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	<id>https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Benbot16</id>
	<title>NSV13 - User contributions [en]</title>
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	<updated>2026-06-04T14:38:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30853</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30853"/>
		<updated>2020-08-04T03:31:40Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;BoxStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
 |department = Command&lt;br /&gt;
 |name=Bridge&lt;br /&gt;
 |image=Bridge small.png&lt;br /&gt;
 |big_image=[[Bridge small.png]]&lt;br /&gt;
 |exits=West and East to Central Primary Hallway, south to [[AI Upload]], south west to [[Conference Room]] south east to [[Captain's Office]]&lt;br /&gt;
 |purpose=The station's command centre.&lt;br /&gt;
 |access=Bridge&lt;br /&gt;
 |contents=Communications console, ID console, crew monitoring console&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Research Director]], [[Chief Medical Officer]], [[Chief Engineer]], [[Head of Security]]&lt;br /&gt;
 |description=The station's command centre. Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.&lt;br /&gt;
 |sec_level=High&lt;br /&gt;
 |style=Bridge&lt;br /&gt;
 |balance=&lt;br /&gt;
 |other=&lt;br /&gt;
 }}&lt;br /&gt;
The Bridge is the nerve center of the station. The [[Head of Personnel]] and [[Captain]] start the shift in their [[Captain's Quarters|respective]] [[Head of Personnel's Office|offices]], both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway. The AI upload chamber can be relatively safely accessed through the reinforced walls below.&lt;br /&gt;
&lt;br /&gt;
The Bridge and the communications console obviously require Bridge access to enter and use.&lt;br /&gt;
&lt;br /&gt;
The bridge is full of computers. From left to right:&lt;br /&gt;
* [[Computers#Prisoner Management Console|Prisoner Management Console]]&lt;br /&gt;
* [[Computers#Security Cameras|Security Cameras]]&lt;br /&gt;
* [[Computers#Security Records Console|Security Records Console]]&lt;br /&gt;
&lt;br /&gt;
* [[Computers#Atmospheric Alert Console|Atmospheric Alert Console]]&lt;br /&gt;
* [[Computers#Station Alert Console|Station Alert Console]]&lt;br /&gt;
* [[Computers#Power Monitoring Console|Power Monitoring Console]]&lt;br /&gt;
&lt;br /&gt;
* [[Computers#Communications Console|Communications Console]]&lt;br /&gt;
&lt;br /&gt;
* [[Computers#Identification Console|Identification Console]]&lt;br /&gt;
* [[Computers#Crew Monitoring Console|Crew Monitoring Console]]&lt;br /&gt;
* [[Computers#Medical Records Console|Medical Records Console]]&lt;br /&gt;
&lt;br /&gt;
* [[Computers#Mining Shuttle Console|Mining Shuttle Console]]&lt;br /&gt;
* [[Computers#Order Request Console|Supply Ordering Console]]&lt;br /&gt;
* [[Computers#Outpost Cameras|Outpost Cameras]]&lt;br /&gt;
&lt;br /&gt;
There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.&lt;br /&gt;
&lt;br /&gt;
The bridge is one of the locations that has its own [[Teleporter]] tracking beacon.&lt;br /&gt;
&lt;br /&gt;
Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the [[Conference Room]] instead. It's not all negative, though - any [[traitor|improper behaviour]] is in full view of passers-by, so your corpse won't stay undiscovered for long!&lt;br /&gt;
&lt;br /&gt;
===Ordering an Evacuation===&lt;br /&gt;
Using the Communcations Console, the [[Escape Shuttle]] can be called by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, or anyone with Bridge access. The same people, except the AI and its Cyborgs, can recall the shuttle so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the [[Captain]]'s authorization.&lt;br /&gt;
&lt;br /&gt;
Some [[game modes]] affect when the shuttle can leave, or if it can leave at all. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MetaStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
 |department = Command&lt;br /&gt;
 |name=Bridge&lt;br /&gt;
 |image=bridgeMETA.png&lt;br /&gt;
 |exits=South to [[Conference Room]], south west to [[Head of Personnel's Office]], south east to [[Captain's Office]], south down the corridors to Central Primary Hallway&lt;br /&gt;
 |purpose=The station's command centre.&lt;br /&gt;
 |access=Bridge&lt;br /&gt;
 |contents=Communications console, ID console, crew monitoring console&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Research Director]], [[Chief Medical Officer]], [[Chief Engineer]], [[Head of Security]]&lt;br /&gt;
 |description=The station's command centre. Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.&lt;br /&gt;
 |sec_level=High&lt;br /&gt;
 |style=Bridge&lt;br /&gt;
 |balance=&lt;br /&gt;
 |other=&lt;br /&gt;
 }}&lt;br /&gt;
The Bridge is the nerve center of the station. The [[Head of Personnel]] and [[Captain]] start the shift in their [[Captain's Quarters|respective]] [[Head of Personnel's Office|offices]], both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway.&lt;br /&gt;
&lt;br /&gt;
The Bridge and the communications console obviously require Bridge access to enter and use.&lt;br /&gt;
&lt;br /&gt;
The bridge is full of computers. From left to right:&lt;br /&gt;
* [[Computers#Identification Console|Identification Console]]&lt;br /&gt;
* [[Computers#Medical Records Console|Medical Records Console]]&lt;br /&gt;
* [[Computers#Crew Monitoring Console|Crew Monitoring Console]]&lt;br /&gt;
&lt;br /&gt;
* [[Computers#Station Alert Console|Station Alert Console]]&lt;br /&gt;
* [[Computers#Power Monitoring Console|Power Monitoring Console]]&lt;br /&gt;
* [[Computers#Atmospheric Alert Console|Atmospheric Alert Console]]&lt;br /&gt;
&lt;br /&gt;
* [[Computers#Security Cameras|Security Cameras]]&lt;br /&gt;
* [[Computers#Security Records Console|Security Records Console]]&lt;br /&gt;
* [[Computers#Prisoner Management Console|Prisoner Management Console]]&lt;br /&gt;
&lt;br /&gt;
* [[Computers#Outpost Cameras|Outpost Cameras]]&lt;br /&gt;
* [[Computers#Order Request Console|Supply Ordering Console]]&lt;br /&gt;
&lt;br /&gt;
And in the center:&lt;br /&gt;
* [[Computers#Communications Console|Communications Console]] (as well as some snack machines for the captain, and captain only).&lt;br /&gt;
&lt;br /&gt;
There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.&lt;br /&gt;
&lt;br /&gt;
The bridge is one of the locations that has its own [[Teleporter]] tracking beacon.&lt;br /&gt;
&lt;br /&gt;
Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the [[Conference Room]] instead. It's not all negative, though - any [[traitor|improper behaviour]] is in full view of passers-by, so your corpse won't stay undiscovered for long!&lt;br /&gt;
&lt;br /&gt;
===Ordering an Evacuation===&lt;br /&gt;
Using the Communcations Console, the [[Escape Shuttle]] can be called by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, or anyone with Bridge access. The same people, except the AI and its Cyborgs, can recall the shuttle so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the [[Captain]]'s authorization.&lt;br /&gt;
&lt;br /&gt;
