&gt;
*Gourmand&lt;br /&gt;
*Junk Collector&lt;br /&gt;
*Junkie&lt;br /&gt;
*Musician&lt;br /&gt;
*Paralegal&lt;br /&gt;
*Political Activist&lt;br /&gt;
*Political Prisoner&lt;br /&gt;
*Receptionist&lt;br /&gt;
*Safety Inspector&lt;br /&gt;
*Salesperson&lt;br /&gt;
*Stowaway&lt;br /&gt;
*Student&lt;br /&gt;
*Terraformer&lt;br /&gt;
*Test Subject&lt;br /&gt;
*Tour Guide&lt;br /&gt;
*Trader&lt;br /&gt;
*Waiter&lt;br /&gt;
==Ghost in the System==&lt;br /&gt;
It's easy to stay under the radar as a midshipman, as you have the second least-respected job on the ship (aside from [[Clown|that other guy]]). You have [[maintenance]] access, but to go anywhere else you need to be creative. Loot a belt and budget insulated gloves from [[Primary Tool Storage]] if you can and set out!&lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor midshipman is your opponent's arrogance. Security and other crew members will typically assume you are inexperienced or stupid, so surprise them with your knowledge of the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
This doesn't mean you won't run into a particularly savvy security member who knows the potential danger of a midshipman, though. Keep alert at all times. In the rare case that someone actually asks you to assist them, draw them into a quiet place and execute them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=33387</id>
		<title>Munitions Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=33387"/>
		<updated>2021-09-27T20:20:00Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: Updated a few words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also help the flight team repair, refuel, and re-arm their fighters when they return from a dogfight, or construct brand new fighters for them to inevitably fly directly into a syndicate fleet.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar Bay ==&lt;br /&gt;
Along with making sure the ship's weapons are operational, you will help the flight crew make sure their fighters are able to take flight, although rarely. This will include making sure the fighters are fueled, armed with missiles and counter-measures, fully repaired, and taken via the tug to the mag-catapult for launch. Although most pilots will do this work themselves, your help would likely be appreciated, especially if repairs are needed or new fighters have to be constructed. For more information on maintaining and constructing fighters, see the repairs section of the [[Guide to Fighters]].&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Railgun:''' A burst-fire high-damage sniper capable of holding up to four tungsten-tipped bullets. It's most effective against capital ships that it can hit easily, and is very hungry for ammo, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps.&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and there is no limit on how much you add (although there is a limit on how practical a light-speed shell can be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=33386</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=33386"/>
		<updated>2021-09-27T20:12:29Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: /* Ground Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_maa.png&lt;br /&gt;
| supervisors = [[Captain]]&lt;br /&gt;
| rank = Lieutenant Commander ('''LTCDR''')&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;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
| caption = &amp;lt;i&amp;gt;&amp;quot;Fuck it, load the nukes!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
| difficulty = Hard&lt;br /&gt;
| access2 = [[Maintenance]]&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 as well as external ones. &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;
===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;
===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;
==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 more/get more mats for you. PDC ammunition needs to be ordered, NAC shells can be ordered however with the right research &amp;lt;s&amp;gt;cargo&amp;lt;/s&amp;gt; you can fabricate torpedo and missile components, Naval Artillery shells and powder using your own lathe.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements. You get access to the supply frequency for this reason.&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: The AMS, Point Defense Cannons (PDCs), Torpedos, Railguns (only on certain ships), the NACs (also known as Naval Artillery Cannons ), and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&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;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the Point Defense Cannons 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 capability to easily intercept incoming missiles and rounds. The PD Cannon is also often used against strike fighters targeting the ship. Be sure to assign a few technicians to the PDCs, if you haven't opened it up to the public.&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;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Naval Artillery Cannons are the ship's primary armament during engagements with large enemy ships. The Railgun is capable of holding 5 railgun projectiles in slug mode and 1 projectile in shell mode, while the NACs must be loaded with a cannon round AND several bags of gunpowder. 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 2 or 3 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunition supply once in combat. The railgun is the only one really needing to be oiled, deployments usually end before other weapons require maintenance. &lt;br /&gt;
