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	<id>https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GrandMasterEternal</id>
	<title>NSV13 - User contributions [en]</title>
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	<updated>2026-06-04T17:06:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30511</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30511"/>
		<updated>2020-07-15T04:54:18Z</updated>

		<summary type="html">&lt;p&gt;GrandMasterEternal: By the Morrigan, I made so many typos when I was first typing this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = BRIDGE&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_bridgestaff.png&lt;br /&gt;
|jobtitle = Bridge Staff&lt;br /&gt;
|access = [[Bridge|Bridge]]&lt;br /&gt;
|additional = [[Maintenance]], [[Engineering]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]&lt;br /&gt;
|guides = This is it.&lt;br /&gt;
|quote = &amp;quot;CHARGE THE FTL DRIVE GODDAMNIT!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard the ship is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include the piloting of the ship and operation of most of the weapons, and they can be divided fairly distinctly by which console does what. Your secondary job, being the captain's personal whipping boy, doesn't have an associated console, unless you count the one you'll inevitably beat your head against.&lt;br /&gt;
&lt;br /&gt;
=The Consoles=&lt;br /&gt;
&lt;br /&gt;
Each console could be said to play a different, distinct role. Ideally, you'll only have to operate one at a time, but it isn't uncommon for the bridge to be short-staffed or just plain incompetent. You should be at least passingly familiar with each of these. I don't actually remember the proper name for each console, but hopefully someone will come along and correct my placeholders. Hopefully.&lt;br /&gt;
&lt;br /&gt;
==The Piloting Console==&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit, dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. If you're not using hotkeys, you may need to use the arrow keys instead; I'm not entirely sure. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a MAC round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become unresponsive. This weapon is quite powerful and can fires more quickly than you'd think. ''MAC rounds? In atmosphere? It's more likely than you'd think.''&lt;br /&gt;
&lt;br /&gt;
==The Gunnery Console==&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Ctrl key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percenatages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and strucutural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
The PDC, or point defense cannons, are machine guns designed to destroy incoming missiles and sometimes fighter craft. Many gunners use these almost exclusively, ass they're very easy to aim due to their high fire rate and ammo capacity. Neither cargo nor munitions will be happy if you do this.&lt;br /&gt;
&lt;br /&gt;
The torpedo tubes, usuually four in number, fire big, slow, powerful torpedoes. There's a 50/50 chance that a munitions tech panics, runs out of standard torpedoes, and loads a nuke if you use these often. Unless they tell you over comms, you have no way of knowing this, nor choosing which tube you fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rail guns are your medium option. They fire extremely fast tungsten rods at the enemy ship. Leading your shots isn't necessary when firing a rail gun, as they pretty much draw a line instantly in the direction of your aim. If you don't use these enough, the munitions techs will let you know.&lt;br /&gt;
&lt;br /&gt;
You'll also have readouts for the gauss turrets, the MAC gun, and the flak turrets, but you can't fire these from this console. The MAC gun is fired by the pilot, the gauss turrets are fired by the munitions techs, and I honestly have no clue who fires the flak turrets, only that the magazine ''demands to be fed.''&lt;br /&gt;
&lt;br /&gt;
==The DRADIS==&lt;br /&gt;
&lt;br /&gt;
This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Ideally,you'll have a dedicated member of the brige crew watching this and informing the gunner and pilot of the enemy's wherabouts and numbers. In reality, you'll probabaly have to do this yourself. If you do have two members of the bridge crew, it's generally better for the gunner to be the one who hops off his console to check if there are any remaining enemies, given that the pilot doing so could mean the ship eating a nuke. No, I don't know what the acronym stands for, but I like to think it's Doing Really Awesome Drifts In Space.&lt;br /&gt;
&lt;br /&gt;
==The FTL Console==&lt;br /&gt;
&lt;br /&gt;
This console controls the ship's longe-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandonning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>GrandMasterEternal</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30510</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30510"/>