Some [[game modes]] affect when the shuttle can leave, or if it can leave at all. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Master_At_Arms&amp;diff=30816</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=30816"/>
		<updated>2020-07-23T04:49:49Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Adds the MAA draft I've been working on to the MAA page. Replaces the stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Your starting sunglasses offer welding protection.&lt;br /&gt;
* All munitions helmets offer both welding and hearing protection. You can wear one, but you'd have to sacrifice your hat. &lt;br /&gt;
* The Hazard Vest can store items in it.&lt;br /&gt;
* Antonio is a fully functional nuclear missile, in addition to your pet.&lt;br /&gt;
* Science often starts with warheads for Probe Torpedos. If you ask them for these, they might remember wormholes exist. &lt;br /&gt;
* A variety of things can be loaded into Cargo torpedos. This includes Cyborgs, Mechs, &amp;lt;s&amp;gt;and the clown&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Although ECM torpedos might seem useful at first glance, loading one first in a volley of torps can often distract enemy PDCs for long enough for another, bigger torp to slip through.&lt;br /&gt;
* New ship weapons can often be crammed into small spaces, as long as you can fit a console in as well. You still have to be able to get next to the sprite to reload it, though.&lt;br /&gt;
* Should the Munitions budget run low, most of the other departments often don't use theirs. If people complain about their salaries, tell them they're being paid in not getting nuked. &lt;br /&gt;
&lt;br /&gt;
===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>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30815</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30815"/>
		<updated>2020-07-23T04:48:14Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Ship fighter, Ship fighter, where will he bomb? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Your starting sunglasses offer welding protection.&lt;br /&gt;
* All munitions helmets offer both welding and hearing protection. You can wear one, but you'd have to sacrifice your hat. &lt;br /&gt;
* The Hazard Vest can store items in it.&lt;br /&gt;
* Antonio is a fully functional nuclear missile, in addition to your pet.&lt;br /&gt;
* Science often starts with warheads for Probe Torpedos. If you ask them for these, they might remember wormholes exist. &lt;br /&gt;
* A variety of things can be loaded into Cargo torpedos. This includes Cyborgs, Mechs, &amp;lt;s&amp;gt;and the clown&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Although ECM torpedos might seem useful at first glance, loading one first in a volley of torps can often distract enemy PDCs for long enough for another, bigger torp to slip through.&lt;br /&gt;
* New ship weapons can often be crammed into small spaces, as long as you can fit a console in as well. You still have to be able to get next to the sprite to reload it, though.&lt;br /&gt;
* Should the Munitions budget run low, most of the other departments often don't use theirs. If people complain about their salaries, tell them they're being paid in not getting nuked. &lt;br /&gt;
&lt;br /&gt;
===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>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30814</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30814"/>
		<updated>2020-07-23T04:45:40Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Added tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Your starting sunglasses offer welding protection.&lt;br /&gt;
* All munitions helmets offer both welding and hearing protection. You can wear one, but you'd have to sacrifice your hat. &lt;br /&gt;
* The Hazard Vest can store items in it.&lt;br /&gt;
* Antonio is a fully functional nuclear missile, in addition to your pet.&lt;br /&gt;
* Science often starts with warheads for Probe Torpedos. If you ask them for these, they might remember wormholes exist. &lt;br /&gt;
* A variety of things can be loaded into Cargo torpedos. This includes Cyborgs, Mechs, &amp;lt;s&amp;gt;and the clown&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Although ECM torpedos might seem useful at first glance, loading one first in a volley of torps can often distract enemy PDCs for long enough for another, bigger torp to slip through.&lt;br /&gt;
* New ship weapons can often be crammed into small spaces, as long as you can fit a console in as well. You still have to be able to get next to the sprite to reload it, though.&lt;br /&gt;
* Should the Munitions budget run low, most of the other departments often don't use theirs. If people complain about their salaries, tell them they're being paid in not getting nuked. &lt;br /&gt;
&lt;br /&gt;
===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;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30786</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30786"/>
		<updated>2020-07-22T05:09:04Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Keeping Munitions Supplied */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30785</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30785"/>
		<updated>2020-07-22T05:06:26Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Battery Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30784</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30784"/>
		<updated>2020-07-22T05:05:09Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Keeping Munitions Supplied */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30783</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30783"/>
		<updated>2020-07-22T05:04:05Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedos using their lathe. This includes nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30782</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30782"/>
		<updated>2020-07-22T05:00:04Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedos using their lathe. This includes nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
==Ship Fighter, Ship Fighter, Where Will He Bomb?==&lt;br /&gt;
So you've come aboard with [[Traitor|different]] allegiances. Well, luckily, you have a few different options available. Firstly, you spawn with a baton and some sunglasses. You also have access to all of Munitions, and few will question you in other departments if you say you're just getting torp/fighter parts. Additionally, with an Emag, you can disable the IFF on a fighter's weapons. Combine this with Antonio, and you can force a shuttle call in record time. Alternatively, you could load up a fighter and strafe the bridge, or blow holes in the windows and watch as the atmosphere vents out. &lt;br /&gt;
&lt;br /&gt;
You could also make the guns &amp;quot;malfunction&amp;quot; just as a boarding or nuke frigate pulls up...&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30780</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30780"/>
		<updated>2020-07-22T04:39:42Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Close-In Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedos using their lathe. This includes nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.&lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30779</id>
