<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Covertcorvid</id>
	<title>NSV13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Covertcorvid"/>
	<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/wiki/Special:Contributions/Covertcorvid"/>
	<updated>2026-06-04T08:20:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.5</generator>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Getting_Your_Pull_Accepted&amp;diff=36159</id>
		<title>Getting Your Pull Accepted</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Getting_Your_Pull_Accepted&amp;diff=36159"/>
		<updated>2023-03-30T06:09:35Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: /* Pull Request Requirements */ Added sections about porting upstream and GitHub overrides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you've made a change to the code/sprites and want to make a Pull Request so it can be added to the game!&lt;br /&gt;
&lt;br /&gt;
Before you do this, though, there are have some requirements so your code doesn't make SS13's infamous spaghetti code problems even worse. Make sure your code fits these requirements or your pull will not be accepted. You may also want to read through the suggestions section.&lt;br /&gt;
= Pull Request Requirements =&lt;br /&gt;
=== 1. You must follow the coding standards ===&lt;br /&gt;
Please read through these [[Coding Standards]]. The standards will change over time. Hopefully you already read through and made sure your code adhered to them before opening your pull request!&lt;br /&gt;
=== 2. Your code must compile. ===&lt;br /&gt;
This is a given. While your pull request will not be closed over this, it will not be accepted until it does compile cleanly. The [https://travis-ci.org/tgstation/-tg-station Travis] bot will check for this automatically, but you should check before you even commit. Warnings should also be cleared.&lt;br /&gt;
&lt;br /&gt;
Sometimes Travis is a silly bot and something unrelated to your code causes his compile to fail. If this happens you can force a rebuild by closing and reopening your pull request. Alternatively, you can ask a maintainer to force a rebuild from the Travis page (must be logged in).&lt;br /&gt;
&lt;br /&gt;
If you change an object's path, you must update any maps that have that item placed on it. Travis checks all maps, including Ministation and Metastation. If Travis is failing you after a path change and you don't know why, check the other maps!&lt;br /&gt;
=== 3. Do not automatically add FILE_DIR. ===&lt;br /&gt;
A recurring problem is people adding commits that needlessly spam changes to the DME due to having &amp;quot;Automatically add FILE_DIR&amp;quot; set in their project settings. You'll know if you have this problem if you see this in your commit (as seen through github):&lt;br /&gt;
[[Image:Fucking_FILE_DIR.png|600px|center]]&lt;br /&gt;
PRs that add things to FILE_DIR will be rejected.&lt;br /&gt;
&lt;br /&gt;
To fix this problem:&lt;br /&gt;
# Open up DreamMaker&lt;br /&gt;
# Build &amp;gt; Preferences for tgstation.dme...&lt;br /&gt;
# '''Uncheck''' &amp;quot;Automatically set FILE_DIR for sub-directories&amp;quot;&lt;br /&gt;
# Check compile.&lt;br /&gt;
# Close DreamMaker and commit again.&lt;br /&gt;
=== 4. Pull requests must be atomic ===&lt;br /&gt;
Pull requests must add, remove, or change only ONE feature or related group of features. Do not &amp;quot;bundle&amp;quot; together a bunch of things, as each change may be controversial and hold up everything else. In addition, it's simply neater.&lt;br /&gt;
&lt;br /&gt;
Bugfix-only PRs are granted some leniency, however not all bugfixes are made equal. It's possible to have a change that technically fixes a bug, but does so in a way that's hacky or otherwise undesirable.&lt;br /&gt;
=== 5. Make explicit commit logs ===&lt;br /&gt;
Be clear in exactly what each of your commits do. Esoteric or jokey commit logs are hard for future coders to interpret which makes tracing changes harder. Don't make it too long however since an actual description of your changes goes into your pull request's comment. Ideally the first line should be a short summary, then you have a more fleshed out commentary below that.&lt;br /&gt;
&lt;br /&gt;
Make sure you also add a changelog entry if you're making a big player facing change.&lt;br /&gt;
The guide to adding changelogs can be found in the [[Guide_to_Changelogs]]&lt;br /&gt;
=== 6. Clearly state what your pull request does ===&lt;br /&gt;
Don't withhold information about your pull request. This will get your pull request delayed, and if it happens too often your pull request will be closed.&lt;br /&gt;
&lt;br /&gt;
Suppose you fixed bug #1234 and changed the name and description of an item as a gag.&lt;br /&gt;
&lt;br /&gt;
'''Bad:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In this PR I fixed bug #1234.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''Acceptable:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In this PR I fixed bug #1234 and also modified the baton's name and description.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 7. Upstream Compatibility ===&lt;br /&gt;
NSV tries to maintain compatibility with our upstream and host, BeeStation, when possible. If your code only changes core files, not NSV-specific mechanics, consider making an upstream pull request. BeeStation requires pre-approval by a maintainer before opening any species-related pull requests.&lt;br /&gt;
&lt;br /&gt;
Code will not be automatically rejected if not ported upstream, but our maintainers may ask you to port it as good practice. If this happens, please leave a comment to tell us whether you will be porting it, or mention the NSV pull request in the BeeStation one so that GitHub links them together. Large PRs of this nature that are ported upstream are '''more likely''' to be approved (see the coding standards sections on modular code and bloated code). If the PR is not ported upstream it is up to our staff to decide whether the feature is worth it.&lt;br /&gt;
&lt;br /&gt;
If your upstream PR is rejected or you decide to close it, but still want the PR to be considered on NSV, please also let us know that with a comment for faster response time. We will check the overall status occasionally, but do not closely monitor the progress of upstream PRs.&lt;br /&gt;
&lt;br /&gt;
=== 8. The balance of power ===&lt;br /&gt;
While maintainer requests are often good to follow, your PR can still be merged with a change request on it. Repository staff have the ability to dismiss change requests, and leads can bypass normal merge requirements for approval. Leave us a comment or a discord note if you need a second opinion or have questions about whether something is a requirement or just a desirement.&lt;br /&gt;
&lt;br /&gt;
== How to Deal with Merge Conflicts ==&lt;br /&gt;
Most of the time, Git is pretty smart about merging code files. However, if one PR is merged before yours that edits the same file, your PR will be in a state of conflict and will not be able to be automatically merged via GREEN BUTTON. Because there are more contributors than there are maintainers, most of the time resolving these conflicts falls to the maker of the PR.&lt;br /&gt;
&lt;br /&gt;
An easy way to fix merge conflicts is to make a new branch (you should especially do this if your PR is just a small one):&lt;br /&gt;
# Switch to your master branch: Right-click your working folder, go '''TortoiseGit''' --&amp;gt; '''Git Switch/Checkout...'''&lt;br /&gt;
# Look at the '''Branch'''-list and select '''master'''&lt;br /&gt;
# Close the window that pops up (assuming it changed successfully)&lt;br /&gt;
# Right-click your working folder, go '''TortoiseGit''' --&amp;gt; '''Git Pull...'''&lt;br /&gt;
# On the top, from the '''Remote'''-list, select '''upstream''' and from the '''Remote Branch''' -list select '''master'''.&lt;br /&gt;
# Close the window that pops up (assuming it updated successfully)&lt;br /&gt;
# Make the same exact changes to the code which you have on your PR&lt;br /&gt;
# Commit and MAKE A NEW BRANCH&lt;br /&gt;
# Push your new branch to your PR branch, and tick '''Force: unknown changes'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If it's a map file that's conflicted, remember to start the [[Map Merger]] before you pull from upstream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Contribution guides}}&lt;br /&gt;
[[Category:Game Resources]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Coding_Standards&amp;diff=36158</id>
		<title>Coding Standards</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Coding_Standards&amp;diff=36158"/>
		<updated>2023-03-30T05:48:08Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: Added requirements for BeeStation compatibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Specification=&lt;br /&gt;
&lt;br /&gt;
You are expected to follow these specifications in order to make everyone's lives easier, it will also save you and us time, with having to make the changes and us having to tell you what to change. Thank you for reading this section.&lt;br /&gt;
&lt;br /&gt;
* As BYOND's Dream Maker is an object oriented language, code must be object oriented when possible in order to be more flexible when adding content to it. If you are unfamiliar with this concept, it is highly recommended you look it up.&lt;br /&gt;
&lt;br /&gt;
* You must not use colons to override safety checks on an object's variable/function, instead of using proper type casting, unless the code in question is a known resource hog.&lt;br /&gt;
&lt;br /&gt;
* It is rarely allowed to put type paths in a text format, as there are no compile errors if the type path no longer exists. Here is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Good&lt;br /&gt;
var/path_type = /obj/item/weapon/baseball_bat&lt;br /&gt;
&lt;br /&gt;
//Bad&lt;br /&gt;
var/path_type = &amp;quot;/obj/item/weapon/baseball_bat&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You must use tabs to indent your code, NOT SPACES.&lt;br /&gt;
&lt;br /&gt;
* Hacky code, such as adding specific checks, is highly discouraged and only allowed when there is no other option. You can avoid hacky code by using object oriented methodologies, such as overriding a function (called procs in DM) or sectioning code into functions and then overriding them as required.&lt;br /&gt;
&lt;br /&gt;
* Duplicated code is 99% of the time never allowed. Copying code from one place to another maybe suitable for small short time projects but NSV13 focuses on the long term and thus discourages this. Instead you can use object orientation, or simply placing repeated code in a function, to obey this specification easily.&lt;br /&gt;
&lt;br /&gt;
* Code should be modular where possible, if you are working on a new class then it is best if you put it in a new file.&lt;br /&gt;
&lt;br /&gt;