&lt;br /&gt;
The Railguns take 400mm teflon-coated tungsten slugs, and the NACs take cannonballs, standard Naval Artillery shells, AP shells and gunpowder bags, which must be loaded onto a certain rack, all of which can be ordered from Cargo, or made in-house. You will want a lot of ammo for these on standby. &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;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which &amp;lt;s&amp;gt;are&amp;lt;/s&amp;gt; used to launch powerful, high-velocity projectiles capable of dealing massive damage on hit. Nowadays they are used for probing wormholes and sending freight to stations. Your MTs will be typically loading these with either freight or probes for science, who will occasionally want to probe wormholes using aforementioned probe torpedos. There are also thermonuclear torpedos available 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;
===Age of Automation===&lt;br /&gt;
The Automated Missile System (AMS) is a set of missile tubes, all linked to a computer. The computers can be set to one of two firing modes, Anti-Ship, or Countermeasure. As these missiles are automatically fired, all you and your techs need to be doing is loading them and setting the fire mode.&lt;br /&gt;
&lt;br /&gt;
The ammunition (missiles) are constructed similarly to torpedoes, and the tubes are loaded identically to torpedo tubes. Components can be bought from Cargo, or constructed at a techfab once researched.&lt;br /&gt;
&lt;br /&gt;
A semi-automated system using conveyors to load missiles is possible to construct. This is commonly referred to as AMBER.&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''Pilot: &amp;quot;Hey, can I load 4 nukes on my fighter?&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''MAA: &amp;quot;Sure.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''BO: &amp;quot;Hey, MAA? Why are the torpedo tubes empty?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry and Cargo, 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 pilots can print from the munitions lathe.&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you for better components. These can be printed from the munitions lathe after they are researched, and your pilots can install these themselves onto fighters after removing the old components.&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 before the components can be fabricated.&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;
== 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, PDCs, Naval Guns, and Torpedo Tubes. 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 or NAC ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The building process of guns is described in-depth [[Guide_to_Munitions#More_Dakka|here]].&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. But so can your jacket, which is ''much'' more stylish.&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 useless 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;
===[[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>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=33385</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=33385"/>
		<updated>2021-09-27T20:02:54Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: Torpedo headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_maa.png&lt;br /&gt;
| supervisors = [[Captain]]&lt;br /&gt;
| rank = Lieutenant Commander ('''LTCDR''')&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;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
| caption = &amp;lt;i&amp;gt;&amp;quot;Fuck it, load the nukes!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
| difficulty = Hard&lt;br /&gt;
| access2 = [[Maintenance]]&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 as well as external ones. &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;
===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;
===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;
==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 more/get more mats for you. PDC ammunition needs to be ordered, NAC shells can be ordered however with the right research &amp;lt;s&amp;gt;cargo&amp;lt;/s&amp;gt; you can fabricate torpedo and missile components, Naval Artillery shells and powder using your own lathe.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements. You get access to the supply frequency for this reason.&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: The AMS, Point Defense Cannons (PDCs), Torpedos, Railguns (only on certain ships), the NACs (also known as Naval Artillery Cannons ), and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&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;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the Point Defense Cannons 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 capability to easily intercept incoming missiles and rounds. The PD Cannon is also often used against strike fighters targeting the ship. Be sure to assign a few technicians to the PDCs, if you haven't opened it up to the public.&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;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Naval Artillery Cannons are the ship's primary armament during engagements with large enemy ships. The Railgun is capable of holding 5 railgun projectiles in slug mode and 1 projectile in shell mode, while the NACs must be loaded with a cannon round AND several bags of gunpowder. 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 2 or 3 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunition supply once in combat. The railgun is the only one really needing to be oiled, deployments usually end before other weapons require maintenance. &lt;br /&gt;
