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	<updated>2026-06-04T05:08:10Z</updated>
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		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Maps&amp;diff=36348</id>
		<title>Maps</title>
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		<updated>2023-10-27T13:54:41Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Shrike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Needs revision|reason=More information still needs to be added and some maps need reshuffling for the new update.}}&lt;br /&gt;
{{Maps}}&lt;br /&gt;
== Map Rotation ==&lt;br /&gt;
The server currently uses a rotation feature that will swap between maps based on player map preferences and voting, the former being located in your character setup page. The game is weighed to use the Enterprise as the default ship, though the map can be changed if a majority votes for it. Certain maps can only be picked with higher or lower player numbers though, and are therefor excluded from map rotation when their player requirements aren't met.&lt;br /&gt;
= In Rotation Maps =&lt;br /&gt;
These maps are currently in rotation, and can be selected and played on.&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Snake/ Snake] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Snake_lower.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Snake_upper-1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|to be filled out&lt;br /&gt;
|Notes&lt;br /&gt;
* to be filled out&lt;br /&gt;
|}&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Tycoon/ Tycoon] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Tycoon2.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Tycoon1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|'''[[Tycoon]]''' is a map available on NSV as an alternative to Hammerhead, that makes use of the [[Guide to the Nuclear Reactor|AGCNR Nuclear Reactor]]&lt;br /&gt;
|Notes&lt;br /&gt;
* Tycoon is an updated version of the old [[Enterprise]] map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Aetherwhisp/ Aetherwhisp]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Aetherwhisp1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Aetherwhisp2.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|Aetherwhisp functions very differently compared to other map's with the main point being it's heavy power requirements to even function properly. Instead of ammunition it's ship weaponry requires power which is drawn from an SMES who in turn draw power from the main grid. It comes equipped with a shield which also requires power to function therefor the ship itself is equipped with multi engines, two examples being the Mk V Stormdrive and the AGCNR Nuclear Reactor.&lt;br /&gt;
|Notes&lt;br /&gt;
* Max Player limit: 20&lt;br /&gt;
* The ship works differently compared to other ships&lt;br /&gt;
* The Aetherwhisp is an advanced ship that requires a large quantity of power to even keep it's lights on.&lt;br /&gt;
* The ship's equipped with Phaser Weaponry which take power to fire instead of requiring Ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Eclipse/ Eclipse]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Eclipse2.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Eclipse1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|The Eclipse is a very small and compact ship &amp;lt;s&amp;gt; which is the space faring version of a Lada &amp;lt;/s&amp;gt; which was specifically designed for very low populations (around 5-15 players). Sporting almost no access restrictions, the Eclipse allows crewmembers to to work wherever needed, so you won't have to worry about being miner-less, or engineer-less, or even captain-less, because ''you can go and do it yourself, you lazy bum.''&lt;br /&gt;
|Notes&lt;br /&gt;
* Traitors are usually disabled at the population levels the Eclipse is played at, all-access is mostly a non-issue&lt;br /&gt;
* Asteroid cage is built in so as to enable mining without draining players to a separate ship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Galactica/ Galactica]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Galactica1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Galactica2.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|If the Enterprise could be described as a carrier, then the Galactica can be summed up in one word: Dreadnought.&amp;lt;br&amp;gt;You will inevitably get lost onboard this ship no matter how many times you've played on it due to it's monsterous size.&amp;lt;br&amp;gt;The ship is powered by a Stormdrive and has a second Stormdrive in it's onboard museum.&amp;lt;br&amp;gt;The ship comes equipped with 8 Gauss Turrets, 1 Railgun, 1 MAC Cannon, 4 Torpedo Tubes, A total of 6 PDC/Flak Loaders, 8 Launch Tubes and 2 elevators which leads to two runways that allows fighters to land without taking up a launch tube, all in all you got a solid ship able to ram the enemy and crush them with it's weight.&lt;br /&gt;