* Changes in their own files that are only on NSV must be placed in the &amp;quot;NSV13&amp;quot; folder, not the core &amp;quot;code&amp;quot; folder. The structure inside the nsv13 folder is similar that in the &amp;quot;code&amp;quot; folder. Large blocks of code or extra definitions should also go here when possible.&lt;br /&gt;
&lt;br /&gt;
* Changes to core files (files in the &amp;quot;code&amp;quot; folder) that are not also on BeeStation must have a comment indicating they are NSV13 code. This is to help preserve them when we rebase.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
if(isovermap(A)) // NSV13 - special overmap handling&lt;br /&gt;
    bar()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Bloated code may be necessary to add a certain feature, which means there has to be a judgement over whether the feature is worth having or not. You can help make this decision easier by making sure your code is modular.&lt;br /&gt;
&lt;br /&gt;
* You are expected to help maintain the code that you add, meaning if there is a problem then you are likely to be approached in order to fix any issues, runtimes or bugs.&lt;br /&gt;
&lt;br /&gt;
* Follow the stylesheet. Changing formatting with \red or other tags is not allowed. You must use [[Text Formatting|span classes]], which are defined in interface/stylesheet.dm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Resources]] [[Category:Guides]]&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34653</id>
		<title>Squads</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34653"/>
		<updated>2022-09-04T19:48:11Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: Some grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics of squaddery==&lt;br /&gt;
Welcome aboard valued employee! We deeply thank you for signing up as a Scientist/Cook/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Non-essential personnel means your job does not relate to or escalate during combat. So everyone NOT in the munitions, engineering, or medical department. Scientists, botanists, bartenders and such.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..&lt;br /&gt;
===General Quarters===&lt;br /&gt;
[[File:Squad vendor.png|right|thumb|A squad vendor]]&lt;br /&gt;
Oh uh. The alarms are ringing, the ship has entered combat &amp;lt;s&amp;gt;or CC is just annoying you&amp;lt;/s&amp;gt;. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your Equipment Box and start your duty.&lt;br /&gt;
== Equipment ==&lt;br /&gt;
===General squad equipment===&lt;br /&gt;
These are the things every squad member receives.&lt;br /&gt;
*''[[File:Squad-pager.png]]Squad Pager'': This spawns in your inventory when you arrive on board. Allows you to receive messages on squad comms. Squad leaders and certain heads have two-way pagers that can send out messages with ''a HUD button''. If you receive a message while your pager is put away in your backpack or something it will buzz! To see what was said, take out the pager and click on it in your hand.&lt;br /&gt;
*''Squad Lanyard:'' This spawns in your inventory when you arrive on board. Wearing it on your neck slot (the one that looks like a tie) will display a HUD icon by your character that allows others to see what squad you are in.&lt;br /&gt;
If you want to return your equipment, there are a few ways to do so:&lt;br /&gt;
* By clicking on the squad vendor with each piece of equipment or with the squad item box containing the equipment&lt;br /&gt;
* By putting it into the top level of your backpack and clicking the return button on the vendor&lt;br /&gt;
* By putting it into the squad item box in your backpack and clicking the return button on the vendor&lt;br /&gt;
The vendor will also accept empty squad item boxes as part of Nanotrasen's recycling program! &lt;br /&gt;
&lt;br /&gt;
If you have lost your equipment, don't worry! The vendor will also allow you to pay a modest replacement fee for it so that you can still get a new set of equipment.&lt;br /&gt;
====Standard Equipment====&lt;br /&gt;
All squad members receives these in their Standard Box&lt;br /&gt;
*''[[File:Squad jumpsuit.png|link=Special:FilePath/Squad_jumpsuit.png]]Combat jumpsuit'': A cheaply made uniform worn by general combat officers. Different squad members get differently named ones, but functionally, they are the same. They offer minimal protection against hazards. Midshipmen spawn wearing these.&lt;br /&gt;
**Defense values: 30 acid, 30 fire, 10 bullet, 10 melee&lt;br /&gt;
*''[[File:Squad armor.png]]Squad Armor'': A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been lined with protective materials to allow the wearer to survive in space for slightly longer than usual, but '''is not space-proof'''. It does not slow you down, but you can't put weapons in it's exosuit slot.&lt;br /&gt;
**Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
*''[[File:Squad helmet.png]]Squad Helmet:'' A bulky helmet that's designed to keep your head in-tact while you perform essential repairs on the ship.&lt;br /&gt;
** Defense values: 50 acid, 20 bio, 30 bomb, 20 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
====Hazard Equipment====&lt;br /&gt;
All squad members receive these in their Hazardous Equipment Box&lt;br /&gt;
*''[[File:Squad spacesuit.png|link=Special:FilePath/Squad_spacesuit.png]]Armored Skinsuit:'' A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it '''space-proof'''. It slows you down considerably. You can't put weapons in it's exo-suit slot.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bomb, 30 bullet, 80 fire, 5 laser, 20 melee, 50 rad, 10 stamina&lt;br /&gt;
*''[[File:Squad space helmet.png|link=Special:FilePath/Squad_space_helmet.png]]Squad Space Helmet:'' A special helmet with solar UV shielding to protect your eyes from harmful rays. It bears a squad's insignia. It has been reinforced, making it '''space-proof'''. Protects you from flashes.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina&lt;br /&gt;
====Weaponry====&lt;br /&gt;
When the XO gives you gun clearance, you will receive these things in your box. If you have already vended your box, but still want a gun, return your equipment, then re-vend your box.&lt;br /&gt;
*''[[File:Secglock.png]]Glock-13'': A small 9mm handgun used by Nanotrasen security forces. It has a polymer handle and a full durasteel body construction, giving it a nice weight. The main sidearm of [[Security Officer]]&amp;lt;nowiki/&amp;gt;s and Heads of Staff. '''The mag that starts in the gun is non-lethal.''' Does 20 stamina or brute damage, depending on the ammo.&lt;br /&gt;
*''[[File:Glock ammo.png]]9mm magazine:'' An extra magazine for your Glock. Filled with lethal ammo. More can be acquired at cargo.&lt;br /&gt;
=== Duty-related Equipment ===&lt;br /&gt;
Some squad duties come with additional equipment options.&lt;br /&gt;
==== Squad Engineer Kit ====&lt;br /&gt;
*''[[File:Utilitybelt.png]]Toolbelt'': A full toolbelt, for construction or deconstruction.&lt;br /&gt;
*''[[File:Welding Goggles.png]]Welding Goggles'': Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.&lt;br /&gt;
* ''[[File:Dc box.png]] Damage Control Box'': A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and [[AGCNR|reactors]].&lt;br /&gt;
==== Squad Medic Kit ====&lt;br /&gt;
*''[[File:SMed.png]]First Aid Kit'': A first aid kit, for treating basic injuries.&lt;br /&gt;
*''[[File:Steril spray.png]]Sterilizing Spray'': A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.&lt;br /&gt;
*''[[File:Brute spray.png]]Styptic Powder'': A can of styptic powder, for healing brute damage.&lt;br /&gt;
*''[[File:O2med.png]]Oxygen Deprivation Kit'': An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.&lt;br /&gt;
== Squad Roles ==&lt;br /&gt;
A squad is made up mostly normal squad members who help fulfill critical secondary duties during combat situations. And of course, on top of them all sits the Squad Leader (or SL). By default, the squad management system will try to assign the highest ranking member of the squad as leader.&lt;br /&gt;
=== Squad Member {{Anchor}} ===&lt;br /&gt;
While ship-side, you, the squaddie, have one very simple job: follow orders. If you were sent to repair the ship's hull, put on your space suit, grab a welder and start welding those plates. If you were sent to fill up Munitions, then go, make torpedoes, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you won't make a big difference. So listen to the XO's or the SL's orders, and actually help out. Don't be afraid if you find yourself overwhelmed by your new tasks! Ask your SL or your teammates if you don't know what to do! When boarding, the plan doesn't change that much, but this time your lives are at stake! So always watch each other's backs and never go alone. Situational awareness is even more important then usual. Be careful with how you spend your ammo, as you do not get much. And always keep your pager at hand.&lt;br /&gt;
&lt;br /&gt;
Not all jobs can be members of a squad roundstart. This is either because they are in an important position, which they cannot leave to attend to Squad duties (like Engineers or Munitions Technicians), or that their jobs are close enough to Squad duties already (like Security Officers). The following jobs can't be squad members roundstart:&lt;br /&gt;
*CIC personnel: the [[Executive Officer]], the [[Captain]] and [[Bridge Staff]]&lt;br /&gt;
*Most of Security: [[Security Officer]]&amp;lt;nowiki/&amp;gt;s, the [[Warden]] and the [[Head of Security]]&lt;br /&gt;
*Munitions: [[Munitions Technician]]&amp;lt;nowiki/&amp;gt;s, the [[Air Traffic Controller]], [[Fighter Pilot]]&amp;lt;nowiki/&amp;gt;s, the [[Flight Leader]] and the [[Master At Arms]]&lt;br /&gt;
* Most of Engineering: [[Ship Engineer]]&amp;lt;nowiki/&amp;gt;s and the [[Chief Engineer]]&lt;br /&gt;
*[[Medical Doctor]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
*The [[AI]] and the [[Cyborg]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
===Squad Leader{{Anchor}}===&lt;br /&gt;
The Squad Leader is responsible for organizing the squad. While the XO or the Captain may be far away in CIC, the SL is down on the ground, with a clear view on the situation.&lt;br /&gt;
&lt;br /&gt;
While ship-side, the SL should be the one leading with good example, helping out departments, and following the orders from CIC. Or not, if that is the example you want the squad to follow. You can also be an inspiring mentor to any new squad-mates who may not be the greatest in whatever job you were given. As the SL, you are also the one tasked with ensuring that your squad is equipped for their mission.&lt;br /&gt;
&lt;br /&gt;
When boarding, communication with CIC may be hard, or even nonexistent. Thus the SL may find himself as the highest ranking crew member present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your team alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one. &lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!Click here to view their special equipment: &lt;br /&gt;
|-&lt;br /&gt;