&lt;br /&gt;
The Railguns take 400mm teflon-coated tungsten slugs, and the NACs take cannonballs, standard Naval Artillery shells, AP shells and gunpowder bags, which must be loaded onto a certain rack, all of which can be ordered from Cargo, or made in-house. You will want a lot of ammo for these on standby. &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;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which &amp;lt;s&amp;gt;are&amp;lt;/s&amp;gt; used to launch powerful, high-velocity projectiles capable of dealing massive damage on hit. Nowadays they are used for probing wormholes and sending freight to stations. Your MTs will be typically loading these with either freight or probes for science, who will occasionally want to probe wormholes using aforementioned probe torpedos. There are also thermonuclear torpedos available 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;
===Age of Automation===&lt;br /&gt;
The Automated Missile System (AMS) is a set of missile tubes, all linked to a computer. The computers can be set to one of two firing modes, Anti-Ship, or Countermeasure. As these missiles are automatically fired, all you and your techs need to be doing is loading them and setting the fire mode.&lt;br /&gt;
&lt;br /&gt;
The ammunition (missiles) are constructed similarly to torpedoes, and the tubes are loaded identically to torpedo tubes. Components can be bought from Cargo, or constructed at a techfab once researched.&lt;br /&gt;
&lt;br /&gt;
A semi-automated system using conveyors to load missiles is possible to construct. This is commonly referred to as AMBER.&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 keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry and Cargo, 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 pilots can print from the munitions lathe.&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you for better components. These can be printed from the munitions lathe after they are researched, and your pilots can install these themselves onto fighters after removing the old components.&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 before the components can be fabricated.&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;
== 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, PDCs, Naval Guns, and Torpedo Tubes. 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 or NAC ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The building process of guns is described in-depth [[Guide_to_Munitions#More_Dakka|here]].&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. But so can your jacket, which is ''much'' more stylish.&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 useless 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;
===[[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>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=33384</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=33384"/>
		<updated>2021-09-27T19:59:15Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: Kenny's suggestions on NAC crewing and maintenance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_maa.png&lt;br /&gt;
| supervisors = [[Captain]]&lt;br /&gt;
| rank = Lieutenant Commander ('''LTCDR''')&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;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
| caption = &amp;lt;i&amp;gt;&amp;quot;Fuck it, load the nukes!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
| difficulty = Hard&lt;br /&gt;
| access2 = [[Maintenance]]&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 as well as external ones. &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;
===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;
===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;
==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 more/get more mats for you. PDC ammunition needs to be ordered, NAC shells can be ordered however with the right research &amp;lt;s&amp;gt;cargo&amp;lt;/s&amp;gt; you can fabricate torpedo and missile components, Naval Artillery shells and powder using your own lathe.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements. You get access to the supply frequency for this reason.&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: The AMS, Point Defense Cannons (PDCs), Torpedos, Railguns (only on certain ships), the NACs (also known as Naval Artillery Cannons ), and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&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;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the Point Defense Cannons 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 capability to easily intercept incoming missiles and rounds. The PD Cannon is also often used against strike fighters targeting the ship. Be sure to assign a few technicians to the PDCs, if you haven't opened it up to the public.&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;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Naval Artillery Cannons are the ship's primary armament during engagements with large enemy ships. The Railgun is capable of holding 5 railgun projectiles in slug mode and 1 projectile in shell mode, while the NACs must be loaded with a cannon round AND several bags of gunpowder. 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 2 or 3 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunition supply once in combat. The railgun is the only one really needing to be oiled, deployments usually end before other weapons require maintenance. &lt;br /&gt;