|Notes&lt;br /&gt;
* It's main weakness is rats, if one mouse eats a wire in maintenance the entire ship will lose power in a matter of minutes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Atlas/ Atlas]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Atlas1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Atlas2.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|The Atlas class patrol vessel is outfitted with two Naval Artillery Cannons, eight VLS Launch Tubes, 4 Point Defence Cannons and four Gauss Cannons. &amp;lt;br&amp;gt;It's equipped with a hangar bay outfitted with two Magcats.&amp;lt;br&amp;gt;The ship has two decks and is powered by a Stormdrive and auxiliary solar arrays.&lt;br /&gt;
|Notes&lt;br /&gt;
* Ship requires at least 3 people to function&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Hammerhead/ Hammerhead]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hammerhead.png|400px]]&lt;br /&gt;
|'''Hammerhead''' may be confusing at first, but it is actually neatly organized, with every department being attached to a side of the Central Hallway. The Command Sector is in the front of the ship, holding the [[Bridge]] and [[CIC]]. Other departments extend out into their respective .&lt;br /&gt;
|Notes&lt;br /&gt;
* This map is widely regarded as being the first &amp;quot;functional&amp;quot; NSV map.&lt;br /&gt;
* The ship was originally made when [[Munitions]] was still a part of [[Security]], hence why the arms depot exists.&lt;br /&gt;
* This ship was designed in within a week due to the [[Aegis]] being the only ship at the time.&lt;br /&gt;
* The [[Engineering|Hull]] is wrapped all around the ship, but for the most part present around [[CIC]] and the [[Departures Lounge]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Gladius/ Gladius]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Gladius2.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Gladius1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|Top Deck is home to the service department, the engineering department, the supply department and the Gauss Bay.&amp;lt;br&amp;gt;The cafeteria has been converted into a fancy resturant.&amp;lt;br&amp;gt;An elevator connects cargo to the torpedo construction area which allows for faster delivery of torpedo parts.&amp;lt;br&amp;gt;Bottom Deck is home to a large medical bay, the science department, a hangar, the weapons bay which comes stocked with 3 railguns, 1 MAC and 3 Torpedo Tubes. The security department and the Bridge is located on this deck, the vessel is also equipped with the Admiral's office incase of VIP transportation.&lt;br /&gt;
|Notes&lt;br /&gt;
* The Gladius is equipped with double engines, one Stormdrive and one RBMK Reactor.&lt;br /&gt;
* The Gladius comes equipped with a pre-installed Admiral's Office. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Not in rotation but still important=&lt;br /&gt;
These maps either aid in maintaining the game or will be added in the future.&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Aegis/ Aegis]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Aegis.png|400px|link=Special:FilePath/Aegis.png]]&lt;br /&gt;
|The Aegis class vessel is outfitted with one railgun, four torpedo tubes, 2-3 Point Defence Cannons, Possibly 1 Flak Turret.&amp;lt;br&amp;gt;It's equipped with a hangar bay outfitted with four launch pods.&amp;lt;br&amp;gt;The ship has three decks and is powered by a stormdrive.&lt;br /&gt;
|Notes&lt;br /&gt;
* The Aegis has been completely removed from the game&lt;br /&gt;
* The Aegis was the first ship used on the public server&lt;br /&gt;
|}&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Jeppison/ Jeppison]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jeppison.png|400px|link=Special:FilePath/Jeppison.png]]&lt;br /&gt;
|The Jeppison can at best be designated as a frigate and at worst as a scout. Armed with Three Railguns, one MAC cannon and what is possibly four Flak Turrets(these could also be PDC) and three Gauss turrets alongside 3 vipers however with one launch tube. The ship class is powered by a stormdrive and very much like the Jolly Sausage space is a premium on this ship as well.&lt;br /&gt;
|Notes&lt;br /&gt;
* Like the other vessels in the fleet the Jeppison is modular and can have more weaponry constructed during patrol.&lt;br /&gt;
|}&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Vago/ Vago]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vago.png|400px|link=Special:FilePath/Vago.png]]&lt;br /&gt;