		<title>User:Benbot16/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Benbot16/Sandbox&amp;diff=30779"/>
		<updated>2020-07-22T04:39:22Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Created page with &amp;quot;{{JobPageHeader |headerbgcolor = #6d3a38 |headerfontcolor = white |stafftype = MUNITIONS &amp;amp; COMMAND |imagebgcolor = #d3706c |img_generic = Generic_maa.png |img = maa.png |jobti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_maa.png&lt;br /&gt;
|img = maa.png&lt;br /&gt;
|jobtitle = Master At Arms&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.&lt;br /&gt;
|guides = [[Guide to Fighters]], [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;Fuck it, load the nukes!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs. &lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones. &lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead. &lt;br /&gt;
&lt;br /&gt;
===The Fighter Control Console===&lt;br /&gt;
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.&lt;br /&gt;
&lt;br /&gt;
===The Munitions Budget===&lt;br /&gt;
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money &amp;lt;s&amp;gt;and murdering you&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Keeping Munitions Supplied==&lt;br /&gt;
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedos using their lathe. This includes nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
== Battery Control ==&lt;br /&gt;
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Guns===&lt;br /&gt;
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better. &lt;br /&gt;
&lt;br /&gt;
===Point Defense===&lt;br /&gt;
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship. &lt;br /&gt;
&lt;br /&gt;
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around. &lt;br /&gt;
&lt;br /&gt;
===The Big Guns===&lt;br /&gt;
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition. &lt;br /&gt;
&lt;br /&gt;
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby. &lt;br /&gt;
&lt;br /&gt;
===Load Torp===&lt;br /&gt;
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe. &lt;br /&gt;
&lt;br /&gt;
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.&lt;br /&gt;
&lt;br /&gt;
===The Gauss Guns===&lt;br /&gt;
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns. &lt;br /&gt;
&lt;br /&gt;
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.&lt;br /&gt;
&lt;br /&gt;
== Ground Crew ==&lt;br /&gt;
''&amp;quot;No, you can't load 4 nukes onto your fighter.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics). &lt;br /&gt;
&lt;br /&gt;
===Upgrading/Repairing Jets===&lt;br /&gt;
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.&lt;br /&gt;
&lt;br /&gt;
===New Jets===&lt;br /&gt;
Eventually, due to &amp;lt;s&amp;gt;someone dragging a jet across the hangar&amp;lt;/s&amp;gt; battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research&lt;br /&gt;
before the components can be fabricated.&lt;br /&gt;
&lt;br /&gt;
===Close-In Defense===&lt;br /&gt;
Generally, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel. &lt;br /&gt;
&lt;br /&gt;
== More Gun! ==&lt;br /&gt;
''&amp;quot;Munitions, why are there 4 railguns and a BSA in the Briefing room?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to &amp;lt;s&amp;gt;waste half the railgun ammunition in one volley&amp;lt;/s&amp;gt; engage multiple ships before the weapons need to be reloaded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30757</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30757"/>
		<updated>2020-07-17T03:28:48Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Added some FCC stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = BRIDGE&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_bridgestaff.png&lt;br /&gt;
|jobtitle = Bridge Staff&lt;br /&gt;
|access = [[Bridge|Bridge]]&lt;br /&gt;
|additional = [[Maintenance]], [[Engineering]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]. Somehow survive when CIC gets bombed.&lt;br /&gt;
|guides = This is it.&lt;br /&gt;
|quote = &amp;quot;CHARGE THE FTL DRIVE GODDAMNIT!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard your assigned vessel is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''&lt;br /&gt;
&lt;br /&gt;
=The DRADIS=&lt;br /&gt;
&lt;br /&gt;
This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS at any given time and it is a requirement to effectively pilot the ship or aim the guns. '''Before using any console, click on the DRADIS console to bring up the radar, then click on the console you wish to use.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Flight Control Console=&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a Railgun round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become stationary. This weapon is quite powerful and can fire in rapid succession, but must reloaded by munitions regularly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tactical Console=&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Control (Ctrl) key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
'''Torpedos'''&lt;br /&gt;
Click in a direction to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.&lt;br /&gt;
&lt;br /&gt;
'''PDC'''&lt;br /&gt;
A rapid-fire turret that consumes a massive amount of ammo. Click in a direction and hold down to fire a stream of bullets useful for hitting fast moving fighters and heavily damaging larger ships if close enough.&lt;br /&gt;
&lt;br /&gt;
'''The Magnetic Accelerator (MAC)'''&lt;br /&gt;
A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The MAC only has one shot before it must reload, so use it sparingly and coordinate with munitions.&lt;br /&gt;
&lt;br /&gt;
You will also have a readout of the Gauss and Flak turrets, however these are not under your control. Gauss is controlled directly by Munitions Technicians while the Flak is controlled by the navigator (see above).&lt;br /&gt;
&lt;br /&gt;
=The FTL Console=&lt;br /&gt;
&lt;br /&gt;
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30756</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30756"/>
		<updated>2020-07-17T03:17:52Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* You've got a Hole in your Right Wing! */ Replaced deck tech mention, since it got axed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_pilot.png&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Fighter Pilot&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Flight Leader]], [[Air Traffic Controller]]&lt;br /&gt;
|duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== Being a Fighter Pilot ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an [[Planetary Assault|assault on a fortified planet]]. &lt;br /&gt;
&lt;br /&gt;
Make sure to listen to your [[Flight Leader]] and [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. &lt;br /&gt;
&lt;br /&gt;
== Getting in the Air ==&lt;br /&gt;
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a &amp;lt;s&amp;gt;dumb&amp;lt;/s&amp;gt; reasonable name, and get a deck technician to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to &amp;lt;s&amp;gt;gain bragging rights&amp;lt;/s&amp;gt; stand out from the other fighters. Then, when the ship jumps into combat, &amp;lt;s&amp;gt;scream incoherently at&amp;lt;/s&amp;gt; tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship!&lt;br /&gt;