|{{Item&lt;br /&gt;
 |name=A special helmet for your special unga head.&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Squad helmet.png&lt;br /&gt;
 }}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=A megaphone, to tell your important messages loudly&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Megaphone.png&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
== Squad Duties ==&lt;br /&gt;
Each squad is assigned a primary duty that they are responsible for carrying out during combat operations. Many of these overlap with the roles of combat-critical departments, giving them extra support when they need it the most. If there are people staffing the department you are assisting, be sure to coordinate with them to make the most of your efforts!&lt;br /&gt;
&lt;br /&gt;
Shortly after round-start, the squad system will try to staff critical departments with squads if there's no one in them. A '''CIC Ops''' squad will be assigned if there are no Bridge Staff, a '''Damage Control''' squad will be assigned if there are no Engineers or Atmos Techs, and a '''Munitions Support''' squad will be assigned if there are no Munitions Technicians.&lt;br /&gt;
&lt;br /&gt;
Squad duties have additional access associated with them. This is disabled by default unless the squad was automatically assigned to fill an empty department.&lt;br /&gt;
=== CIC Ops ===&lt;br /&gt;
What's that - there aren't any bridge staff? The CIC Ops squad is on it! When assigned to CIC Ops, you are responsible for making sure the helm and tactical consoles are manned. Don't let the enemy catch you off guard, dodge fire from the enemy ships, and shoot back to make your way to victory!&lt;br /&gt;
&lt;br /&gt;
See the [[Bridge Staff]] guide for more details on manning CIC.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' CIC&lt;br /&gt;
=== Damage Control Team===&lt;br /&gt;
The damage control squad is responsible for repairing machinery and structures, or for breaking into enemy ships. Your Squad Engineer kit gives you a great power as an engineer, a full toolbelt. Use it for good [[Guide to hacking|and only good]]!&lt;br /&gt;
&lt;br /&gt;
While ship-side, your tools can help you fix any machinery, or break-in to save people, or yourselves. On top of this, you have a full Damage Control box, filled to the brim with metal foam grenades and and inflatable walls. These can be used to patch breaches quickly and easily. The additional flexi-seal can be used to patch up damaged inflatables or [[AGCNR|reactors]]. Finally, you have access to the Armour Pumps in case the engineering department is short-staffed. &lt;br /&gt;
&lt;br /&gt;
When boarding, your job will change drastically. Instead of fixing holes, you will need to make holes. You have all the equipment required to break down walls, doors and machinery. When the dropship docks with the enemy ship, it will be your job to breach a wall or a window, allowing your team to move in. Once inside, you will need to hack doors to get into key areas, construct barricades to protect your crew mates, and possibly even fix up some machinery once the ship has been overtaken. &lt;br /&gt;
&lt;br /&gt;
Damage control team members have access to the '''Squad Engineer kit'''. &lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Engineering and atmospherics &lt;br /&gt;
===Medical Team ===&lt;br /&gt;
The medical squad is responsible for, surprisingly, helping heal the crew. You provide emergency medical assistance and first aid to keep medbay from being overwhelmed and keep your crew mates in the fight! You have all the equipment needed to heal, or failing that stabilize your fellow crew members, then bring them to medbay.&lt;br /&gt;
&lt;br /&gt;
While ship-side, you can spend your time best by assisting medbay. You can, with a bit of equipment from vendors and the medical lathe, become a real Doctor. Or, if medbay is fully staffed, you are an excellent Paramedic, who can get patients to safety even from space or a gunfight.&lt;br /&gt;
&lt;br /&gt;
When boarding, count on your fellow boarders to keep your backside safe so you can come to their rescue. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with guns, so bring brute meds and a lot of gauze. Once you arrive on board the enemy vessel, stick back, and heal anyone who limps back to you. Just slap some patches on their owies, and tell them to go away.&lt;br /&gt;
&lt;br /&gt;
Medical squad members have access to the '''Squad Medic kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Medical and surgery&lt;br /&gt;
=== Security Support ===&lt;br /&gt;
The security support squad provides backup for the ship's dedicated Military Police. Ship-side, you help repel boarders and other threats, and may even act as deputies when dealing with enemy agents! When boarding, you lead the charge, going toe-to-toe with enemy soldiers to capture their ship, and protect your support personnel like engineers and medics.&lt;br /&gt;
&lt;br /&gt;
Work together with the security department to get any tools and weapons needed for your job that aren't provided in your squad kit, and bother the XO for weapons clearance if you don't already have it!&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Security doors and brig&lt;br /&gt;
=== Combat Air Patrol ===&lt;br /&gt;
Ever wanted to fly but never actually made it to flight school? You're in luck - the ship needs fighter pilots! When assigned to combat air patrol, your squad is responsible for manning any available fighters to provide combat support for the ship. Refer to [[Guide to Fighters]] for more information.&lt;br /&gt;
&lt;br /&gt;
During boarding operations, you may need to act as the dropship pilot, getting the boarding team safely to the enemy ship in order to take it over. Don't leave once they've gotten out though - the dropship is an important rallying point for the boarding team, so stay nearby and defend your aircraft. They may leave additional weapons or supplies inside to come back for, or bring wounded back for treatment. You are also the get-away driver if things really go south.&lt;br /&gt;
&lt;br /&gt;
Combat air patrol members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions, hangar, and fighters&lt;br /&gt;
=== Munitions Support ===&lt;br /&gt;
As a munitions support team member, you assist with one of the most critical combat operations - keeping the guns firing! Keep the PDCs loaded, shove bag after bag of gunpowder into the NACs, and reload the gauss guns! Ears ringing, guns singing! Check out the [[Guide to Munitions]] for tips!&lt;br /&gt;
&lt;br /&gt;
Munitions support members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions&lt;br /&gt;
==Managing squads==&lt;br /&gt;
[[File:Squad management2.png|right|The Squad Management Console's UI|alt=|600x600px]]&lt;br /&gt;
Squad management is the [[Executive Officer]]'s job. He can do it either from a machine in his office, the &amp;lt;i&amp;gt;Squad Management Console&amp;lt;/i&amp;gt;, or from the ''Squad Management'' program on a Modular Console. Either one of those let's you do numerous things! Let's go over them:&lt;br /&gt;
*The &amp;quot;Promote&amp;quot; and &amp;quot;Demote&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Purple&amp;lt;/u&amp;gt;, let you change who the Squad Leader is.&lt;br /&gt;
*The &amp;quot;Transfer&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Red&amp;lt;/u&amp;gt;, allow you to transfer people between Squads.&lt;br /&gt;
*The &amp;quot;Print Lanyard&amp;quot; button marked with &amp;lt;u&amp;gt;White&amp;lt;/u&amp;gt; lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.&lt;br /&gt;
*The &amp;quot;Autofill&amp;quot; button marked with &amp;lt;u&amp;gt;Blue&amp;lt;/u&amp;gt; toggles if that Squad will be automatically filled when new people join the round.&lt;br /&gt;
*The &amp;quot;Gun Clearance&amp;quot; button marked with &amp;lt;u&amp;gt;Yellow&amp;lt;/u&amp;gt; toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!&lt;br /&gt;
*The &amp;quot;Access&amp;quot; button marked with &amp;lt;u&amp;gt;Green&amp;lt;/u&amp;gt; toggles Elevated Access for Squads.&lt;br /&gt;
*The Primary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Pink&amp;lt;/u&amp;gt; let you set the primary duties for Squads. These come from the list of duties above.&lt;br /&gt;
*The Secondary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Orange&amp;lt;/u&amp;gt; let you set the secondary objectives for a squad. This is a free text entry for giving additional instructions.&lt;br /&gt;
*The button marked with &amp;lt;u&amp;gt;Brown&amp;lt;/u&amp;gt; lets you message Squads, to provide them with up-to-date information on quickly changing events.&lt;br /&gt;
 &lt;br /&gt;
==Tips==&lt;br /&gt;
*The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Yours truly,&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] &lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34651</id>
		<title>Squads</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34651"/>
		<updated>2022-09-04T00:07:20Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: Missed a rank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics of squaddery==&lt;br /&gt;
Welcome aboard valued employee! We deeply thank you for signing up as a Scientist/Cook/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Non-essential personnel means your job does not relate to or escalate during combat. So everyone NOT in the munitions, engineering, or medical department. Scientists, botanists, bartenders and such.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..&lt;br /&gt;
===General Quarters===&lt;br /&gt;
[[File:Squad vendor.png|right|thumb|A squad vendor]]&lt;br /&gt;
Oh uh. The alarms are ringing, the ship has entered combat &amp;lt;s&amp;gt;or CC is just annoying you&amp;lt;/s&amp;gt;. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your Equipment Box and start your duty.&lt;br /&gt;
== Equipment ==&lt;br /&gt;
===General squad equipment===&lt;br /&gt;
These are the things every squad member receives.&lt;br /&gt;
*''[[File:Squad-pager.png]]Squad Pager'': This spawns in your inventory when you arrive on board. Allows you to receive messages on squad comms. Squad leaders and certain heads have two-way pagers that can send out messages with ''a HUD button''. If you receive a message while your pager is put away in your backpack or something it will buzz! To see what was said, take out the pager and click on it in your hand.&lt;br /&gt;
*''Squad Lanyard:'' This spawns in your inventory when you arrive on board. Wearing it on your neck slot (the one that looks like a tie) will display a HUD icon by your character that allows others to see what squad you are in.&lt;br /&gt;
If you want to return your equipment, there are a few ways to do so:&lt;br /&gt;
* By clicking on the squad vendor with each piece of equipment or with the squad item box containing the equipment&lt;br /&gt;