|The Vago is the ship you end up on when you annoy Nanotrasen as punishment.&amp;lt;br&amp;gt;Main weaponry consists of 1 Railgun, 4 Torpedo Tubes, 2 Point-Defence Cannons, 1 Flak cannon. Also comes equipped with 4 launch tubes and 4 Vipers including 1 Raptor.&amp;lt;br&amp;gt;Powered by a Stormdrive.&lt;br /&gt;
|Notes&lt;br /&gt;
* Not in rotation but still exists.&lt;br /&gt;
* If you end up on this vessel you pissed off Nanotrasen to no end, so you better kiss your sanity goodbye and hope you make it out alive.&lt;br /&gt;
|}&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Enterprise/ Enterprise]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Enterprise.png|400px|link=Special:FilePath/Enterprise.png]]&lt;br /&gt;
|The Enterprise-class carrier is a capital class carrier which Nanotrasen was allowed to rent from SolGov.&amp;lt;br&amp;gt;The Enterprise's main weapon is it's large quantity of fighter crafts which require a large quantity of fighter pilots to function properly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The ship also comes installed with three torpedo tubes and three Point-Defence Cannons and is powered by it's Stormdrive.&amp;lt;br&amp;gt;Most of shifts onboard this vessel is spent servicing the fighter crafts and making sure the ship works properly.&lt;br /&gt;
|Notes&lt;br /&gt;
* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This was probably the main reason for it's downfall being the fact that there were either too many fighter pilots and not enough crew to make the ship function, or too little fighter pilots and the ship was swarmed by enemies.&lt;br /&gt;
* The ship's top deck is almost entirely dedicated to launching [[Fighter Pilot|fighters]], containing almost no other facilities with the exception being the Command department.&lt;br /&gt;
* Due to it's massively empty top deck, stray [[Random_events#Meteor_Wave|meteors]] often create cross-z level breaches by flying over and destroying plating.&lt;br /&gt;
|}&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Todger/ Jolly Sausage]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jolly.png|400px|link=Special:FilePath/Jolly.png]]&lt;br /&gt;
|The Jolly Sausage is neither jolly nor a sausage and can only be the definition of budget cuts.&amp;lt;br&amp;gt;Some of the jobs were cut out from the ship in order to make the ship be the low pop of the low pop and still be able to function.&amp;lt;br&amp;gt;The Vessels armaments consists of: Two Point Defence Cannons, one flak turret, one railgun, two torpedo tubes, two gauss turrets which requires manual loading, one tiny hangar with one Magcat.&lt;br /&gt;
|Notes&lt;br /&gt;
* The Jolly Sausage's wiring layout is believed to have been inspired or created by Cthulu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Pegasus/ Pegasus]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pegasusship.png|400px|link=Special:FilePath/Pegasusship.png]]&lt;br /&gt;
|The Pegasus-class vessels are all designated Battleships due to their large amount of &amp;lt;s&amp;gt;DAKKA&amp;lt;/s&amp;gt; weapons installed, the vessels are all mainly powered through the usage of the Souldrive (a stormdrive but with a rune under it.) however the ships are also equiped with a TEG and a Gas Turbine for additional power generation.&amp;lt;br&amp;gt;Equipped with Two Hangar bay's with a launch capacity of Six Fighter crafts at the same time.&amp;lt;br&amp;gt;The Pegasus-class is armed with two Railguns, Two Mac Cannons, Three Torpedo Tubes with a total of Eight Nuclear Torpedoes.&lt;br /&gt;
|Notes&lt;br /&gt;
* The ship's main weaponry drains a large portion of it's ammunition and will have to be resupply frequently by Cargo.&lt;br /&gt;
* The ship may be designated as a battleship, however that does not mean the vesssel is Indestructible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[https://affectedarc07.github.io/SS13WebMap/NSV13/Shrike/ Shrike]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style'=&amp;quot;background-colkor:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;tabs style=&amp;quot;width:200&amp;quot;&amp;gt;&amp;lt;tab name=&amp;quot;Deck1&amp;quot;&amp;gt;[[File:Shrike1.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Deck2&amp;quot;&amp;gt;[[File:Shrike2.png|400px]]&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|The Shrike class patrol cutter is outfitted with two Sturm class coaxial railguns capable of using either railgun shells or artillery slugs, four Point Defence Cannons and four Gauss Cannons. &amp;lt;br&amp;gt;The ship has two decks and is powered by a Stormdrive that's fueled by a Supermatter Shard.&lt;br /&gt;