&lt;br /&gt;
The Railguns take 400mm teflon-coated tungsten slugs, and the NACs take cannonballs, standard Naval Artillery shells, AP shells and gunpowder bags, which must be loaded onto a certain rack, all of which can be ordered from Cargo, or made in-house. You will want a lot of ammo for these on standby. &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;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, high-velocity 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;
===Age of Automation===&lt;br /&gt;
The Automated Missile System (AMS) is a set of missile tubes, all linked to a computer. The computers can be set to one of two firing modes, Anti-Ship, or Countermeasure. As these missiles are automatically fired, all you and your techs need to be doing is loading them and setting the fire mode.&lt;br /&gt;
&lt;br /&gt;
The ammunition (missiles) are constructed similarly to torpedoes, and the tubes are loaded identically to torpedo tubes. Components can be bought from Cargo, or constructed at a techfab once researched.&lt;br /&gt;
&lt;br /&gt;
A semi-automated system using conveyors to load missiles is possible to construct. This is commonly referred to as AMBER.&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 keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry and Cargo, 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 pilots can print from the munitions lathe.&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you for better components. These can be printed from the munitions lathe after they are researched, and your pilots can install these themselves onto fighters after removing the old components.&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 before the components can be fabricated.&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;
== 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, PDCs, Naval Guns, and Torpedo Tubes. 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 or NAC ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The building process of guns is described in-depth [[Guide_to_Munitions#More_Dakka|here]].&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. But so can your jacket, which is ''much'' more stylish.&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 useless 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;
===[[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>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=33383</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=33383"/>
		<updated>2021-09-27T19:57:27Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: Removed mentions of deck guns in favor of NACs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_maa.png&lt;br /&gt;
| supervisors = [[Captain]]&lt;br /&gt;
| rank = Lieutenant Commander ('''LTCDR''')&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;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
| caption = &amp;lt;i&amp;gt;&amp;quot;Fuck it, load the nukes!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
| difficulty = Hard&lt;br /&gt;
| access2 = [[Maintenance]]&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 as well as external ones. &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;
===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;
===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;
==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 more/get more mats for you. PDC ammunition needs to be ordered, NAC shells can be ordered however with the right research &amp;lt;s&amp;gt;cargo&amp;lt;/s&amp;gt; you can fabricate torpedo and missile components, Naval Artillery shells and powder using your own lathe.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements. You get access to the supply frequency for this reason.&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: The AMS, Point Defense Cannons (PDCs), Torpedos, Railguns (only on certain ships), the NACs (also known as Naval Artillery Cannons ), and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&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;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the Point Defense Cannons 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 capability to easily intercept incoming missiles and rounds. The PD Cannon is also often used against strike fighters targeting the ship. Be sure to assign a few technicians to the PDCs, if you haven't opened it up to the public.&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;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Naval Artillery Cannons are the ship's primary armament during engagements with large enemy ships. The Railgun is capable of holding 5 railgun projectiles in slug mode and 1 projectile in shell mode, while the NACs must be loaded with a cannon round AND several bags of gunpowder. 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 ammunition 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;
The Railguns take 400mm teflon-coated tungsten slugs, and the NACs take cannonballs, standard Naval Artillery shells, AP shells and gunpowder bags, which must be loaded onto a certain rack, all of which can be ordered from Cargo, or made in-house. You will want a lot of ammo for these on standby. &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;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, high-velocity 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;