		<updated>2020-07-15T04:50:46Z</updated>

		<summary type="html">&lt;p&gt;GrandMasterEternal: diffrent -&amp;gt; different&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = BRIDGE&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_bridgestaff.png&lt;br /&gt;
|jobtitle = Bridge Staff&lt;br /&gt;
|access = [[Bridge|Bridge]]&lt;br /&gt;
|additional = [[Maintenance]], [[Engineering]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]&lt;br /&gt;
|guides = This is it.&lt;br /&gt;
|quote = &amp;quot;CHARGE THE FTL DRIVE GODDAMNIT!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard the ship is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include the piloting of the ship and operation of most of the weapons, and they can be divided fairly distinctly by which console does what. Your secondary job, being the captain's personal whipping boy, doesn't have an associated console, unless you count the one you'll inevitably beat your head against.&lt;br /&gt;
&lt;br /&gt;
=The Consoles=&lt;br /&gt;
&lt;br /&gt;
Each console could be said to play a different, distinct role. Ideally, you'll onyl have to operate one at a time, but it isn't uncommon for the bridge to be short-staffed or just plain incompetent. You should be at least passingly familiar with each of these. I don't actually rmeember the proper name for each console, but hopefully someone will come along and correct my placeholders. Hopefully.&lt;br /&gt;
&lt;br /&gt;
==The Piloting Console==&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit, dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. If you're not using hotkeys, you may need to use the arrow keys instead; I'm not entirely sure. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes is very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a MAC round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become unresponsive. This weapon is quite powerful and can fires more quickly than you'd think. ''MAC rounds? In atmosphere? It's more likely than you'd think.''&lt;br /&gt;
&lt;br /&gt;
==The Gunnery Console==&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Ctrl key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percenatages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and strucutural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
The PDC, or point defense cannons, are machine guns designed to destroy incoming missiles and sometimes fighter craft. Many gunners use these almost exclusively, ass they're very easy to aim due to their high fire rate and ammo capacity. Neither cargo nor munitions will be happy if you do this.&lt;br /&gt;
&lt;br /&gt;
The torpedo tubes, usuually four in number, fire big, slow, powerful torpedoes. There's a 50/50 chance that a munitions tech panics, runs out of standard torpedoes, and loads a nuke if you use these often. Unless they tell you over comms, you have no way of knowing this, nor choosing which tube you fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rail guns are your medium option. They fire extremely fast tungsten rods at the enemy ship. Leading your shots isn't necessary when firing a rail gun, as they pretty much draw a line instantly in the direction of your aim. If you don't use these enough, the munitions techs will let you know.&lt;br /&gt;
&lt;br /&gt;
You'll also have readouts for the gauss turrets, the MAC gun, and the flak turrets, but you can't fire these from this console. The MAC gun is fired by the pilot, the gauss turrets are fired by the munitions techs, and I honestly have no clue who fires the flak turrets, only that the magazine ''demands to be fed.''&lt;br /&gt;
&lt;br /&gt;
==The DRADIS==&lt;br /&gt;
&lt;br /&gt;
This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Ideally,you'll have a dedicated member of the brige crew watching this and informing the gunner and pilot of the enemy's wherabouts and numbers. In reality, you'll probabaly have to do this yourself. If you do have two members of the bridge crew, it's generally better for the gunner to be the one who hops off his console to check if there are any remaining enemies, given that the pilot doing so could mean the ship eating a nuke. No, I don't know what the acronym stands for, but I like to think it's Doing Really Awesome Drifts In Space.&lt;br /&gt;
&lt;br /&gt;
==The FTL Console==&lt;br /&gt;
&lt;br /&gt;
This console controls the ship's longe-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandonning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>GrandMasterEternal</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30478</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30478"/>
		<updated>2020-07-12T05:36:44Z</updated>

		<summary type="html">&lt;p&gt;GrandMasterEternal: There was no page, and now there is. Woah, spooky.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Your Job=&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard the ship is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include the piloting of the ship and operation of most of the weapons, and they can be divided fairly distinctly by which console does what. Your secondary job, being the captain's personal whipping boy, doesn't have an associated console, unless you count the one you'll inevitably beat your head against.&lt;br /&gt;