|Notes&lt;br /&gt;
* Ship demands departmental cooperation of the highest order.&lt;br /&gt;
* The ship does not come with an ore silo, nor an ore redemption machine, as everything goes through the ship's refinery located by mining, as there is no silo therefore everyone must go to cargo to receive their minerals and equipment.&lt;br /&gt;
* &amp;lt;s&amp;gt;Complain all you want, it's here to stay.&amp;lt;/s&amp;gt; Victory lap.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36347</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36347"/>
		<updated>2023-10-23T14:18:49Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.&lt;br /&gt;
==Operating the guns==&lt;br /&gt;
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:PDCrack.gif]] Point Defense Cannons ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Point Defense cannons (PDCs) are the lifeblood of short ranged combat&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.&lt;br /&gt;
&lt;br /&gt;
Luckily for you, loading these cannons is as easy as firing them: &lt;br /&gt;
# Go to the empty loading rack on the wall [[File:PDCEmpty.gif]]&lt;br /&gt;
# Insert a Full PDC Ammo Box [[File:PDCAmmo.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Deck_gun.png]] Artillery Cannon (Deck Gun) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]&lt;br /&gt;
They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
Loading Naval Artillery goes like this:&lt;br /&gt;
# Acquire a projectile: [[File:NACShells.gif]]&lt;br /&gt;
# Arm the projectile with a multitool:[[File:Multitool.gif]] '''=&amp;gt;''' [[File:NAC_Shell_Armed.gif]] [[File:NAC_AP_Shell_Armed.gif]]&lt;br /&gt;
# Drag it onto the Payload Loading Gate: [[File:NAC_Payload_Gate.png]] '''=&amp;gt;''' [[File:NAC_Payload_Gate_Loaded.png]]&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]&lt;br /&gt;
# Load the propellant into the Powder Loading Gate: [[File:NAC_Powder_Gate.png]] '''=&amp;gt;''' [[File:NAC_Powder_Gate_Loaded.png]]&lt;br /&gt;
# Go to the console and hit &amp;quot;Pack from loader&amp;quot;: [[File:NAC_Controls.png]]&lt;br /&gt;
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.&lt;br /&gt;
# Go back to the Console, and hit &amp;quot;Feed Shell&amp;quot;: [[File:NAC_Controls.png]]&lt;br /&gt;
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps&lt;br /&gt;
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.&lt;br /&gt;
&lt;br /&gt;
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT. A [[Hungry Gunpowder Bag|Hungry gunpowder bag]]'s dT% varies greatly depending on how much it has been fed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:AMSComp.gif]] Autonomous Missile System (AMS) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Control system for firing Missiles Automatically!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click &amp;quot;Payload Loaded&amp;quot; then &amp;quot;Payload Chambered&amp;quot;. Don't forget to turn off safeties!&lt;br /&gt;
&lt;br /&gt;
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:&lt;br /&gt;
==== Anti-ship ====&lt;br /&gt;
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.&lt;br /&gt;
==== Countermeasure ====&lt;br /&gt;
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:NewTorpTube.png|64px]] Torpedo Tubes ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Torpedo tubes are the slower, bulkier counterparts of VLS tubes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.&lt;br /&gt;
&lt;br /&gt;
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press &amp;quot;Load tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot; to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage&lt;br /&gt;
====Maintenance====&lt;br /&gt;
Torpedo tubes 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 weapon and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:GaussGun.png|64px]] Gauss Guns===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Gauss guns fire 300mm Teflon coated tungsten rounds.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.&lt;br /&gt;
&lt;br /&gt;
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.&lt;br /&gt;
&lt;br /&gt;
Gauss ammo racks can be upgraded by researching Guided Munitions, then printing the respective circuit board and applying it to the rack. Upgrading a gauss rack allows for rounds to be bump-loaded, meaning conveyor belts can be laid from gauss ammo dispensers directly to upgraded racks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Ship_BSA.png|96px]] Superliminal Bluespace Artillery ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Big Honking Space Gun, capable of not just annihilating your hearing, but also the enemy ship!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.&lt;br /&gt;