===Age of Automation===&lt;br /&gt;
The Automated Missile System (AMS) is a set of missile tubes, all linked to a computer. The computers can be set to one of two firing modes, Anti-Ship, or Countermeasure. As these missiles are automatically fired, all you and your techs need to be doing is loading them and setting the fire mode.&lt;br /&gt;
&lt;br /&gt;
The ammunition (missiles) are constructed similarly to torpedoes, and the tubes are loaded identically to torpedo tubes. Components can be bought from Cargo, or constructed at a techfab once researched.&lt;br /&gt;
&lt;br /&gt;
A semi-automated system using conveyors to load missiles is possible to construct. This is commonly referred to as AMBER.&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 keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry and Cargo, 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 pilots can print from the munitions lathe.&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you for better components. These can be printed from the munitions lathe after they are researched, and your pilots can install these themselves onto fighters after removing the old components.&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 before the components can be fabricated.&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;
== 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, PDCs, Naval Guns, and Torpedo Tubes. 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 or NAC ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The building process of guns is described in-depth [[Guide_to_Munitions#More_Dakka|here]].&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. But so can your jacket, which is ''much'' more stylish.&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 useless 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;
===[[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>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=33382</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=33382"/>
		<updated>2021-09-27T19:53:45Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: /* Keeping Munitions Supplied */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_maa.png&lt;br /&gt;
| supervisors = [[Captain]]&lt;br /&gt;
| rank = Lieutenant Commander ('''LTCDR''')&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;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
| caption = &amp;lt;i&amp;gt;&amp;quot;Fuck it, load the nukes!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
| difficulty = Hard&lt;br /&gt;
| access2 = [[Maintenance]]&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 as well as external ones. &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;
===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;
===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;
==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 more/get more mats for you. PDC ammunition needs to be ordered, NAC shells can be ordered however with the right research &amp;lt;s&amp;gt;cargo&amp;lt;/s&amp;gt; you can fabricate torpedo and missile components, Naval Artillery shells and powder using your own lathe.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements. You get access to the supply frequency for this reason.&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: The AMS, Point Defense Cannons (PDCs), Torpedos, Railguns (only on certain ships), the Deck Guns (also known as Naval Artillery Cannons or NACs), and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&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;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the Point Defense Cannons 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 capability to easily intercept incoming missiles and rounds. The PD Cannon is also often used against strike fighters targeting the ship. Be sure to assign a few technicians to the PDCs, if you haven't opened it up to the public.&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;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Naval Artillery Cannons (Deck Guns) are the ship's primary armament during engagements with large enemy ships. The Railgun is capable of holding 5 railgun projectiles in slug mode and 1 projectile in shell mode, while the Deck Guns must be loaded with a cannon round AND several bags of gunpowder. 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 ammunition 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;
The Railguns take 400mm teflon-coated tungsten slugs, and the Deck Guns take cannonballs, standard Naval Artillery shells, AP shells and gunpowder bags, which must be loaded onto a certain rack, all of which can be ordered from Cargo, or made in-house. You will want a lot of ammo for these on standby. &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;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, high-velocity 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;
===Age of Automation===&lt;br /&gt;
The Automated Missile System (AMS) is a set of missile tubes, all linked to a computer. The computers can be set to one of two firing modes, Anti-Ship, or Countermeasure. As these missiles are automatically fired, all you and your techs need to be doing is loading them and setting the fire mode.&lt;br /&gt;
&lt;br /&gt;
The ammunition (missiles) are constructed similarly to torpedoes, and the tubes are loaded identically to torpedo tubes. Components can be bought from Cargo, or constructed at a techfab once researched.&lt;br /&gt;