&lt;br /&gt;
=The Consoles=&lt;br /&gt;
&lt;br /&gt;
Each console could be said to play a diffrent, distinct role. Ideally, you'll onyl have to operate one at a time, but it isn't uncommon for the bridge to be short-staffed or just plain incompetent. You should be at least passingly familiar with each of these. I don't actually rmeember the proper name for each console, but hopefully someone will come along and correct my placeholders. Hopefully.&lt;br /&gt;
&lt;br /&gt;
==The Piloting Console==&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit, dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. If you're not using hotkeys, you may need to use the arrow keys instead; I'm not entirely sure. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes is very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a MAC round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become unresponsive. This weapon is quite powerful and can fires more quickly than you'd think. ''MAC rounds? In atmosphere? It's more likely than you'd think.''&lt;br /&gt;
&lt;br /&gt;
==The Gunnery Console==&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Ctrl key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percenatages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and strucutural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
The PDC, or point defense cannons, are machine guns designed to destroy incoming missiles and sometimes fighter craft. Many gunners use these almost exclusively, ass they're very easy to aim due to their high fire rate and ammo capacity. Neither cargo nor munitions will be happy if you do this.&lt;br /&gt;
&lt;br /&gt;
The torpedo tubes, usuually four in number, fire big, slow, powerful torpedoes. There's a 50/50 chance that a munitions tech panics, runs out of standard torpedoes, and loads a nuke if you use these often. Unless they tell you over comms, you have no way of knowing this, nor choosing which tube you fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rail guns are your medium option. They fire extremely fast tungsten rods at the enemy ship. Leading your shots isn't necessary when firing a rail gun, as they pretty much draw a line instantly in the direction of your aim. If you don't use these enough, the munitions techs will let you know.&lt;br /&gt;
&lt;br /&gt;
You'll also have readouts for the gauss turrets, the MAC gun, and the flak turrets, but you can't fire these from this console. The MAC gun is fired by the pilot, the gauss turrets are fired by the munitions techs, and I honestly have no clue who fires the flak turrets, only that the magazine ''demands to be fed.''&lt;br /&gt;
&lt;br /&gt;
==The DRADIS==&lt;br /&gt;
&lt;br /&gt;
This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Ideally,you'll have a dedicated member of the brige crew watching this and informing the gunner and pilot of the enemy's wherabouts and numbers. In reality, you'll probabaly have to do this yourself. If you do have two members of the bridge crew, it's generally better for the gunner to be the one who hops off his console to check if there are any remaining enemies, given that the pilot doing so could mean the ship eating a nuke. No, I don't know what the acronym stands for, but I like to think it's Doing Really Awesome Drifts In Space.&lt;br /&gt;
&lt;br /&gt;
==The FTL Console==&lt;br /&gt;
&lt;br /&gt;
This console controls the ship's longe-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this clsoe to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandonning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;/div&gt;</summary>
		<author><name>GrandMasterEternal</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=30477</id>
		<title>Guide to Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=30477"/>
		<updated>2020-07-12T04:41:43Z</updated>

		<summary type="html">&lt;p&gt;GrandMasterEternal: /* Weapon maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the place where things go boom. Hopefully not boom inside the ship, as boom inside the ship leads to doom from the tip... of the brass...? Uh, guide! Yes, guide. Here is guide.&lt;br /&gt;
&lt;br /&gt;
==Loading things==&lt;br /&gt;
As a Munitions Technician or Master At Arms, your job is to supply the various weapons on the ship with the ammo they need to continue firing. This includes the point defence cannon (PDC), the railgun, and the torpedo tubes. The faster you do this, the better, as it reduces the strain on everyone else, since they don't have to worry about the ship disappearing from underneath them.&lt;br /&gt;
&lt;br /&gt;
[[File:Hammerhead_Munitions_Bay.png|right|thumb|The munitions bay as it is at the start of the round.]]&lt;br /&gt;
&lt;br /&gt;
===Point Defense Cannons===&lt;br /&gt;