* By putting it into the top level of your backpack and clicking the return button on the vendor&lt;br /&gt;
* By putting it into the squad item box in your backpack and clicking the return button on the vendor&lt;br /&gt;
The vendor will also accept empty squad item boxes as part of Nanotrasen's recycling program! &lt;br /&gt;
&lt;br /&gt;
If you have lost your equipment, don't worry! The vendor will also allow you to pay a modest replacement fee for it so that you can still get a new set of equipment.&lt;br /&gt;
====Standard Equipment====&lt;br /&gt;
All squad members receives these in their Standard Box&lt;br /&gt;
*''[[File:Squad jumpsuit.png|link=Special:FilePath/Squad_jumpsuit.png]]Combat jumpsuit'': A cheaply made uniform worn by general combat officers. Different squad members get differently named ones, but functionally, they are the same. They offer minimal protection against hazards. Midshipmen spawn wearing these.&lt;br /&gt;
**Defense values: 30 acid, 30 fire, 10 bullet, 10 melee&lt;br /&gt;
*''[[File:Squad armor.png]]Squad Armor'': A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been lined with protective materials to allow the wearer to survive in space for slightly longer than usual, but '''is not space-proof'''. It does not slow you down, but you can't put weapons in it's exosuit slot.&lt;br /&gt;
**Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
*''[[File:Squad helmet.png]]Squad Helmet:'' A bulky helmet that's designed to keep your head in-tact while you perform essential repairs on the ship.&lt;br /&gt;
** Defense values: 50 acid, 20 bio, 30 bomb, 20 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
====Hazard Equipment====&lt;br /&gt;
All squad members receive these in their Hazardous Equipment Box&lt;br /&gt;
*''[[File:Squad spacesuit.png|link=Special:FilePath/Squad_spacesuit.png]]Armored Skinsuit:'' A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it '''space-proof'''. It slows you down considerably. You can't put weapons in it's exo-suit slot.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bomb, 30 bullet, 80 fire, 5 laser, 20 melee, 50 rad, 10 stamina&lt;br /&gt;
*''[[File:Squad space helmet.png|link=Special:FilePath/Squad_space_helmet.png]]Squad Space Helmet:'' A special helmet with solar UV shielding to protect your eyes from harmful rays. It bears a squad's insignia. It has been reinforced, making it '''space-proof'''. Protects you from flashes.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina&lt;br /&gt;
====Weaponry====&lt;br /&gt;
When the XO gives you gun clearance, you will receive these things in your box. If you have already vended your box, but still want a gun, return your equipment, then re-vend your box.&lt;br /&gt;
*''[[File:Secglock.png]]Glock-13'': A small 9mm handgun used by Nanotrasen security forces. It has a polymer handle and a full durasteel body construction, giving it a nice weight. The main sidearm of [[Security Officer]]&amp;lt;nowiki/&amp;gt;s and Heads of Staff. '''The mag that starts in the gun is non-lethal.''' Does 20 stamina or brute damage, depending on the ammo.&lt;br /&gt;
*''[[File:Glock ammo.png]]9mm magazine:'' An extra magazine for your Glock. Filled with lethal ammo. More can be acquired at cargo.&lt;br /&gt;
=== Duty-related Equipment ===&lt;br /&gt;
Some squad duties come with additional equipment options.&lt;br /&gt;
==== Squad Engineer Kit ====&lt;br /&gt;
*''[[File:Utilitybelt.png]]Toolbelt'': A full toolbelt, for construction or deconstruction.&lt;br /&gt;
*''[[File:Welding Goggles.png]]Welding Goggles'': Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.&lt;br /&gt;
* ''[[File:Dc box.png]] Damage Control Box'': A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and [[AGCNR|reactors]].&lt;br /&gt;
==== Squad Medic Kit ====&lt;br /&gt;
*''[[File:SMed.png]]First Aid Kit'': A first aid kit, for treating basic injuries.&lt;br /&gt;
*''[[File:Steril spray.png]]Sterilizing Spray'': A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.&lt;br /&gt;
*''[[File:Brute spray.png]]Styptic Powder'': A can of styptic powder, for healing brute damage.&lt;br /&gt;
*''[[File:O2med.png]]Oxygen Deprivation Kit'': An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.&lt;br /&gt;
== Squad Roles ==&lt;br /&gt;
A squad is made up mostly normal squad members who help fulfill critical secondary duties during combat situations. And of course, on top of them all sits the Squad Leader (or SL). By default, the squad management system will try to assign the highest ranking member of the squad as leader.&lt;br /&gt;
=== Squad Member {{Anchor}} ===&lt;br /&gt;
While ship-side, you, the squaddie, have one very simple job: follow orders. If you were sent to repair the ship's hull, put on your space suit, grab a welder and start welding those plates. If you were sent to fill up Munitions, then go, make torpedoes, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you wont make a big difference. So listen to the XO's or the SL's orders, and actually, help out. Don't be afraid if you find yourself overwhelmed by your new tasks! Ask your SL or your teammates if you don't know what to do!&lt;br /&gt;
When boarding, the plan doesn't change that much. But this time, your lives are at stake! So always watch each other's backs and never go alone. Situational awareness is even more important then usual. Be careful with how you spend your ammo, as you do not get much. And always keep your pager at hand.&lt;br /&gt;
&lt;br /&gt;
Not all jobs can be members of a squad roundstart. This is either because they are in an important position, which they cannot leave to attend to Squad duties (like Engineers or Munitions Technicians), or that their jobs are close enough to Squad duties already (like Security Officers). The following jobs can't be squad members roundstart:&lt;br /&gt;
*CIC personnel: the [[Executive Officer]], the [[Captain]] and [[Bridge Staff]]&lt;br /&gt;
*Most of Security: [[Security Officer]]&amp;lt;nowiki/&amp;gt;s, the [[Warden]] and the [[Head of Security]]&lt;br /&gt;
*Munitions: [[Munitions Technician]]&amp;lt;nowiki/&amp;gt;s, the [[Air Traffic Controller]], [[Fighter Pilot]]&amp;lt;nowiki/&amp;gt;s, the [[Flight Leader]] and the [[Master At Arms]]&lt;br /&gt;
* Most of Engineering: [[Ship Engineer]]&amp;lt;nowiki/&amp;gt;s and the [[Chief Engineer]]&lt;br /&gt;
*[[Medical Doctor]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
*The [[AI]] and the [[Cyborg]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
===Squad Leader{{Anchor}}===&lt;br /&gt;
The Squad Leader is responsible for organizing the squad. While the XO or the Captain may be far away in CIC, the SL is down on the ground, with a clear view on the situation.&lt;br /&gt;
&lt;br /&gt;
While ship-side, the SL should be the one leading with good example, helping out departments, and following the orders from CIC. Or not, if that is the example you want the squad to follow. You can also be an inspiring mentor to any new squad-mates who may not be the greatest in whatever job you were given. As the SL, you are also the one tasked with ensuring that your squad is equipped for their mission.&lt;br /&gt;
&lt;br /&gt;
When boarding, communication with CIC may be hard, or even nonexistent. Thus the SL may find himself as the highest ranking crew member present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your team alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one. &lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!Click here to view their special equipment: &lt;br /&gt;
|-&lt;br /&gt;
|{{Item&lt;br /&gt;
 |name=A special helmet for your special unga head.&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Squad helmet.png&lt;br /&gt;
 }}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=A megaphone, to tell your important messages loudly&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Megaphone.png&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
== Squad Duties ==&lt;br /&gt;
Each squad is assigned a primary duty that they are responsible for carrying out during combat operations. Many of these overlap with the roles of combat-critical departments, giving them extra support when they need it the most. If there are people staffing the department you are assisting, be sure to coordinate with them to make the most of your efforts!&lt;br /&gt;
&lt;br /&gt;
Shortly after round-start, the squad system will try to staff critical departments with squads if there's no one in them. A '''CIC Ops''' squad will be assigned if there are no Bridge Staff, and a '''Munitions Support''' squad will be assigned if there are no Munitions Technicians, a '''Damage Control''' squad will be assigned if there are no Engineers or Atmos Techs.&lt;br /&gt;
&lt;br /&gt;
Squad duties have additional access associated with them. This is disabled by default unless the squad was automatically assigned to fill an empty department.&lt;br /&gt;
=== CIC Ops ===&lt;br /&gt;
What's that - there aren't any bridge staff? The CIC Ops squad is on it! When assigned to CIC Ops, you are responsible for making sure the helm and tactical consoles are manned. Don't let the enemy catch you off guard, dodge fire from the enemy ships, and shoot back to make your way to victory!&lt;br /&gt;
&lt;br /&gt;
See the [[Bridge Staff]] guide for more details on manning CIC.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' CIC&lt;br /&gt;
=== Damage Control Team===&lt;br /&gt;
The damage control squad is responsible for repairing machinery and structures, or for breaking into enemy ships. Your Squad Engineer kit gives you a great power as an engineer, a full toolbelt. Use it for good [[Guide to hacking|and only good]]!&lt;br /&gt;
&lt;br /&gt;
While ship-side, your tools can help you fix any machinery, or break-in to save people, or yourselves. On top of this, you have a full Damage Control box, filled to the brim with metal foam grenades and and inflatable walls. These can be used to patch breaches quickly and easily. The additional flexi-seal can be used to patch up damaged inflatables or [[AGCNR|reactors]]. Finally, you have access to the Armour Pumps in case the engineering department is short-staffed. &lt;br /&gt;
&lt;br /&gt;
When boarding, your job will change drastically. Instead of fixing holes, you will need to make holes. You have all the equipment required to break down walls, doors and machinery. When the dropship docks with the enemy ship, it will be your job to breach a wall or a window, allowing your team to move in. Once inside, you will need to hack doors to get into key areas, construct barricades to protect your crew mates, and possibly even fix up some machinery once the ship has been overtaken. &lt;br /&gt;
&lt;br /&gt;
Damage control team members have access to the '''Squad Engineer kit'''. &lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Engineering and atmospherics &lt;br /&gt;
===Medical Team ===&lt;br /&gt;