&lt;br /&gt;
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. &lt;br /&gt;
&lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to be left stranded in an escape pod. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized enviroment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized enviroment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. &lt;br /&gt;
&lt;br /&gt;
== You've got a Hole in your Right Wing! ==&lt;br /&gt;
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devistating. In the event of a hit, you should do this:&lt;br /&gt;
# Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.&lt;br /&gt;
# Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. &lt;br /&gt;
# Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. You can usually still fight even without the canopy, but you may run out of oxygen if you stay out too long.&lt;br /&gt;
When you land, yell at an MT to fix your fighter or (more likely) repair it yourself.&lt;br /&gt;
&lt;br /&gt;
If your hull gets too damaged, you'll have to eject. This is an automatic progress, but you aren't invulnerable after punching out. Navigate your escape pod to a safe stretch of space, and start shouting over ATC comms for someone to come rescue you in a raptor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30499</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30499"/>
		<updated>2020-07-13T01:37:35Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_pilot.png&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Fighter Pilot&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Flight Leader]], [[Air Traffic Controller]]&lt;br /&gt;
|duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== Being a Fighter Pilot ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an [[Planetary Assault|assault on a fortified planet]]. &lt;br /&gt;
&lt;br /&gt;
Make sure to listen to your [[Flight Leader]] and [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. &lt;br /&gt;
&lt;br /&gt;
== Getting in the Air ==&lt;br /&gt;
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a &amp;lt;s&amp;gt;dumb&amp;lt;/s&amp;gt; reasonable name, and get a deck technician to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to &amp;lt;s&amp;gt;gain bragging rights&amp;lt;/s&amp;gt; stand out from the other fighters. Then, when the ship jumps into combat, &amp;lt;s&amp;gt;scream incoherently at&amp;lt;/s&amp;gt; tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship!&lt;br /&gt;
&lt;br /&gt;
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. &lt;br /&gt;
&lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to be left stranded in an escape pod. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized enviroment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized enviroment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. &lt;br /&gt;
&lt;br /&gt;
== You've got a Hole in your Right Wing! ==&lt;br /&gt;
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devistating. In the event of a hit, you should do this:&lt;br /&gt;
# Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.&lt;br /&gt;
# Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. &lt;br /&gt;
# Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. You can usually still fight even without the canopy, but you may run out of oxygen if you stay out too long.&lt;br /&gt;
When you land, yell at a deck tech to fix your fighter or repair it yourself.&lt;br /&gt;
&lt;br /&gt;
If your hull gets too damaged, you'll have to eject. This is an automatic progress, but you aren't invulnerable after punching out. Navigate your escape pod to a safe stretch of space, and start shouting over ATC comms for someone to come rescue you in a raptor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30498</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30498"/>
		<updated>2020-07-13T01:36:08Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair, rearm, and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the [[Munitions Technician|Munitions Technicians]] from being overworked. You get the fighters combat ready, stop the pilots from stealing all the nukes, and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
&lt;br /&gt;
== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Fire&amp;lt;/s&amp;gt; Load Missile  ==&lt;br /&gt;
If your pilots are still alive after first contact (and haven't been blown up and cloned), then eventually they're gonna need more ammo. The primary cannons for each fighter don't run out of ammo (luckily), however the pilots will need more missiles and torps after they use their starting supply. Light Fighters will need missiles, and heavy fighters will need torpedos. The Hangar starts with a good supply of missiles, however torpedos will most likely need to be acquired from [[Munitions Bay|Munitions]] after you run out.&lt;br /&gt;
&lt;br /&gt;
To load munitions into a fighter, first open the maintenance hatch (By using a wrench then a crowbar), then clickdrag the desired ordnance onto the fighter to load it (like how you load a torpedo tube).&lt;br /&gt;
&lt;br /&gt;
Additionally, if you upgrade the Missile/Torp racks on the fighters, you can load more &amp;lt;s&amp;gt;nukes&amp;lt;/s&amp;gt; torps/missiles onto a single fighter, increasing their ability to &amp;lt;s&amp;gt;lose missiles when they get blown up&amp;lt;/s&amp;gt; shoot those weapons.&lt;br /&gt;
&lt;br /&gt;
== Bullet holes and burnt plastic  ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel, then welding the internal damage.&lt;br /&gt;
&lt;br /&gt;
Sometimes, however, internal components will also be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of &amp;lt;s&amp;gt;an annoying loud beeping&amp;lt;/s&amp;gt; a master caution light. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed), and when examined they will look less than functional. These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.&lt;br /&gt;
&lt;br /&gt;
To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
&lt;br /&gt;
== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
[[Science]] has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:&lt;br /&gt;
&lt;br /&gt;
1. From the [[Cargo]] Protolathe:&lt;br /&gt;
* A Fighter Chassis, either Light, Heavy, or Utility.&lt;br /&gt;
* Armor plating&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* An APU&lt;br /&gt;
* A Passenger Compartment (Utility Fighter)&lt;br /&gt;
* An Auxiliary Fuel Tank (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Tank (Utility Fighter)&lt;br /&gt;
2. From the [[Engineering]] Protolathe:&lt;br /&gt;
* A primary light (Light Fighter)/heavy (Heavy Fighter) cannon&lt;br /&gt;
* A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack&lt;br /&gt;
* A Refuelling System (Utility Fighter)&lt;br /&gt;
* A SAR Module (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Module (Utility Fighter)&lt;br /&gt;
3. From the [[Science]] Imprinter:&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Avionics Package&lt;br /&gt;