The PDC loading racks are located to the north of the munitions bay and are indicated by white squares where you would stand to load them. They require ammo from the PDC ammo crates, which are coloured yellow and red. To load the racks, you simply grab some ammo and stuff it in. There are five of these total racks - three up north near the railgun, and two to the west opposite the entrance to the Munitions Bay. Each magazine contains 100 bullets, and bullets are fired in bursts of 3, meaning you don't need to replace these often. Once you do need to replace them, simply click with a full magazine, and you'll swap it out for the empty one.&lt;br /&gt;
&lt;br /&gt;
===Railgun===&lt;br /&gt;
This is the great big thing that does great big damage. It uses teflon-coated tungsten rounds, which can be found in two grey boxes in the centre of the Munitions Bay. You can load up to four of these at once before the railgun is full - once it's loaded, go to the console in front of the railgun, click &amp;quot;Load Tray&amp;quot;, then &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot;. You'll have to click all of these in reverse order to re-load the weapon.&lt;br /&gt;
&lt;br /&gt;
===Missile Tubes===&lt;br /&gt;
These are the difficult ones to understand, at least until you understand them. They're really quite simple:&amp;lt;br&amp;gt;&lt;br /&gt;
To move torpedoes around, you need a Munitions trolley (one starts next to the railgun at the top) and some torpedoes. Pull the munitions trolley next to a torpedo, then drag the torpedo onto it. Each trolley can carry up to four torpedoes. To load the tubes, pull the trolley next to one of them and unload a torpedo. Drag that torpedo onto the tube, and then go to the console. Click &amp;quot;Load Tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and &amp;quot;Disengage safeties&amp;quot;, and that tube will be ready to fire. To reload a tube, re-engage safeties and repeat the process.&lt;br /&gt;
&lt;br /&gt;
===Gauss Guns===&lt;br /&gt;
&lt;br /&gt;
Gauss guns can be found exclusively on multi-z maps, and fire 300mm teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console, and are typically manned by Munitions Technicians. To man gauss guns, buckle yourself into the gauss gunner chair and you'll raise into the cockpit above. Gauss guns eat through ammo FAST, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click dragging it to the loading rack, and sending it up for reloading.&lt;br /&gt;
&lt;br /&gt;
Ammo stocks run dry? Never fear, each gauss gun emplacement comes equipped with a gauss ammunition dispenser, which will periodically deposit a fresh pile of slugs. (These can be upgraded, so complain at science to do their job and upgrade machines)&lt;br /&gt;
&lt;br /&gt;
==We've run out of things==&lt;br /&gt;
That's &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; normal. Don't worry. Depending on the thing, this is easy or somewhat difficult.&lt;br /&gt;
&lt;br /&gt;
===PDC/Railgun/Flak===&lt;br /&gt;
This is easy! Just ask for them from cargo. If there is no cargo or they're being idiots, just send yourself directly to cargo via conveyor.&lt;br /&gt;
&lt;br /&gt;
===Torpedoes===&lt;br /&gt;
This is less easy. You need multiple things from cargo - components, casings, and warheads (four types - lightweight, standard, armour piercing, and decoy. You cannot get more nuclear warheads, boo hoo.). Once you have all of these, a mechanical toolbox, a cable coil, and a welding helmet, we can start &amp;lt;s&amp;gt;a revolution&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
# Get casing&lt;br /&gt;
# Add propulsion system.&lt;br /&gt;
# Wrench propulsion into place.&lt;br /&gt;
# Add guidance system.&lt;br /&gt;
# Screwdrive.&lt;br /&gt;
# Add IFF card.&lt;br /&gt;
# Screwdrive.&lt;br /&gt;
# Add warhead.&lt;br /&gt;
# Wrench again.&lt;br /&gt;
# Wire it.&lt;br /&gt;
# Wrench once more.&lt;br /&gt;
# Weld it.&lt;br /&gt;
&lt;br /&gt;
==Weapon maintenance==&lt;br /&gt;
The torpedo tubes and railguns require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
&lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Use a crowbar to carefully lever out the internal panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
&lt;br /&gt;
==ok cool what else do i do==&lt;br /&gt;
Uh, you repair the [[Guide_to_Fighters|fighters]] after they inevitably break and load them with torpedoes, too. You &amp;lt;s&amp;gt;serve the Fighter Pilots&amp;lt;/s&amp;gt; order things from cargo, I guess?&amp;lt;br&amp;gt;&lt;br /&gt;
There's also the Gauss Guns (Enterprise only) if you're bored, just northeast of the fighter bay, which allows you to swap between firing PDCs and firing super-cannons with like 2 bullets apiece.&lt;br /&gt;
&lt;br /&gt;
You'll be kept busy with supplying things for everyone anwyay. Have fun, don't drop the nuclear missiles.&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>GrandMasterEternal</name></author>
	</entry>
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