&lt;br /&gt;
A semi-automated system using conveyors to load missiles is possible to construct. This is commonly referred to as AMBER.&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 keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry and Cargo, 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 pilots can print from the munitions lathe.&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you for better components. These can be printed from the munitions lathe after they are researched, and your pilots can install these themselves onto fighters after removing the old components.&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 before the components can be fabricated.&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;
== 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, PDCs, Naval Guns, and Torpedo Tubes. 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 or NAC ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The building process of guns is described in-depth [[Guide_to_Munitions#More_Dakka|here]].&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. But so can your jacket, which is ''much'' more stylish.&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 useless 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;
===[[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>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Starter_Guide_to_Lore&amp;diff=33144</id>
		<title>Starter Guide to Lore</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Starter_Guide_to_Lore&amp;diff=33144"/>
		<updated>2021-08-26T12:39:09Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction|reason=Lore is at Wiki-V1, we are deploying the basic skeleton of lore to the wiki.}}&lt;br /&gt;
=About Yourself=&lt;br /&gt;
You are a crewmember aboard a &amp;quot;warship&amp;quot; assigned to [[Whiterapids]].&lt;br /&gt;
&lt;br /&gt;
You got there through various means, whether by being conscripted by the [[Draconic Empire]] as a lizard, or as volunteer serviceman from the [[Dominion of Light]] as Mothpeople/Etherials.&lt;br /&gt;
&lt;br /&gt;
Humans can be either contracted by [[Nanotrasen]], &amp;quot;Chosen as Volunteer&amp;quot; by [[SolGov]], or have any number of voluntary/conscripted backgrounds.&lt;br /&gt;
&lt;br /&gt;
Generally, every living being of the [[Federation]] can volunteer for naval service with [[Central Command]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on your rank(Heads/Captain), you may also have prior standing as a politician or government official, or a position in an allied nations own navy. Or you just have friends in the right places.&lt;br /&gt;
=About Your Employer=&lt;br /&gt;
[[Whiterapids]] is a joint naval command, technically under command of [[Central Command]], though due to [[Nanotrasen]]'s ''generous'' donations, they are allowed to take effective leadership.&lt;br /&gt;
&lt;br /&gt;
Whiterapids's Highest command role is the Grand Admiral, they have command over all of the Fleet Admirals, each of which commands around 10 or so Admirals, Who each control ~1-8 battlegroups, containing anywhere from a single battleship, all the way up to groups of 20 ships big.&lt;br /&gt;
&lt;br /&gt;
[[Central Command]] is the &amp;quot;central command&amp;quot; of the [[Federation]], sort of like the UN or European Union of the 20tieth century.&lt;br /&gt;
=About Current Circumstances=&lt;br /&gt;
Currently ongoing conflicts are the [[Second Syndicate War]], general attacks by pirates of all kinds, somewhat of a cold war between the [[Draconic Empire]] and the [[Dominion of Light]] and constant conflicts of interests between solgov and most other nations, mostly [[Nanotrasen]].&lt;br /&gt;
==General Knowledge:==&lt;br /&gt;
Generally known to most people are the following bulletpoints:&lt;br /&gt;
&lt;br /&gt;
'''NT:'''&lt;br /&gt;
&lt;br /&gt;
-Nanotrasen is extremely rich and dubiously ethical.&lt;br /&gt;
&lt;br /&gt;
-Nanotrasen is SolGovs bitch, Being taxed to unreasonable degrees.&lt;br /&gt;
&lt;br /&gt;
-Most people don't care about NT being fucked over by SolGov due to NT's somewhat terrible public relations.&lt;br /&gt;
&lt;br /&gt;
-NT is trying to build a navy, but SolGov is restricting them from doing anything more than slapping anti-asteroid guns on cargo vessels.&lt;br /&gt;
&lt;br /&gt;
In-depth information about [[Nanotrasen]] can be found here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SG'''&lt;br /&gt;
&lt;br /&gt;
-SolGov is mostly keeping out of the [[Second Syndicate War]], to the chagrin of MANY.&lt;br /&gt;
&lt;br /&gt;
-SolGov is essentially old money, they have the best tech and best navy, purely due to clever political maneuvering many years ago.&lt;br /&gt;
&lt;br /&gt;
-SolGov's is investing huge sums of money into research and survey teams.&lt;br /&gt;
&lt;br /&gt;
-SolGov is the de-facto leader of the [[Federation]].&lt;br /&gt;
&lt;br /&gt;
In-depth information about the [[Solar Government]] can be found here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DE'''&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire is notorious for being very militarist compared to other governments of known space: [[Draconic Empire]]&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire is extremely expansionist.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire is also very hierarchical, with their government being structured around a monarchy in the modern day.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire's homeworld is a bombed out wasteland, with the former clans of lizards having moved to the three moons in orbit of the planet in order to escape it.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire was originally one of the three clans of the lizards' home system, conquering the other two with SolGov's help.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire likes to see itself more as subjugated by SolGov as a stronger force instead of seeing themselves allied to somebody.&lt;br /&gt;