4. From Munitions/the Hangar:&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
&lt;br /&gt;
If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30497</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30497"/>
		<updated>2020-07-13T01:35:17Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Remodeled the Fighter Pilot page to actually go over stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_pilot.png&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Fighter Pilot&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Flight Leader]], [[Air Traffic Controller]]&lt;br /&gt;
|duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== Being a Fighter Pilot ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an assault on a fortified planet. &lt;br /&gt;
&lt;br /&gt;
Make sure to listen to your [[Flight Leader]] and [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. &lt;br /&gt;
&lt;br /&gt;
== Getting in the Air ==&lt;br /&gt;
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a &amp;lt;s&amp;gt;dumb&amp;lt;/s&amp;gt; reasonable name, and get a deck technician to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to &amp;lt;s&amp;gt;gain bragging rights&amp;lt;/s&amp;gt; stand out from the other fighters. Then, when the ship jumps into combat, &amp;lt;s&amp;gt;scream incoherently at&amp;lt;/s&amp;gt; tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship!&lt;br /&gt;
&lt;br /&gt;
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. &lt;br /&gt;
&lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to be left stranded in an escape pod. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized enviroment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized enviroment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. &lt;br /&gt;
&lt;br /&gt;
== You've got a Hole in your Right Wing! ==&lt;br /&gt;
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devistating. In the event of a hit, you should do this:&lt;br /&gt;
# Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.&lt;br /&gt;
# Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. &lt;br /&gt;
# Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. You can usually still fight even without the canopy, but you may run out of oxygen if you stay out too long.&lt;br /&gt;
When you land, yell at a deck tech to fix your fighter or repair it yourself.&lt;br /&gt;
&lt;br /&gt;
If your hull gets too damaged, you'll have to eject. This is an automatic progress, but you aren't invulnerable after punching out. Navigate your escape pod to a safe stretch of space, and start shouting over ATC comms for someone to come rescue you in a raptor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Air_Traffic_Controller&amp;diff=30494</id>
		<title>Air Traffic Controller</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Air_Traffic_Controller&amp;diff=30494"/>
		<updated>2020-07-13T00:58:59Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_atc.png&lt;br /&gt;
|img = Atc.png&lt;br /&gt;
|jobtitle = Air Traffic Controller&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|superior = [[Flight Leader]], [[Master At Arms]]&lt;br /&gt;
|duties = Launch the Fighters and coordinate them, also check the radar in case one of the Fighters forgets how to start the APU.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;All fighters RTB no contacts detected... WAIT&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are an Air Traffic Controller, you coordinate the fighters all the way from launch to the return to base, make sure none get left behind and update&lt;br /&gt;
both them and the rest of the ship of the status of the Area of Operations.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Find the ATC Control room and launch the fighters, launch a empty fighter and then get yelled at.&lt;br /&gt;
&lt;br /&gt;
== Is that All? ==&lt;br /&gt;
Air Traffic Controller can be as usefull as the player wants it to, you really are the only guy on the ship whose job is to check the DRADIS and isn't busy with something else, the pilots are trying not to get blown up and command staff is probably chasing after that RD that added a catgirl law to the AI.&lt;br /&gt;
&lt;br /&gt;
== MagCats and You ==&lt;br /&gt;
MagCats or Magnetic Catapults are the totally safe 90% of the time preferred way to deploy your expendable fighters to the AO, double check with the pilot the ship on that catapult is in fact occupied (yes, it happens more than you think) and that they are ready for launch, if all is green, launch them from the console next to the DRADIS.&lt;br /&gt;
&lt;br /&gt;
== How to report information ==&lt;br /&gt;
Unless someone asks via common, you should only update via Air Control Channel, report how many contacts are there when you arrive to the AO as your DRADIS is the only one in ACC that is immediately scanning the AO Z level. Stay vigilant on contacts and inform if neccesary to the pilots of important targets such as carriers or cruisers, also, locate any fighters downed or with engine problems (they will be drifting in a straight line), the fighters will protect the escape pod of the fighter and when they return, they will deploy the rescue ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30493</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=30493"/>
		<updated>2020-07-13T00:58:29Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_pilot.png&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Fighter Pilot&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Flight Leader]], [[Air Traffic Controller]]&lt;br /&gt;
|duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Viper to eliminate Syndicate craft.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== wat do???! ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader. Your job is to provide air-support for the main ship in combat, and you must listen to your flight leader + ATC.&lt;br /&gt;
&lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to be left stranded in an escape pod. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves. Be sure to not fly in any pressurized enviroment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized enviroment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=30492</id>
		<title>Munitions Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=30492"/>
		<updated>2020-07-13T00:57:53Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Changed Header color to align with Munitions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_mt.png&lt;br /&gt;
|img = Mt.png&lt;br /&gt;
|jobtitle = Munitions Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Reload the ship's guns and manufacture new torpedoes for both the ship and fighters&lt;br /&gt;
|guides = [[Guide to Munitions]]&lt;br /&gt;
|quote = &amp;quot;MAKE TORP. CARGO GIVE TORP. MAKE TORP.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Munitions Technician reload the guns and get yelled at by the fighter pilots, then go to bar after the fight is over and beat some people with your buddies.&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;
&lt;br /&gt;
== Many Guns ==&lt;br /&gt;