&lt;br /&gt;
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.&lt;br /&gt;
&lt;br /&gt;
'''Ensure that it has a clear firing path to space.'''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:PDCrack.gif]] Flak cannons ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They excel at defending against these forms of weaponry, but they have very limited range.&lt;br /&gt;
&lt;br /&gt;
Operating them is simple:&lt;br /&gt;
# Go to the empty loading rack on the wall [[File:PDCEmpty.gif]]&lt;br /&gt;
# Insert a Full Flak Ammo Box [[File:FlakAmmo.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:coaxial_railgun.png|96px]] NT-ST049 'Sturm' coaxial railgun ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A hybrid Railgun Weapon, capable of switching between firing Railgun Slugs and Deck Gun Shells.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Coaxial Railgun is a weapon that uses both Power and Physical Ammunition to fire a range of projectiles at the enemy vessels, however due to its mechanical parts, the thing requires maintenance from time to time.&lt;br /&gt;
&lt;br /&gt;
The Coaxial Railgun, much like all railguns, uses electricity to produce a magnetic field in order to rapidly accelerate their ammunition, it is due to this reason that you need to keep an eye on the magnetic alignment of the field. &lt;br /&gt;
&lt;br /&gt;
If the field degrades too much it will affect the projectile velocity and increase the chances of a misfiring incident occurring.&lt;br /&gt;
&lt;br /&gt;
The weapon is capable of being switching configuration between firing Railgun Slugs and Deck Gun Shells pretty easily.&lt;br /&gt;
&lt;br /&gt;
Operating the Railgun is a relatively easy thing to do:&lt;br /&gt;
# Interact with the weapon to bring up its UI.&lt;br /&gt;
# Drag the Power Allocation slider to the users desired allocation of power. '''Please note that this will result in a passive drain on the vessels power supply, so do not do this until the engine is setup and working properly.'''&lt;br /&gt;
# Switch Configuration &amp;quot;I4- Configuration:&amp;quot; to the Ammunition of Choice, options being Railgun Slugs and Deck Gun Shells: [[File:Railgun_ammo.png]] [[File:NACShells.gif]]&lt;br /&gt;
# Insert the ammunition you have chosen, if it's Railgun slugs then insert 5 Railgun Slugs into the Weapon, otherwise insert 1 Deck Gun Shell that has been armed: [[File:Railgun_ammo.png]] [[File:NACShells.gif]]&lt;br /&gt;
# Interact with the weapon again to bring up its UI and press the button labeled &amp;quot;I1 - Payload loaded&amp;quot;&lt;br /&gt;
# Press the button labeled &amp;quot;I2 - Payload chambered&amp;quot;&lt;br /&gt;
# Press the button labeled &amp;quot;I3 - Weapon safeties&amp;quot; to turn off the safeties and prime the Weapon for firing.&lt;br /&gt;
====Maintenance====&lt;br /&gt;
The Coaxial Railgun requires maintenance when its used too much and when the Magnetic Alignment is out of align. 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 weapon and that the safeties are on. &lt;br /&gt;
&lt;br /&gt;
In order to restore the Magnetic Alignment do the following:&lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Restore the Alignment using a Multitool&lt;br /&gt;
# Bolt (wrench) the panel.&lt;br /&gt;
# Screw the maintenance hatch back into place.&lt;br /&gt;
In order to repair the Gun Condition do the following:&lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Broadsides.png|96px]] SN 'Sucker Punch' Broadside Cannon ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;The Starship Equivalent of a shotgun&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Broadside Cannon is a weapon that requires the ship to have its side facing the enemy vessel before you fire it, otherwise the weapon will miss the target entirely.&lt;br /&gt;
&lt;br /&gt;
The Broadside Cannon requires a secondary machine known as the Broadside Shell Packer Bench in order to produce the ammo for it. [[File:PackingBench.png]]&lt;br /&gt;
&lt;br /&gt;
Loading the Broadside Cannon is relatively simple process:&lt;br /&gt;