The medical squad is responsible for, surprisingly, helping heal the crew. You provide emergency medical assistance and first aid to keep medbay from being overwhelmed and keep your crew mates in the fight! You have all the equipment needed to heal, or failing that stabilize your fellow crew members, then bring them to medbay.&lt;br /&gt;
&lt;br /&gt;
While ship-side, you can spend your time best by assisting medbay. You can, with a bit of equipment from vendors and the medical lathe, become a real Doctor. Or, if medbay is fully staffed, you are an excellent Paramedic, who can get patients to safety even from space or a gunfight.&lt;br /&gt;
&lt;br /&gt;
When boarding, count on your fellow boarders to keep your backside safe so you can come to their rescue. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with guns, so bring brute meds and a lot of gauze. Once you arrive on board the enemy vessel, stick back, and heal anyone who limps back to you. Just slap some patches on their owies, and tell them to go away.&lt;br /&gt;
&lt;br /&gt;
Medical squad members have access to the '''Squad Medic kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Medical and surgery&lt;br /&gt;
=== Security Support ===&lt;br /&gt;
The security support squad provides backup for the ship's dedicated Military Police. Ship-side, you help repel boarders and other threats, and may even act as deputies when dealing with enemy agents! When boarding, you lead the charge, going toe-to-toe with enemy soldiers to capture their ship, and protect your support personnel like engineers and medics.&lt;br /&gt;
&lt;br /&gt;
Work together with the security department to get any tools and weapons needed for your job that aren't provided in your squad kit, and bother the XO for weapons clearance if you don't already have it!&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Security doors and brig&lt;br /&gt;
=== Combat Air Patrol ===&lt;br /&gt;
Ever wanted to fly but never actually made it to flight school? You're in luck - the ship needs fighter pilots! When assigned to combat air patrol, your squad is responsible for manning any available fighters to provide combat support for the ship. Refer to [[Guide to Fighters]] for more information.&lt;br /&gt;
&lt;br /&gt;
During boarding operations, you may need to act as the dropship pilot, getting the boarding team safely to the enemy ship in order to take it over. Don't leave once they've gotten out though - the dropship is an important rallying point for the boarding team, so stay nearby and defend your aircraft. They may leave additional weapons or supplies inside to come back for, or bring wounded back for treatment. You are also the get-away driver if things really go south.&lt;br /&gt;
&lt;br /&gt;
Combat air patrol members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions, hangar, and fighters&lt;br /&gt;
=== Munitions Support ===&lt;br /&gt;
As a munitions support team member, you assist with one of the most critical combat operations - keeping the guns firing! Keep the PDCs loaded, shove bag after bag of gunpowder into the NACs, and reload the gauss guns! Ears ringing, guns singing! Check out the [[Guide to Munitions]] for tips!&lt;br /&gt;
&lt;br /&gt;
Munitions support members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions&lt;br /&gt;
==Managing squads==&lt;br /&gt;
[[File:Squad management2.png|right|The Squad Management Console's UI|alt=|600x600px]]&lt;br /&gt;
Squad management is the [[Executive Officer]]'s job. He can do it either from a machine in his office, the &amp;lt;i&amp;gt;Squad Management Console&amp;lt;/i&amp;gt;, or from the ''Squad Management'' program on a Modular Console. Either one of those let's you do numerous things! Let's go over them:&lt;br /&gt;
*The &amp;quot;Promote&amp;quot; and &amp;quot;Demote&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Purple&amp;lt;/u&amp;gt;, let you change who the Squad Leader is.&lt;br /&gt;
*The &amp;quot;Transfer&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Red&amp;lt;/u&amp;gt;, allow you to transfer people between Squads.&lt;br /&gt;
*The &amp;quot;Print Lanyard&amp;quot; button marked with &amp;lt;u&amp;gt;White&amp;lt;/u&amp;gt; lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.&lt;br /&gt;
*The &amp;quot;Autofill&amp;quot; button marked with &amp;lt;u&amp;gt;Blue&amp;lt;/u&amp;gt; toggles if that Squad will be automatically filled when new people join the round.&lt;br /&gt;
*The &amp;quot;Gun Clearance&amp;quot; button marked with &amp;lt;u&amp;gt;Yellow&amp;lt;/u&amp;gt; toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!&lt;br /&gt;
*The &amp;quot;Access&amp;quot; button marked with &amp;lt;u&amp;gt;Green&amp;lt;/u&amp;gt; toggles Elevated Access for Squads.&lt;br /&gt;
*The Primary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Pink&amp;lt;/u&amp;gt; let you set the primary duties for Squads. These come from the list of duties above.&lt;br /&gt;
*The Secondary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Orange&amp;lt;/u&amp;gt; let you set the secondary objectives for a squad. This is a free text entry for giving additional instructions.&lt;br /&gt;
*The button marked with &amp;lt;u&amp;gt;Brown&amp;lt;/u&amp;gt; lets you message Squads, to provide them with up-to-date information on quickly changing events.&lt;br /&gt;
 &lt;br /&gt;
==Tips==&lt;br /&gt;
*The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Yours truly,&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] &lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34650</id>
		<title>Squads</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34650"/>
		<updated>2022-09-03T23:50:17Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: Added reference links to other pages for CIC and air patrol squad duties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics of squaddery==&lt;br /&gt;
Welcome aboard valued employee! We deeply thank you for signing up as a Scientist/Cook/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Non-essential personnel means your job does not relate to or escalate during combat. So everyone NOT in the munitions, engineering, or medical department. Scientists, botanists, bartenders and such.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..&lt;br /&gt;
===General Quarters===&lt;br /&gt;
[[File:Squad vendor.png|right|thumb|A squad vendor]]&lt;br /&gt;
Oh uh. The alarms are ringing, the ship has entered combat &amp;lt;s&amp;gt;or CC is just annoying you&amp;lt;/s&amp;gt;. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your Equipment Box and start your duty.&lt;br /&gt;
== Equipment ==&lt;br /&gt;
===General squad equipment===&lt;br /&gt;
These are the things every squad member receives.&lt;br /&gt;
*''[[File:Squad-pager.png]]Squad Pager'': This spawns in your inventory when you arrive on board. Allows you to receive messages on squad comms. Squad leaders and certain heads have two-way pagers that can send out messages with ''a HUD button''. If you receive a message while your pager is put away in your backpack or something it will buzz! To see what was said, take out the pager and click on it in your hand.&lt;br /&gt;
*''Squad Lanyard:'' This spawns in your inventory when you arrive on board. Wearing it on your neck slot (the one that looks like a tie) will display a HUD icon by your character that allows others to see what squad you are in.&lt;br /&gt;
If you want to return your equipment, there are a few ways to do so:&lt;br /&gt;
* By clicking on the squad vendor with each piece of equipment or with the squad item box containing the equipment&lt;br /&gt;
* By putting it into the top level of your backpack and clicking the return button on the vendor&lt;br /&gt;
* By putting it into the squad item box in your backpack and clicking the return button on the vendor&lt;br /&gt;
The vendor will also accept empty squad item boxes as part of Nanotrasen's recycling program! &lt;br /&gt;
&lt;br /&gt;
If you have lost your equipment, don't worry! The vendor will also allow you to pay a modest replacement fee for it so that you can still get a new set of equipment.&lt;br /&gt;
====Standard Equipment====&lt;br /&gt;
All squad members receives these in their Standard Box&lt;br /&gt;
*''[[File:Squad jumpsuit.png|link=Special:FilePath/Squad_jumpsuit.png]]Combat jumpsuit'': A cheaply made uniform worn by general combat officers. Different squad members get differently named ones, but functionally, they are the same. They offer minimal protection against hazards. Midshipmen spawn wearing these.&lt;br /&gt;
**Defense values: 30 acid, 30 fire, 10 bullet, 10 melee&lt;br /&gt;
*''[[File:Squad armor.png]]Squad Armor'': A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been lined with protective materials to allow the wearer to survive in space for slightly longer than usual, but '''is not space-proof'''. It does not slow you down, but you can't put weapons in it's exosuit slot.&lt;br /&gt;
**Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
*''[[File:Squad helmet.png]]Squad Helmet:'' A bulky helmet that's designed to keep your head in-tact while you perform essential repairs on the ship.&lt;br /&gt;
** Defense values: 50 acid, 20 bio, 30 bomb, 20 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
====Hazard Equipment====&lt;br /&gt;
All squad members receive these in their Hazardous Equipment Box&lt;br /&gt;
*''[[File:Squad spacesuit.png|link=Special:FilePath/Squad_spacesuit.png]]Armored Skinsuit:'' A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it '''space-proof'''. It slows you down considerably. You can't put weapons in it's exo-suit slot.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bomb, 30 bullet, 80 fire, 5 laser, 20 melee, 50 rad, 10 stamina&lt;br /&gt;
*''[[File:Squad space helmet.png|link=Special:FilePath/Squad_space_helmet.png]]Squad Space Helmet:'' A special helmet with solar UV shielding to protect your eyes from harmful rays. It bears a squad's insignia. It has been reinforced, making it '''space-proof'''. Protects you from flashes.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina&lt;br /&gt;
====Weaponry====&lt;br /&gt;
When the XO gives you gun clearance, you will receive these things in your box. If you have already vended your box, but still want a gun, return your equipment, then re-vend your box.&lt;br /&gt;
*''[[File:Secglock.png]]Glock-13'': A small 9mm handgun used by Nanotrasen security forces. It has a polymer handle and a full durasteel body construction, giving it a nice weight. The main sidearm of [[Security Officer]]&amp;lt;nowiki/&amp;gt;s and Heads of Staff. '''The mag that starts in the gun is non-lethal.''' Does 20 stamina or brute damage, depending on the ammo.&lt;br /&gt;
*''[[File:Glock ammo.png]]9mm magazine:'' An extra magazine for your Glock. Filled with lethal ammo. More can be acquired at cargo.&lt;br /&gt;
=== Duty-related Equipment ===&lt;br /&gt;
Some squad duties come with additional equipment options.&lt;br /&gt;