All the Ships except one have just 4 types of guns : Railgun, Torpedoe Tubes, PDC and Flak. Keep em loaded or feel the wrath of the Captain or whoever is manning the ship at the moment. You are also ''supossed'' to supply the fighters with torpedoes.&lt;br /&gt;
&lt;br /&gt;
The exception its the ''Enterprise'', which has 3 turrets on the top-left of the [[Munitions Deck]], passing the MAA's office, they use a special type of ammunition that you can order from cargo, they can either be manned by yourself or set to point defense, shooting by themselves.&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
You can find all info about how to load the guns on [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
Load the Railgun with Teflon Rounds, the tubes with Torpedoes, and the PDC/Flak with their ammo boxes.&lt;br /&gt;
&lt;br /&gt;
You should know that Flak will go down Fast as its the main weapon of the ship and Railgun WON'T STOP SHOTTING OH GOD MAKE IT STOP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who do I yell to for stuff? ==&lt;br /&gt;
As said before, you are also to make torpedos on the Munitions Bay, you start the round with a bunch of materials such as pre-made torpedo casings and the torpedo parts, however you will run out fast, so make sure to ask cargo for more. Usually asking them for torps will get you casings and ''torpedo shit'' for all the other parts, order in plenty.&lt;br /&gt;
&lt;br /&gt;
You also need Oil to repair the weapons, ask the chemist in medbay for that, arround 10 vials of it will do for a normal round, if the chemist is woke, he will make a factory of it near or in [[Munitions Deck]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30491</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30491"/>
		<updated>2020-07-13T00:57:37Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Changed header color to align with the rest of Munitions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the [[Munitions Technician|Munitions Technicians]] from being overworked. You get the fighters combat ready, stop the pilots from stealing all the nukes, and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
&lt;br /&gt;
== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Fire&amp;lt;/s&amp;gt; Load Missile  ==&lt;br /&gt;
If your pilots are still alive after first contact (and haven't been blown up and cloned), then eventually they're gonna need more ammo. The primary cannons for each fighter don't run out of ammo (luckily), however the pilots will need more missiles and torps after they use their starting supply. Light Fighters will need missiles, and heavy fighters will need torpedos. The Hangar starts with a good supply of missiles, however torpedos will most likely need to be acquired from [[Munitions Bay|Munitions]] after you run out.&lt;br /&gt;
&lt;br /&gt;
To load munitions into a fighter, first open the maintenance hatch (By using a wrench then a crowbar), then clickdrag the desired ordnance onto the fighter to load it (like how you load a torpedo tube).&lt;br /&gt;
&lt;br /&gt;
Additionally, if you upgrade the Missile/Torp racks on the fighters, you can load more &amp;lt;s&amp;gt;nukes&amp;lt;/s&amp;gt; torps/missiles onto a single fighter, increasing their ability to &amp;lt;s&amp;gt;lose missiles when they get blown up&amp;lt;/s&amp;gt; shoot those weapons.&lt;br /&gt;
&lt;br /&gt;
== Bullet holes and burnt plastic  ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel, then welding the internal damage.&lt;br /&gt;
&lt;br /&gt;
Sometimes, however, internal components will also be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of &amp;lt;s&amp;gt;an annoying loud beeping&amp;lt;/s&amp;gt; a master caution light. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed), and when examined they will look less than functional. These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.&lt;br /&gt;
&lt;br /&gt;
To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
&lt;br /&gt;
== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
[[Science]] has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:&lt;br /&gt;
&lt;br /&gt;
1. From the [[Cargo]] Protolathe:&lt;br /&gt;
* A Fighter Chassis, either Light, Heavy, or Utility.&lt;br /&gt;
* Armor plating&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* An APU&lt;br /&gt;
* A Passenger Compartment (Utility Fighter)&lt;br /&gt;
* An Auxiliary Fuel Tank (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Tank (Utility Fighter)&lt;br /&gt;
2. From the [[Engineering]] Protolathe:&lt;br /&gt;
* A primary light (Light Fighter)/heavy (Heavy Fighter) cannon&lt;br /&gt;
* A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack&lt;br /&gt;
* A Refuelling System (Utility Fighter)&lt;br /&gt;
* A SAR Module (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Module (Utility Fighter)&lt;br /&gt;
3. From the [[Science]] Imprinter:&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Avionics Package&lt;br /&gt;
4. From Munitions/the Hangar:&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
&lt;br /&gt;
If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30488</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30488"/>
		<updated>2020-07-13T00:45:39Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E17502&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #EA7A02&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the [[Munitions Technician|Munitions Technicians]] from being overworked. You get the fighters combat ready, stop the pilots from stealing all the nukes, and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
&lt;br /&gt;
== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Fire&amp;lt;/s&amp;gt; Load Missile  ==&lt;br /&gt;
If your pilots are still alive after first contact (and haven't been blown up and cloned), then eventually they're gonna need more ammo. The primary cannons for each fighter don't run out of ammo (luckily), however the pilots will need more missiles and torps after they use their starting supply. Light Fighters will need missiles, and heavy fighters will need torpedos. The Hangar starts with a good supply of missiles, however torpedos will most likely need to be acquired from [[Munitions Bay|Munitions]] after you run out.&lt;br /&gt;
&lt;br /&gt;
To load munitions into a fighter, first open the maintenance hatch (By using a wrench then a crowbar), then clickdrag the desired ordnance onto the fighter to load it (like how you load a torpedo tube).&lt;br /&gt;
&lt;br /&gt;
Additionally, if you upgrade the Missile/Torp racks on the fighters, you can load more &amp;lt;s&amp;gt;nukes&amp;lt;/s&amp;gt; torps/missiles onto a single fighter, increasing their ability to &amp;lt;s&amp;gt;lose missiles when they get blown up&amp;lt;/s&amp;gt; shoot those weapons.&lt;br /&gt;
&lt;br /&gt;
== Bullet holes and burnt plastic  ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel, then welding the internal damage.&lt;br /&gt;
&lt;br /&gt;
Sometimes, however, internal components will also be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of &amp;lt;s&amp;gt;an annoying loud beeping&amp;lt;/s&amp;gt; a master caution light. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed), and when examined they will look less than functional. These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.&lt;br /&gt;