# Acquire Five Broadside Shell Casing: [[File:Broadside_casing.png]]&lt;br /&gt;
# Insert the Casings into the Broadside Shell Packer Bench: [[File:PackingBench.png]] '''=&amp;gt;''' [[File:PackingBench_casings.png]]&lt;br /&gt;
# Acquire Five Broadside Shell Loads: [[File:Broadside_load.png]]&lt;br /&gt;
# Insert the Loads into the Broadside Shell Packer Bench: [[File:PackingBench_casings.png]] '''=&amp;gt;''' [[File:PackingBench_loads.png]]&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]&lt;br /&gt;
# Insert your propellant of choice into the Broadside Shell Packer Bench: [[File:PackingBench_loads.png]] '''=&amp;gt;''' [[File:PackingBench_full.png]]&lt;br /&gt;
# Interact with the Broadside Shell Packer Bench and hit &amp;quot;Pack Casings&amp;quot; [[File:PackingBench.png]]&lt;br /&gt;
# Load the produced Broadside Shells into the Broadside Cannon: [[File:Broadside_shells.gif]]&lt;br /&gt;
# Voila! The Broadside Cannon is now ready to fire. After the cannon has fired repeat these steps if you have run out of ammo, otherwise repeat step 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:PlasmaCaster.png|96px]] Magnetic Phoron Acceleration Caster ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Moth Plasma Gun, for Ship destruction!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The phoron caster is a high maintenance weapon that requires a lot of attention to be fired and a lot of attention after it's fired. &lt;br /&gt;
&lt;br /&gt;
The steps for firing are as follows:&lt;br /&gt;
# Locate a plasma gas canister and fasten it to the nearby connector: [[File:Plasma_Canister.png]]&lt;br /&gt;
# Turn on the gas regulator, this will begin to fill up the Plasma Capacitor Charge on the weapon's UI. [[File:Plasma_Regulator.png]]&lt;br /&gt;
# Once the Capacitor Charge is at 100%, turn off the gas regulator. [[File:Plasma_Regulator.png]]&lt;br /&gt;
# Take a phoron core and insert it into the main weapon itself [[File:Plasma_Core.png]]&lt;br /&gt;
# On the weapon's UI, click the &amp;quot;Condense Phoron Mass button&amp;quot;&lt;br /&gt;
# On the weapon's UI, click the &amp;quot;Commence Magnetic Charge&amp;quot;&lt;br /&gt;
# On the weapon's UI, click the &amp;quot;Release Constrictor Field button&amp;quot;. This button acts as a safety and will constantly lower the Field Integrity.&lt;br /&gt;
# Use the TAC Console on the bridge to fire the weapon. [[File:Tactical.gif|32px]]&lt;br /&gt;
Warnings: &lt;br /&gt;
* Every time the weapon is fired or misfires, the weapon's Alignment will degrade.&lt;br /&gt;
* If the weapon's alignment is less than 90%, is has a greater chance of misfiring. &lt;br /&gt;
* The weapon will not fire if the gas regulator is on or if the splines aren't fully restored.&lt;br /&gt;
*When the weapon is fired, the Splines will automatically go to 0%. This will replenish over time.&lt;br /&gt;
* Do not try to disassemble this weapon, you will regret it. &lt;br /&gt;
* The gas regulator will only take plasma gas, and no other gas. &lt;br /&gt;
* If the weapon's splines or field integrity stop restoring for any reason, toggle the constrictor field off and on again.&lt;br /&gt;
* This weapon will blind you if you're not wearing eye protection while in its presence.&lt;br /&gt;
* This weapon cannot target fighters or other small ships. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Burst_Phaser.png]] Burst Phaser MK2 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A coaxial laser system, capable of firing controlled laser bursts at a target.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These energy weapons are fired in the direction the ship is currently facing, and is fired by the '''Ship Pilot''', as such you need to point the nose of the ship directly at the enemy in order to have a guaranteed chance of hitting it. &lt;br /&gt;
&lt;br /&gt;
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:&lt;br /&gt;
# Interact with the Burst Phaser Weapon&lt;br /&gt;
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.&lt;br /&gt;
# Press the &amp;quot;Enable Charging&amp;quot; button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Phase_Cannon.png]] Phase Cannon ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;An extremely powerful directed energy weapon which is capable of delivering a devastating beam attack.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This energy weapon behaves similarly to the Deck Guns in terms of aiming, meaning you can be performing a valiant tactical advance in the opposite direction of the enemy and still have a vague chance to hit the target. &lt;br /&gt;
&lt;br /&gt;
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:&lt;br /&gt;
# Interact with the Phase Cannon&lt;br /&gt;
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.&lt;br /&gt;
# Press the &amp;quot;Enable Charging&amp;quot; button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Laser_Missile_cannon.png]] Laser Anti Missile System ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;The Energy Weapon equivalent of a modified Autonomous Missile System&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Primarily designed to shoot down missiles using lasers rather than firing missiles at missiles and hoping it will work itself out, could probably be used for other shenanigans, such as boiling eggs&lt;br /&gt;
&lt;br /&gt;