==== Squad Engineer Kit ====&lt;br /&gt;
*''[[File:Utilitybelt.png]]Toolbelt'': A full toolbelt, for construction or deconstruction.&lt;br /&gt;
*''[[File:Welding Goggles.png]]Welding Goggles'': Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.&lt;br /&gt;
* ''[[File:Dc box.png]] Damage Control Box'': A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and [[AGCNR|reactors]].&lt;br /&gt;
==== Squad Medic Kit ====&lt;br /&gt;
*''[[File:SMed.png]]First Aid Kit'': A first aid kit, for treating basic injuries.&lt;br /&gt;
*''[[File:Steril spray.png]]Sterilizing Spray'': A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.&lt;br /&gt;
*''[[File:Brute spray.png]]Styptic Powder'': A can of styptic powder, for healing brute damage.&lt;br /&gt;
*''[[File:O2med.png]]Oxygen Deprivation Kit'': An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.&lt;br /&gt;
== Squad Roles ==&lt;br /&gt;
A squad is made up mostly normal squad members who help fulfill critical secondary duties during combat situations. And of course, on top of them all sits the Squad Leader (or SL). By default, the squad management system will try to assign the highest ranking member of the squad as leader.&lt;br /&gt;
=== Squad Member {{Anchor}} ===&lt;br /&gt;
While ship-side, you, the squaddie, have one very simple job: follow orders. If you were sent to repair the ship's hull, put on your space suit, grab a welder and start welding those plates. If you were sent to fill up Munitions, then go, make torpedoes, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you wont make a big difference. So listen to the XO's or the SL's orders, and actually, help out. Don't be afraid if you find yourself overwhelmed by your new tasks! Ask your SL or your teammates if you don't know what to do!&lt;br /&gt;
When boarding, the plan doesn't change that much. But this time, your lives are at stake! So always watch each other's backs and never go alone. Situational awareness is even more important then usual. Be careful with how you spend your ammo, as you do not get much. And always keep your pager at hand.&lt;br /&gt;
&lt;br /&gt;
Not all jobs can be members of a squad roundstart. This is either because they are in an important position, which they cannot leave to attend to Squad duties (like Engineers or Munitions Technicians), or that their jobs are close enough to Squad duties already (like Security Officers). The following jobs can't be squad members roundstart:&lt;br /&gt;
*CIC personnel: the [[Executive Officer]], the [[Captain]] and [[Bridge Staff]]&lt;br /&gt;
*Most of Security: [[Security Officer]]&amp;lt;nowiki/&amp;gt;s, the [[Warden]] and the [[Head of Security]]&lt;br /&gt;
*Munitions: [[Munitions Technician]]&amp;lt;nowiki/&amp;gt;s, the [[Air Traffic Controller]], [[Fighter Pilot]]&amp;lt;nowiki/&amp;gt;s, the [[Flight Leader]] and the [[Master At Arms]]&lt;br /&gt;
* Most of Engineering: [[Ship Engineer]]&amp;lt;nowiki/&amp;gt;s and the [[Chief Engineer]]&lt;br /&gt;
*[[Medical Doctor]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
*The [[AI]] and the [[Cyborg]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
===Squad Leader{{Anchor}}===&lt;br /&gt;
Rank: Lieutenant('''LT''')&lt;br /&gt;
&lt;br /&gt;
Supervisor: [[XO]], [[HoS]]&lt;br /&gt;
&lt;br /&gt;
The Squad Leader is responsible for organizing the squad. While the XO or the Captain may be far away in CIC, the SL is down on the ground, with a clear view on the situation.&lt;br /&gt;
&lt;br /&gt;
While ship-side, the SL should be the one leading with good example, helping out departments, and following the orders from CIC. Or not, if that is the example you want the squad to follow. You can also be an inspiring mentor to any new squad-mates who may not be the greatest in whatever job you were given. As the SL, you are also the one tasked with ensuring that your squad is equipped for their mission.&lt;br /&gt;
&lt;br /&gt;
When boarding, communication with CIC may be hard, or even nonexistent. Thus the SL may find himself as the highest ranking crew member present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your team alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one. &lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!Click here to view their special equipment: &lt;br /&gt;
|-&lt;br /&gt;
|{{Item&lt;br /&gt;
 |name=A special helmet for your special unga head.&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Squad helmet.png&lt;br /&gt;
 }}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=A megaphone, to tell your important messages loudly&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Megaphone.png&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
== Squad Duties ==&lt;br /&gt;
Each squad is assigned a primary duty that they are responsible for carrying out during combat operations. Many of these overlap with the roles of combat-critical departments, giving them extra support when they need it the most. If there are people staffing the department you are assisting, be sure to coordinate with them to make the most of your efforts!&lt;br /&gt;
&lt;br /&gt;
Shortly after round-start, the squad system will try to staff critical departments with squads if there's no one in them. A '''CIC Ops''' squad will be assigned if there are no Bridge Staff, and a '''Munitions Support''' squad will be assigned if there are no Munitions Technicians, a '''Damage Control''' squad will be assigned if there are no Engineers or Atmos Techs.&lt;br /&gt;
&lt;br /&gt;
Squad duties have additional access associated with them. This is disabled by default unless the squad was automatically assigned to fill an empty department.&lt;br /&gt;
=== CIC Ops ===&lt;br /&gt;
What's that - there aren't any bridge staff? The CIC Ops squad is on it! When assigned to CIC Ops, you are responsible for making sure the helm and tactical consoles are manned. Don't let the enemy catch you off guard, dodge fire from the enemy ships, and shoot back to make your way to victory!&lt;br /&gt;
&lt;br /&gt;
See the [[Bridge Staff]] guide for more details on manning CIC.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' CIC&lt;br /&gt;
=== Damage Control Team===&lt;br /&gt;
The damage control squad is responsible for repairing machinery and structures, or for breaking into enemy ships. Your Squad Engineer kit gives you a great power as an engineer, a full toolbelt. Use it for good [[Guide to hacking|and only good]]!&lt;br /&gt;
&lt;br /&gt;
While ship-side, your tools can help you fix any machinery, or break-in to save people, or yourselves. On top of this, you have a full Damage Control box, filled to the brim with metal foam grenades and and inflatable walls. These can be used to patch breaches quickly and easily. The additional flexi-seal can be used to patch up damaged inflatables or [[AGCNR|reactors]]. Finally, you have access to the Armour Pumps in case the engineering department is short-staffed. &lt;br /&gt;
&lt;br /&gt;
When boarding, your job will change drastically. Instead of fixing holes, you will need to make holes. You have all the equipment required to break down walls, doors and machinery. When the dropship docks with the enemy ship, it will be your job to breach a wall or a window, allowing your team to move in. Once inside, you will need to hack doors to get into key areas, construct barricades to protect your crew mates, and possibly even fix up some machinery once the ship has been overtaken. &lt;br /&gt;
&lt;br /&gt;
Damage control team members have access to the '''Squad Engineer kit'''. &lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Engineering and atmospherics &lt;br /&gt;
===Medical Team ===&lt;br /&gt;
The medical squad is responsible for, surprisingly, helping heal the crew. You provide emergency medical assistance and first aid to keep medbay from being overwhelmed and keep your crew mates in the fight! You have all the equipment needed to heal, or failing that stabilize your fellow crew members, then bring them to medbay.&lt;br /&gt;
&lt;br /&gt;
While ship-side, you can spend your time best by assisting medbay. You can, with a bit of equipment from vendors and the medical lathe, become a real Doctor. Or, if medbay is fully staffed, you are an excellent Paramedic, who can get patients to safety even from space or a gunfight.&lt;br /&gt;
&lt;br /&gt;
When boarding, count on your fellow boarders to keep your backside safe so you can come to their rescue. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with guns, so bring brute meds and a lot of gauze. Once you arrive on board the enemy vessel, stick back, and heal anyone who limps back to you. Just slap some patches on their owies, and tell them to go away.&lt;br /&gt;
&lt;br /&gt;
Medical squad members have access to the '''Squad Medic kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Medical and surgery&lt;br /&gt;
=== Security Support ===&lt;br /&gt;
The security support squad provides backup for the ship's dedicated Military Police. Ship-side, you help repel boarders and other threats, and may even act as deputies when dealing with enemy agents! When boarding, you lead the charge, going toe-to-toe with enemy soldiers to capture their ship, and protect your support personnel like engineers and medics.&lt;br /&gt;
&lt;br /&gt;
Work together with the security department to get any tools and weapons needed for your job that aren't provided in your squad kit, and bother the XO for weapons clearance if you don't already have it!&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Security doors and brig&lt;br /&gt;
=== Combat Air Patrol ===&lt;br /&gt;
Ever wanted to fly but never actually made it to flight school? You're in luck - the ship needs fighter pilots! When assigned to combat air patrol, your squad is responsible for manning any available fighters to provide combat support for the ship. Refer to [[Guide to Fighters]] for more information.&lt;br /&gt;
&lt;br /&gt;
During boarding operations, you may need to act as the dropship pilot, getting the boarding team safely to the enemy ship in order to take it over. Don't leave once they've gotten out though - the dropship is an important rallying point for the boarding team, so stay nearby and defend your aircraft. They may leave additional weapons or supplies inside to come back for, or bring wounded back for treatment. You are also the get-away driver if things really go south.&lt;br /&gt;
&lt;br /&gt;
Combat air patrol members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions, hangar, and fighters&lt;br /&gt;
=== Munitions Support ===&lt;br /&gt;
As a munitions support team member, you assist with one of the most critical combat operations - keeping the guns firing! Keep the PDCs loaded, shove bag after bag of gunpowder into the NACs, and reload the gauss guns! Ears ringing, guns singing! Check out the [[Guide to Munitions]] for tips!&lt;br /&gt;
&lt;br /&gt;
Munitions support members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions&lt;br /&gt;