&lt;br /&gt;
To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
&lt;br /&gt;
== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
[[Science]] has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:&lt;br /&gt;
&lt;br /&gt;
1. From the [[Cargo]] Protolathe:&lt;br /&gt;
* A Fighter Chassis, either Light, Heavy, or Utility.&lt;br /&gt;
* Armor plating&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* An APU&lt;br /&gt;
* A Passenger Compartment (Utility Fighter)&lt;br /&gt;
* An Auxiliary Fuel Tank (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Tank (Utility Fighter)&lt;br /&gt;
2. From the [[Engineering]] Protolathe:&lt;br /&gt;
* A primary light (Light Fighter)/heavy (Heavy Fighter) cannon&lt;br /&gt;
* A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack&lt;br /&gt;
* A Refuelling System (Utility Fighter)&lt;br /&gt;
* A SAR Module (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Module (Utility Fighter)&lt;br /&gt;
3. From the [[Science]] Imprinter:&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Avionics Package&lt;br /&gt;
4. From Munitions/the Hangar:&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
&lt;br /&gt;
If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30487</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30487"/>
		<updated>2020-07-13T00:43:36Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: Added a new section for rearming fighters. Messed with some link stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E17502&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #EA7A02&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the [[Munitions Technician|Munitions Technicians]] from being overworked. You get the fighters combat ready and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
&lt;br /&gt;
== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Fire&amp;lt;/s&amp;gt; Load Missile  ==&lt;br /&gt;
If your pilots are still alive after first contact (and haven't been blown up and cloned), then eventually they're gonna need more ammo. The primary cannons for each fighter don't run out of ammo (luckily), however the pilots will need more missiles and torps after they use their starting supply. Light Fighters will need missiles, and heavy fighters will need torpedos. The Hangar starts with a good supply of missiles, however torpedos will most likely need to be acquired from [[Munitions Bay|Munitions]] after you run out.&lt;br /&gt;
&lt;br /&gt;
To load munitions into a fighter, first open the maintenance hatch (By using a wrench then a crowbar), then clickdrag the desired ordnance onto the fighter to load it (like how you load a torpedo tube).&lt;br /&gt;
&lt;br /&gt;
Additionally, if you upgrade the Missile/Torp racks on the fighters, you can load more &amp;lt;s&amp;gt;nukes&amp;lt;/s&amp;gt; torps/missiles onto a single fighter, increasing their ability to &amp;lt;s&amp;gt;lose missiles when they get blown up&amp;lt;/s&amp;gt; shoot those weapons.&lt;br /&gt;
&lt;br /&gt;
== Bullet holes and burnt plastic  ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel, then welding the internal damage.&lt;br /&gt;
&lt;br /&gt;
Sometimes, however, internal components will also be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of &amp;lt;s&amp;gt;an annoying loud beeping&amp;lt;/s&amp;gt; a master caution light. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed), and when examined they will look less than functional. These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.&lt;br /&gt;
&lt;br /&gt;
To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
&lt;br /&gt;
== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
[[Science]] has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:&lt;br /&gt;
&lt;br /&gt;
1. From the [[Cargo]] Protolathe:&lt;br /&gt;
* A Fighter Chassis, either Light, Heavy, or Utility.&lt;br /&gt;
* Armor plating&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* An APU&lt;br /&gt;
* A Passenger Compartment (Utility Fighter)&lt;br /&gt;
* An Auxiliary Fuel Tank (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Tank (Utility Fighter)&lt;br /&gt;
2. From the [[Engineering]] Protolathe:&lt;br /&gt;
* A primary light (Light Fighter)/heavy (Heavy Fighter) cannon&lt;br /&gt;
* A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack&lt;br /&gt;
* A Refuelling System (Utility Fighter)&lt;br /&gt;
* A SAR Module (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Module (Utility Fighter)&lt;br /&gt;
3. From the [[Science]] Imprinter:&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Avionics Package&lt;br /&gt;
4. From Munitions/the Hangar:&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
&lt;br /&gt;
If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30484</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30484"/>
		<updated>2020-07-13T00:13:53Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Make torp fighter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E17502&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #EA7A02&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the Munitions Technicians from being overworked. You get the fighters combat ready and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
&lt;br /&gt;
== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== Bullet holes and burnt plastic  ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel by wrenching and crowbarring it, then welding to fix it.&lt;br /&gt;
&lt;br /&gt;
Sometimes, internal components will be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of &amp;lt;s&amp;gt;an annoying loud beeping&amp;lt;/s&amp;gt; a master caution. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed). These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.&lt;br /&gt;
&lt;br /&gt;
To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
&lt;br /&gt;
== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
Science has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:&lt;br /&gt;
&lt;br /&gt;
1. From the Cargo Protolathe:&lt;br /&gt;
* A Fighter Chassis, either Light, Heavy, or Utility.&lt;br /&gt;
* Armor plating&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* An APU&lt;br /&gt;
* A Passenger Compartment (Utility Fighter)&lt;br /&gt;
* An Auxiliary Fuel Tank (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Tank (Utility Fighter)&lt;br /&gt;
2. From the Engineering Protolathe:&lt;br /&gt;
* A primary light (Light/Utility Fighter)/heavy (Heavy Fighter) cannon&lt;br /&gt;
* A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack&lt;br /&gt;
* A Refuelling System (Utility Fighter)&lt;br /&gt;
* A SAR Module (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Module (Utility Fighter)&lt;br /&gt;
3. From the Science Imprinter:&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Avionics Package&lt;br /&gt;
4. From Munitions/the Hangar:&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
&lt;br /&gt;
If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30483</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30483"/>