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:&lt;br /&gt;
# Interact with the Laser Anti Missile System&lt;br /&gt;
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.&lt;br /&gt;
# Press the &amp;quot;Enable Charging&amp;quot; button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Acquiring ammunition==&lt;br /&gt;
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat &amp;lt;s&amp;gt; you're fucked &amp;lt;/s&amp;gt;, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===PDC===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Purchasable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Crate Name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PDCAmmo.png]]&lt;br /&gt;
|Point Defense Cannon Ammo (30.12x82mm)&lt;br /&gt;
|Yes&lt;br /&gt;
|PDC mount rounds (x5)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Flak===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=50%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=50%' |Found&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlakAmmo.png]]&lt;br /&gt;
|40mm Flak Rounds&lt;br /&gt;
|Acquired Through Traders&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Deck Gun===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Purchasable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Crate Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Researchable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Printable in&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAV_Shell.png]]&lt;br /&gt;
|FTL-13 Naval Artillery Round&lt;br /&gt;
|Yes&lt;br /&gt;
|Naval Artillery Shells (x10)&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAV_Cannonball.png]]&lt;br /&gt;
|Cannonballs&lt;br /&gt;
|Yes&lt;br /&gt;
|Cannonballs (x10)&lt;br /&gt;
|No&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAV_AP_Shell.png]]&lt;br /&gt;
|TX-101 Armour Penetrating Naval Artillery Round&lt;br /&gt;
|No&lt;br /&gt;
|N/A&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gunpowder_bag.png]]&lt;br /&gt;
|Gunpowder Bag&lt;br /&gt;
|Yes&lt;br /&gt;
|Powder bags (x10)&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma-Accelerant.png]]&lt;br /&gt;
|Plasma-Based Projectile Accelerant&lt;br /&gt;
|No&lt;br /&gt;
|N/A&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Torpedoes and Missiles===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:MissileTorp.gif]]&amp;lt;br&amp;gt;Missiles/Torpedoes&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
! style='background-color:#99ccff; width:20%; text-align: center'|Tools&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Metal.png|Metal]]x5-15 (Depending on the Type)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trop_prop.png|Propulsion System]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Torp_guide.png|Guidance System]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Torp_iff.png|IFF card]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CableCoils.png|Cable]]x5&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Warheads.gif|Warhead]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
# Get a casing, either made from metal or ordered from cargo.&lt;br /&gt;
# Add the '''Propulsion System'''&lt;br /&gt;
# '''Wrench''' the propulsion into place.&lt;br /&gt;
# Add the '''Guidance System'''&lt;br /&gt;
# '''Screwdriver''' the guidance system in place.&lt;br /&gt;
# Add the '''IFF card'''&lt;br /&gt;
# '''Screwdriver''' the card in place.&lt;br /&gt;
# Add the '''Warhead'''&lt;br /&gt;
# '''Wrench''' the warhead in place.&lt;br /&gt;
# '''Wire''' it.&lt;br /&gt;
# '''Wrench''' once more.&lt;br /&gt;
# '''Weld''' it all together.&lt;br /&gt;
|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wirecutters.png|Wirecutter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Welder.png|Welding tool]]&lt;br /&gt;
|}&lt;br /&gt;
There are a total of six different types of torpedoes you can make. Each serves a different purpose.&lt;br /&gt;
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. &lt;br /&gt;
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. &lt;br /&gt;
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. &lt;br /&gt;
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. &lt;br /&gt;
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. &lt;br /&gt;
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.&lt;br /&gt;
Unfortunately it's only possible to construct one type of missile right now.&lt;br /&gt;
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. &lt;br /&gt;
====Autonomous Missile Factory====&lt;br /&gt;
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]&lt;br /&gt;
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.&lt;br /&gt;
&lt;br /&gt;