==Managing squads==&lt;br /&gt;
[[File:Squad management2.png|right|The Squad Management Console's UI|alt=|600x600px]]&lt;br /&gt;
Squad management is the [[Executive Officer]]'s job. He can do it either from a machine in his office, the &amp;lt;i&amp;gt;Squad Management Console&amp;lt;/i&amp;gt;, or from the ''Squad Management'' program on a Modular Console. Either one of those let's you do numerous things! Let's go over them:&lt;br /&gt;
*The &amp;quot;Promote&amp;quot; and &amp;quot;Demote&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Purple&amp;lt;/u&amp;gt;, let you change who the Squad Leader is.&lt;br /&gt;
*The &amp;quot;Transfer&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Red&amp;lt;/u&amp;gt;, allow you to transfer people between Squads.&lt;br /&gt;
*The &amp;quot;Print Lanyard&amp;quot; button marked with &amp;lt;u&amp;gt;White&amp;lt;/u&amp;gt; lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.&lt;br /&gt;
*The &amp;quot;Autofill&amp;quot; button marked with &amp;lt;u&amp;gt;Blue&amp;lt;/u&amp;gt; toggles if that Squad will be automatically filled when new people join the round.&lt;br /&gt;
*The &amp;quot;Gun Clearance&amp;quot; button marked with &amp;lt;u&amp;gt;Yellow&amp;lt;/u&amp;gt; toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!&lt;br /&gt;
*The &amp;quot;Access&amp;quot; button marked with &amp;lt;u&amp;gt;Green&amp;lt;/u&amp;gt; toggles Elevated Access for Squads.&lt;br /&gt;
*The Primary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Pink&amp;lt;/u&amp;gt; let you set the primary duties for Squads. These come from the list of duties above.&lt;br /&gt;
*The Secondary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Orange&amp;lt;/u&amp;gt; let you set the secondary objectives for a squad. This is a free text entry for giving additional instructions.&lt;br /&gt;
*The button marked with &amp;lt;u&amp;gt;Brown&amp;lt;/u&amp;gt; lets you message Squads, to provide them with up-to-date information on quickly changing events.&lt;br /&gt;
 &lt;br /&gt;
==Tips==&lt;br /&gt;
*The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Yours truly,&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] &lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34649</id>
		<title>Squads</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Squads&amp;diff=34649"/>
		<updated>2022-09-03T23:47:53Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: Removed squad roles, added squad duties, added new info about pager and vendor use.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics of squaddery==&lt;br /&gt;
Welcome aboard valued employee! We deeply thank you for signing up as a Scientist/Cook/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Non-essential personnel means your job does not relate to or escalate during combat. So everyone NOT in the munitions, engineering, or medical department. Scientists, botanists, bartenders and such.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..&lt;br /&gt;
===General Quarters===&lt;br /&gt;
[[File:Squad vendor.png|right|thumb|A squad vendor]]&lt;br /&gt;
Oh uh. The alarms are ringing, the ship has entered combat &amp;lt;s&amp;gt;or CC is just annoying you&amp;lt;/s&amp;gt;. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your Equipment Box and start your duty.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===General squad equipment===&lt;br /&gt;
These are the things every squad member receives.&lt;br /&gt;
*''[[File:Squad-pager.png]]Squad Pager'': This spawns in your inventory when you arrive on board. Allows you to receive messages on squad comms. Squad leaders and certain heads have two-way pagers that can send out messages with ''a HUD button''. If you receive a message while your pager is put away in your backpack or something it will buzz! To see what was said, take out the pager and click on it in your hand.&lt;br /&gt;
*''Squad Lanyard:'' This spawns in your inventory when you arrive on board. Wearing it on your neck slot (the one that looks like a tie) will display a HUD icon by your character that allows others to see what squad you are in.&lt;br /&gt;
If you want to return your equipment, there are a few ways to do so:&lt;br /&gt;
&lt;br /&gt;
* By clicking on the squad vendor with each piece of equipment or with the squad item box containing the equipment&lt;br /&gt;
* By putting it into the top level of your backpack and clicking the return button on the vendor&lt;br /&gt;
* By putting it into the squad item box in your backpack and clicking the return button on the vendor&lt;br /&gt;
&lt;br /&gt;
The vendor will also accept empty squad item boxes as part of Nanotrasen's recycling program! &lt;br /&gt;
&lt;br /&gt;
If you have lost your equipment, don't worry! The vendor will also allow you to pay a modest replacement fee for it so that you can still get a new set of equipment.&lt;br /&gt;
====Standard Equipment====&lt;br /&gt;
All squad members receives these in their Standard Box&lt;br /&gt;
*''[[File:Squad jumpsuit.png|link=Special:FilePath/Squad_jumpsuit.png]]Combat jumpsuit'': A cheaply made uniform worn by general combat officers. Different squad members get differently named ones, but functionally, they are the same. They offer minimal protection against hazards. Midshipmen spawn wearing these.&lt;br /&gt;
**Defense values: 30 acid, 30 fire, 10 bullet, 10 melee&lt;br /&gt;
*''[[File:Squad armor.png]]Squad Armor'': A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been lined with protective materials to allow the wearer to survive in space for slightly longer than usual, but '''is not space-proof'''. It does not slow you down, but you can't put weapons in it's exosuit slot.&lt;br /&gt;
**Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
*''[[File:Squad helmet.png]]Squad Helmet:'' A bulky helmet that's designed to keep your head in-tact while you perform essential repairs on the ship.&lt;br /&gt;
** Defense values: 50 acid, 20 bio, 30 bomb, 20 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad&lt;br /&gt;
====Hazard Equipment====&lt;br /&gt;
All squad members receive these in their Hazardous Equipment Box&lt;br /&gt;
*''[[File:Squad spacesuit.png|link=Special:FilePath/Squad_spacesuit.png]]Armored Skinsuit:'' A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it '''space-proof'''. It slows you down considerably. You can't put weapons in it's exo-suit slot.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bomb, 30 bullet, 80 fire, 5 laser, 20 melee, 50 rad, 10 stamina&lt;br /&gt;
*''[[File:Squad space helmet.png|link=Special:FilePath/Squad_space_helmet.png]]Squad Space Helmet:'' A special helmet with solar UV shielding to protect your eyes from harmful rays. It bears a squad's insignia. It has been reinforced, making it '''space-proof'''. Protects you from flashes.&lt;br /&gt;
**Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina&lt;br /&gt;
====Weaponry====&lt;br /&gt;
When the XO gives you gun clearance, you will receive these things in your box. If you have already vended your box, but still want a gun, return your equipment, then re-vend your box.&lt;br /&gt;
*''[[File:Secglock.png]]Glock-13'': A small 9mm handgun used by Nanotrasen security forces. It has a polymer handle and a full durasteel body construction, giving it a nice weight. The main sidearm of [[Security Officer]]&amp;lt;nowiki/&amp;gt;s and Heads of Staff. '''The mag that starts in the gun is non-lethal.''' Does 20 stamina or brute damage, depending on the ammo.&lt;br /&gt;
*''[[File:Glock ammo.png]]9mm magazine:'' An extra magazine for your Glock. Filled with lethal ammo. More can be acquired at cargo.&lt;br /&gt;
&lt;br /&gt;
=== Duty-related Equipment ===&lt;br /&gt;
Some squad duties come with additional equipment options.&lt;br /&gt;
&lt;br /&gt;
==== Squad Engineer Kit ====&lt;br /&gt;
*''[[File:Utilitybelt.png]]Toolbelt'': A full toolbelt, for construction or deconstruction.&lt;br /&gt;
*''[[File:Welding Goggles.png]]Welding Goggles'': Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.&lt;br /&gt;
* ''[[File:Dc box.png]] Damage Control Box'': A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and [[AGCNR|reactors]].&lt;br /&gt;
&lt;br /&gt;
==== Squad Medic Kit ====&lt;br /&gt;
*''[[File:SMed.png]]First Aid Kit'': A first aid kit, for treating basic injuries.&lt;br /&gt;
*''[[File:Steril spray.png]]Sterilizing Spray'': A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.&lt;br /&gt;
*''[[File:Brute spray.png]]Styptic Powder'': A can of styptic powder, for healing brute damage.&lt;br /&gt;
*''[[File:O2med.png]]Oxygen Deprivation Kit'': An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.&lt;br /&gt;
&lt;br /&gt;
== Squad Roles ==&lt;br /&gt;
A squad is made up mostly normal squad members who help fulfill critical secondary duties during combat situations. And of course, on top of them all sits the Squad Leader (or SL). By default, the squad management system will try to assign the highest ranking member of the squad as leader.&lt;br /&gt;
&lt;br /&gt;
=== Squad Member {{Anchor}} ===&lt;br /&gt;
While ship-side, you, the squaddie, have one very simple job: follow orders. If you were sent to repair the ship's hull, put on your space suit, grab a welder and start welding those plates. If you were sent to fill up Munitions, then go, make torpedoes, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you wont make a big difference. So listen to the XO's or the SL's orders, and actually, help out. Don't be afraid if you find yourself overwhelmed by your new tasks! Ask your SL or your teammates if you don't know what to do!&lt;br /&gt;
When boarding, the plan doesn't change that much. But this time, your lives are at stake! So always watch each other's backs and never go alone. Situational awareness is even more important then usual. Be careful with how you spend your ammo, as you do not get much. And always keep your pager at hand.&lt;br /&gt;
&lt;br /&gt;
Not all jobs can be members of a squad roundstart. This is either because they are in an important position, which they cannot leave to attend to Squad duties (like Engineers or Munitions Technicians), or that their jobs are close enough to Squad duties already (like Security Officers). The following jobs can't be squad members roundstart:&lt;br /&gt;
*CIC personnel: the [[Executive Officer]], the [[Captain]] and [[Bridge Staff]]&lt;br /&gt;
*Most of Security: [[Security Officer]]&amp;lt;nowiki/&amp;gt;s, the [[Warden]] and the [[Head of Security]]&lt;br /&gt;
*Munitions: [[Munitions Technician]]&amp;lt;nowiki/&amp;gt;s, the [[Air Traffic Controller]], [[Fighter Pilot]]&amp;lt;nowiki/&amp;gt;s, the [[Flight Leader]] and the [[Master At Arms]]&lt;br /&gt;
* Most of Engineering: [[Ship Engineer]]&amp;lt;nowiki/&amp;gt;s and the [[Chief Engineer]]&lt;br /&gt;
*[[Medical Doctor]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
*The [[AI]] and the [[Cyborg]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