		<updated>2020-07-13T00:13:35Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Make torp fighter */ Added more detailed stuff for what components are needed, as well as where they are printed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E17502&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #EA7A02&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the Munitions Technicians from being overworked. You get the fighters combat ready and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
&lt;br /&gt;
== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== Bullet holes and burnt plastic  ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel by wrenching and crowbarring it, then welding to fix it.&lt;br /&gt;
&lt;br /&gt;
Sometimes, internal components will be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of &amp;lt;s&amp;gt;an annoying loud beeping&amp;lt;/s&amp;gt; a master caution. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed). These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.&lt;br /&gt;
&lt;br /&gt;
To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
&lt;br /&gt;
== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
Science has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:&lt;br /&gt;
1. From the Cargo Protolathe:&lt;br /&gt;
* A Fighter Chassis, either Light, Heavy, or Utility.&lt;br /&gt;
* Armor plating&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* An APU&lt;br /&gt;
* A Passenger Compartment (Utility Fighter)&lt;br /&gt;
* An Auxiliary Fuel Tank (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Tank (Utility Fighter)&lt;br /&gt;
2. From the Engineering Protolathe:&lt;br /&gt;
* A primary light (Light/Utility Fighter)/heavy (Heavy Fighter) cannon&lt;br /&gt;
* A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack&lt;br /&gt;
* A Refuelling System (Utility Fighter)&lt;br /&gt;
* A SAR Module (Utility Fighter)&lt;br /&gt;
* A Breach Sealing Module (Utility Fighter)&lt;br /&gt;
3. From the Science Imprinter:&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Avionics Package&lt;br /&gt;
4. From Munitions/the Hangar:&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
&lt;br /&gt;
If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30475</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30475"/>
		<updated>2020-07-12T04:34:27Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* How are you alive */ Added internal component damage descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E17502&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #EA7A02&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the Munitions Technicians from being overworked. You get the fighters combat ready and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
&lt;br /&gt;
== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== Bullet holes and burnt plastic  ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel by wrenching and crowbarring it, then welding to fix it.&lt;br /&gt;
&lt;br /&gt;
Sometimes, internal components will be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of &amp;lt;s&amp;gt;an annoying loud beeping&amp;lt;/s&amp;gt; a master caution. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed). These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.&lt;br /&gt;
&lt;br /&gt;
To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
&lt;br /&gt;
== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
Science has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need: &lt;br /&gt;
* A fighter chassis&lt;br /&gt;
* A primary cannon&lt;br /&gt;
* A secondary missile (light fighter)/torpedo (heavy fighter) rack&lt;br /&gt;
* A fueltank&lt;br /&gt;
* Armor plating&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
&lt;br /&gt;
If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30474</id>
		<title>Deck Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Deck_Technician&amp;diff=30474"/>
		<updated>2020-07-12T04:24:22Z</updated>

		<summary type="html">&lt;p&gt;Benbot16: /* Make torp fighter */ Added what you need for fighters. Might be missing some stuff, though. Still need to add where you actually get each part.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #E17502&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #EA7A02&lt;br /&gt;
|img_generic = Generic_dt.png&lt;br /&gt;
|img = Dt.png&lt;br /&gt;
|jobtitle = Deck Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&lt;br /&gt;
|duties = Repair and refuel the fighters. Steal the tug at the start of the round. &amp;lt;s&amp;gt;Murder the Fighter Pilots&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = [[Guide to Munitions]], [[Guide to Fighters]]&lt;br /&gt;
|quote = &amp;quot;If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a Deck Technician. Your job serves very little purpose and only exists &amp;lt;s&amp;gt;as a slave&amp;lt;/s&amp;gt; to prevent the Munitions Technicians from being overworked. You get the fighters combat ready and have an existential crisis when the tug drops the fighters every single pixel it moves.&lt;br /&gt;
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'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.&lt;br /&gt;
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== C'mere, flyboy! ==&lt;br /&gt;
The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)&lt;br /&gt;
&lt;br /&gt;
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.&lt;br /&gt;
&lt;br /&gt;
== How are you alive ==&lt;br /&gt;
On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel by wrenching and crowbarring it, then welding to fix it.&lt;br /&gt;
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To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.&lt;br /&gt;
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== Make &amp;lt;s&amp;gt;torp&amp;lt;/s&amp;gt; fighter ==&lt;br /&gt;
Science has the ability to research upgrades for your fighters, which &amp;lt;s&amp;gt;won't&amp;lt;/s&amp;gt; may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.&lt;br /&gt;
&lt;br /&gt;
You can also build more fighters! To do this, you'll need Science to &amp;lt;s&amp;gt;stop being useless&amp;lt;/s&amp;gt; research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need: &lt;br /&gt;
* A fighter chassis&lt;br /&gt;
* A primary cannon&lt;br /&gt;
* A secondary missile (light fighter)/torpedo (heavy fighter) rack&lt;br /&gt;
* A fueltank&lt;br /&gt;
* Armor plating&lt;br /&gt;
* A Targeting Sensor&lt;br /&gt;
* An Engine&lt;br /&gt;
* A Countermeasure Dispenser&lt;br /&gt;
* Your Toolbelt&lt;br /&gt;
* An Airlock Painter&lt;br /&gt;
&lt;br /&gt;
From there, you can then set up the chassis, and follow the instructions from examining the fighter. &lt;br /&gt;
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If you want, you can also paint fighters. That requires a spraycan and a &amp;lt;s&amp;gt;knocked-out&amp;lt;/s&amp;gt; cooperating pilot, though.&lt;br /&gt;
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&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Benbot16</name></author>
	</entry>
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