&lt;br /&gt;
In-depth information about the [[Draconic Empire]] can be found here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DOL'''&lt;br /&gt;
&lt;br /&gt;
-Placeholder, read their wiki page: [[Dominion of Light]]&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Starter_Guide_to_Lore&amp;diff=33143</id>
		<title>Starter Guide to Lore</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Starter_Guide_to_Lore&amp;diff=33143"/>
		<updated>2021-08-26T12:36:52Z</updated>

		<summary type="html">&lt;p&gt;Bamhalazam: /* General Knowledge: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction|reason=Lore is at Wiki-V1, we are deploying the basic skeleton of lore to the wiki.}}&lt;br /&gt;
=About Yourself=&lt;br /&gt;
You are a crewmember aboard a &amp;quot;warship&amp;quot; assigned to [[Whiterapids]].&lt;br /&gt;
&lt;br /&gt;
You got there through various means, whether by being conscripted by the [[Draconic Empire]] as a lizard, or as volunteer serviceman from the [[Dominion of Light]] as Mothpeople/Etherials.&lt;br /&gt;
&lt;br /&gt;
Humans can be either contracted by [[Nanotrasen]], &amp;quot;Chosen as Volunteer&amp;quot; by [[SolGov]], or have any number of voluntary/conscripted backgrounds.&lt;br /&gt;
&lt;br /&gt;
Generally, every living being of the [[Federation]] can volunteer for naval service with [[Central Command]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on your rank(Heads/Captain), you may also have prior standing as a politician or government official, or a position in an allied nations own navy. Or you just have friends in the right places.&lt;br /&gt;
=About Your Employer=&lt;br /&gt;
[[Whiterapids]] is a joint naval command, technically under command of [[Central Command]], though due to [[Nanotrasen]]'s ''generous'' donations, they are allowed to take effective leadership.&lt;br /&gt;
&lt;br /&gt;
Whiterapids's Highest command role is the Grand Admiral, they have command over all of the Fleet Admirals, each of which commands around 10 or so Admirals, Who each control ~1-8 battlegroups, containing anywhere from a single battleship, all the way up to groups of 20 ships big.&lt;br /&gt;
&lt;br /&gt;
[[Central Command]] is the &amp;quot;central command&amp;quot; of the [[Federation]], sort of like the UN or European Union of the 20tieth century.&lt;br /&gt;
=About Current Circumstances=&lt;br /&gt;
Currently ongoing conflicts are the [[Second Syndicate War]], general attacks by pirates of all kinds, somewhat of a cold war between the [[Draconic Empire]] and the [[Dominion of Light]] and constant conflicts of interests between solgov and most other nations, mostly [[Nanotrasen]].&lt;br /&gt;
==General Knowledge:==&lt;br /&gt;
Generally known to most people are the following bulletpoints:&lt;br /&gt;
&lt;br /&gt;
'''NT:'''&lt;br /&gt;
&lt;br /&gt;
-Nanotrasen is extremely rich and dubiously ethical.&lt;br /&gt;
&lt;br /&gt;
-Nanotrasen is SolGovs bitch, Being taxed to unreasonable degrees.&lt;br /&gt;
&lt;br /&gt;
-Most people don't care about NT being fucked over by SolGov due to NT's somewhat terrible public relations.&lt;br /&gt;
&lt;br /&gt;
-NT is trying to build a navy, but SolGov is restricting them from doing anything more than slapping anti-asteroid guns on cargo vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SG'''&lt;br /&gt;
&lt;br /&gt;
-SolGov is mostly keeping out of the [[Second Syndicate War]], to the chagrin of MANY.&lt;br /&gt;
&lt;br /&gt;
-SolGov is essentially old money, they have the best tech and best navy, purely due to clever political maneuvering many years ago.&lt;br /&gt;
&lt;br /&gt;
-SolGov's is investing huge sums of money into research and survey teams.&lt;br /&gt;
&lt;br /&gt;
-SolGov is the de-facto leader of the [[Federation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DE'''&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire is notorious for being very militarist compared to other governments of known space: [[Draconic Empire]]&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire is extremely expansionist.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire is also very hierarchical, with their government being structured around a monarchy in the modern day.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire's homeworld is a bombed out wasteland, with the former clans of lizards having moved to the three moons in orbit of the planet in order to escape it.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire was originally one of the three clans of the lizards' home system, conquering the other two with SolGov's help.&lt;br /&gt;
&lt;br /&gt;
-The Draconic Empire likes to see itself more as subjugated by SolGov as a stronger force instead of seeing themselves allied to somebody.&lt;br /&gt;
&lt;br /&gt;
In-depth information about the [[Draconic Empire]] can be found here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DOL'''&lt;br /&gt;
&lt;br /&gt;
-Placeholder, read their wiki page: [[Dominion of Light]]&lt;/div&gt;</summary>
		<author><name>Bamhalazam</name></author>
	</entry>
</feed>