===Squad Leader{{Anchor}}===&lt;br /&gt;
Rank: Lieutenant('''LT''')&lt;br /&gt;
&lt;br /&gt;
Supervisor: [[XO]], [[HoS]]&lt;br /&gt;
&lt;br /&gt;
The Squad Leader is responsible for organizing the squad. While the XO or the Captain may be far away in CIC, the SL is down on the ground, with a clear view on the situation.&lt;br /&gt;
&lt;br /&gt;
While ship-side, the SL should be the one leading with good example, helping out departments, and following the orders from CIC. Or not, if that is the example you want the squad to follow. You can also be an inspiring mentor to any new squad-mates who may not be the greatest in whatever job you were given. As the SL, you are also the one tasked with ensuring that your squad is equipped for their mission.&lt;br /&gt;
&lt;br /&gt;
When boarding, communication with CIC may be hard, or even nonexistent. Thus the SL may find himself as the highest ranking crew member present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your team alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one. &lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!Click here to view their special equipment: &lt;br /&gt;
|-&lt;br /&gt;
|{{Item&lt;br /&gt;
 |name=A special helmet for your special unga head.&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Squad helmet.png&lt;br /&gt;
 }}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=A megaphone, to tell your important messages loudly&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Megaphone.png&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Squad Duties ==&lt;br /&gt;
Each squad is assigned a primary duty that they are responsible for carrying out during combat operations. Many of these overlap with the roles of combat-critical departments, giving them extra support when they need it the most. If there are people staffing the department you are assisting, be sure to coordinate with them to make the most of your efforts!&lt;br /&gt;
&lt;br /&gt;
Shortly after round-start, the squad system will try to staff critical departments with squads if there's no one in them. A '''CIC Ops''' squad will be assigned if there are no Bridge Staff, and a '''Munitions Support''' squad will be assigned if there are no Munitions Technicians, a '''Damage Control''' squad will be assigned if there are no Engineers or Atmos Techs.&lt;br /&gt;
&lt;br /&gt;
Squad duties have additional access associated with them. This is disabled by default unless the squad was automatically assigned to fill an empty department.&lt;br /&gt;
&lt;br /&gt;
=== CIC Ops ===&lt;br /&gt;
What's that - there aren't any bridge staff? The CIC Ops squad is on it! When assigned to CIC Ops, you are responsible for making sure the helm and tactical consoles are manned. Don't let the enemy catch you off guard, dodge fire from the enemy ships, and shoot back to make your way to victory!&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' CIC&lt;br /&gt;
&lt;br /&gt;
=== Damage Control Team===&lt;br /&gt;
The damage control squad is responsible for repairing machinery and structures, or for breaking into enemy ships. Your Squad Engineer kit gives you a great power as an engineer, a full toolbelt. Use it for good [[Guide to hacking|and only good]]!&lt;br /&gt;
&lt;br /&gt;
While ship-side, your tools can help you fix any machinery, or break-in to save people, or yourselves. On top of this, you have a full Damage Control box, filled to the brim with metal foam grenades and and inflatable walls. These can be used to patch breaches quickly and easily. The additional flexi-seal can be used to patch up damaged inflatables or [[AGCNR|reactors]]. Finally, you have access to the Armour Pumps in case the engineering department is short-staffed. &lt;br /&gt;
&lt;br /&gt;
When boarding, your job will change drastically. Instead of fixing holes, you will need to make holes. You have all the equipment required to break down walls, doors and machinery. When the dropship docks with the enemy ship, it will be your job to breach a wall or a window, allowing your team to move in. Once inside, you will need to hack doors to get into key areas, construct barricades to protect your crew mates, and possibly even fix up some machinery once the ship has been overtaken. &lt;br /&gt;
&lt;br /&gt;
Damage control team members have access to the '''Squad Engineer kit'''. &lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Engineering and atmospherics &lt;br /&gt;
===Medical Team ===&lt;br /&gt;
The medical squad is responsible for, surprisingly, helping heal the crew. You provide emergency medical assistance and first aid to keep medbay from being overwhelmed and keep your crew mates in the fight! You have all the equipment needed to heal, or failing that stabilize your fellow crew members, then bring them to medbay.&lt;br /&gt;
&lt;br /&gt;
While ship-side, you can spend your time best by assisting medbay. You can, with a bit of equipment from vendors and the medical lathe, become a real Doctor. Or, if medbay is fully staffed, you are an excellent Paramedic, who can get patients to safety even from space or a gunfight.&lt;br /&gt;
&lt;br /&gt;
When boarding, count on your fellow boarders to keep your backside safe so you can come to their rescue. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with guns, so bring brute meds and a lot of gauze. Once you arrive on board the enemy vessel, stick back, and heal anyone who limps back to you. Just slap some patches on their owies, and tell them to go away.&lt;br /&gt;
&lt;br /&gt;
Medical squad members have access to the '''Squad Medic kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Medical and surgery&lt;br /&gt;
&lt;br /&gt;
=== Security Support ===&lt;br /&gt;
The security support squad provides backup for the ship's dedicated Military Police. Ship-side, you help repel boarders and other threats, and may even act as deputies when dealing with enemy agents! When boarding, you lead the charge, going toe-to-toe with enemy soldiers to capture their ship, and protect your support personnel like engineers and medics.&lt;br /&gt;
&lt;br /&gt;
Work together with the security department to get any tools and weapons needed for your job that aren't provided in your squad kit, and bother the XO for weapons clearance if you don't already have it!&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Security doors and brig&lt;br /&gt;
&lt;br /&gt;
=== Combat Air Patrol ===&lt;br /&gt;
Ever wanted to fly but never actually made it to flight school? You're in luck - the ship needs fighter pilots! When assigned to combat air patrol, your squad is responsible for manning any available fighters to provide combat support for the ship. Refer to [[Guide to Fighters]] for more information.&lt;br /&gt;
&lt;br /&gt;
During boarding operations, you may need to act as the dropship pilot, getting the boarding team safely to the enemy ship in order to take it over. Don't leave once they've gotten out though - the dropship is an important rallying point for the boarding team, so stay nearby and defend your aircraft. They may leave additional weapons or supplies inside to come back for, or bring wounded back for treatment. You are also the get-away driver if things really go south.&lt;br /&gt;
&lt;br /&gt;
Combat air patrol members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions, hangar, and fighters&lt;br /&gt;
&lt;br /&gt;
=== Munitions Support ===&lt;br /&gt;
As a munitions support team member, you assist with one of the most critical combat operations - keeping the guns firing! Keep the PDCs loaded, shove bag after bag of gunpowder into the NACs, and reload the gauss guns! Ears ringing, guns singing!&lt;br /&gt;
&lt;br /&gt;
Munitions support members have access to the '''Squad Engineer kit'''.&lt;br /&gt;
&lt;br /&gt;
'''Extra access:''' Munitions&lt;br /&gt;
&lt;br /&gt;
==Managing squads==&lt;br /&gt;
[[File:Squad management2.png|right|The Squad Management Console's UI|alt=|600x600px]]&lt;br /&gt;
Squad management is the [[Executive Officer]]'s job. He can do it either from a machine in his office, the &amp;lt;i&amp;gt;Squad Management Console&amp;lt;/i&amp;gt;, or from the ''Squad Management'' program on a Modular Console. Either one of those let's you do numerous things! Let's go over them:&lt;br /&gt;
*The &amp;quot;Promote&amp;quot; and &amp;quot;Demote&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Purple&amp;lt;/u&amp;gt;, let you change who the Squad Leader is.&lt;br /&gt;
*The &amp;quot;Transfer&amp;quot; buttons, marked with &amp;lt;u&amp;gt;Red&amp;lt;/u&amp;gt;, allow you to transfer people between Squads.&lt;br /&gt;
*The &amp;quot;Print Lanyard&amp;quot; button marked with &amp;lt;u&amp;gt;White&amp;lt;/u&amp;gt; lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.&lt;br /&gt;
*The &amp;quot;Autofill&amp;quot; button marked with &amp;lt;u&amp;gt;Blue&amp;lt;/u&amp;gt; toggles if that Squad will be automatically filled when new people join the round.&lt;br /&gt;
*The &amp;quot;Gun Clearance&amp;quot; button marked with &amp;lt;u&amp;gt;Yellow&amp;lt;/u&amp;gt; toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!&lt;br /&gt;
*The &amp;quot;Access&amp;quot; button marked with &amp;lt;u&amp;gt;Green&amp;lt;/u&amp;gt; toggles Elevated Access for Squads.&lt;br /&gt;
*The Primary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Pink&amp;lt;/u&amp;gt; let you set the primary duties for Squads. These come from the list of duties above.&lt;br /&gt;
*The Secondary Orders &amp;quot;Change&amp;quot; buttons marked with &amp;lt;u&amp;gt;Orange&amp;lt;/u&amp;gt; let you set the secondary objectives for a squad. This is a free text entry for giving additional instructions.&lt;br /&gt;
*The button marked with &amp;lt;u&amp;gt;Brown&amp;lt;/u&amp;gt; lets you message Squads, to provide them with up-to-date information on quickly changing events.&lt;br /&gt;
 &lt;br /&gt;
==Tips==&lt;br /&gt;
*The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;Yours truly,&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] &lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Squad_management2.png&amp;diff=34648</id>
		<title>File:Squad management2.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Squad_management2.png&amp;diff=34648"/>
		<updated>2022-09-03T20:58:35Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The squad management console with colored borders around the buttons to describe key functions.&lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Covertcorvid&amp;diff=34647</id>
		<title>User:Covertcorvid</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Covertcorvid&amp;diff=34647"/>
		<updated>2022-09-03T19:25:20Z</updated>

		<summary type="html">&lt;p&gt;Covertcorvid: Created page with &amp;quot;Sometimes I code things&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes I code things&lt;/div&gt;</summary>
		<author><name>Covertcorvid</name></author>
	</entry>
</feed>