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.&lt;br /&gt;
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. &lt;br /&gt;
&lt;br /&gt;
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Broadside Cannon===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create more Broadside Shells, do the following:&lt;br /&gt;
# Acquire Five Broadside Shell Casing: [[File:Broadside_casing.png]]&lt;br /&gt;
# Insert the Casings into the Broadside Shell Packer Bench: [[File:PackingBench.png]] '''=&amp;gt;''' [[File:PackingBench_casings.png]]&lt;br /&gt;
# Acquire Five Broadside Shell Loads: [[File:Broadside_load.png]]&lt;br /&gt;
# Insert the Loads into the Broadside Shell Packer Bench: [[File:PackingBench_casings.png]] '''=&amp;gt;''' [[File:PackingBench_loads.png]]&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]&lt;br /&gt;
# Insert your propellant of choice into the Broadside Shell Packer Bench: [[File:PackingBench_loads.png]] '''=&amp;gt;''' [[File:PackingBench_full.png]]&lt;br /&gt;
# Interact with the Broadside Shell Packer Bench and hit &amp;quot;Pack Casings&amp;quot; [[File:PackingBench.png]]&lt;br /&gt;
To acquire more Shell casings or shell loads, see the following Table:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Purchasable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Crate Name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Broadside_casing.png]]&lt;br /&gt;
|Broadside Shell Casing&lt;br /&gt;
|Yes&lt;br /&gt;
|Empty Broadside Casings/Broadside Pack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Broadside_load.png]]&lt;br /&gt;
|Broadside Shell Loads&lt;br /&gt;
|Yes&lt;br /&gt;
|Broadside Loads/Broadside Pack&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Magnetic Phoron Acceleration Caster===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Test Merge&lt;br /&gt;
|link = [https://github.com/BeeStation/NSV13/pull/2132 #2132]&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Researchable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Printable in&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma_Core.png]]&lt;br /&gt;
|Condensed Phoron Core&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===NT-ST049 'Sturm' coaxial railgun===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The method of acquiring more railgun slugs for this weapon is semi-complicated.&lt;br /&gt;
&lt;br /&gt;
You need to locate the &amp;quot;Defunct Railgun Techology Munitions Technology Disk&amp;quot; which can be found in Munitions, assuming some clown hasn't eaten it or it's been dusted in the Supermatter shard.&lt;br /&gt;
&lt;br /&gt;
With this Technology Disk you need to upload the blueprints to the Techweb using a Research and Development Console, '''DO NOT DELETE THE BLUEPRINTS CONTAINED ON IT'''. &lt;br /&gt;
&lt;br /&gt;
After you have uploaded the blueprints you can now print the Railgun Slugs in either the Cargo or Munitions Techfab&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==You're ready==&lt;br /&gt;
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.&lt;br /&gt;
==More Dakka==&lt;br /&gt;
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, here is a tip if you want to arm your ship:&lt;br /&gt;
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.&lt;br /&gt;
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.&lt;br /&gt;
Here is how you can construct ship weaponry:&lt;br /&gt;
=== PDC loading rack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:PDCrack.gif]]&amp;lt;br&amp;gt;PDC loading rack&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x5&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x4&amp;lt;br&amp;gt;[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board&amp;lt;br&amp;gt;[[File:Micro Manipulator.png|Micro-mainpulator]]x4&amp;lt;br&amp;gt;[[File:Capacitor.png|Capacitor]]x2&amp;lt;br&amp;gt;[[File:Matter bin.png|Matter bin]]x3&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and the PDC loading rack frame from '''5 metal'''&lt;br /&gt;
# '''Put''' it on a wall&lt;br /&gt;
# '''Wrench''' it on&lt;br /&gt;
# '''Wire''' it&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''4 micro-manipulators'''&lt;br /&gt;
# Add '''2 capacitors'''&lt;br /&gt;
# Add '''3 matter bins'''&lt;br /&gt;
## You can do this using an RPED&lt;br /&gt;
# Add the '''Firing electronics'''&lt;br /&gt;
## The order of these 4 steps does not matter&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Pry''' the parts out&lt;br /&gt;
# '''Cut''' the wiring&lt;br /&gt;
# '''Unwrench''' the frame&lt;br /&gt;
# '''Lift it off''' the wall with your hands&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== Torpedo Tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:NewTorpTube.png|64px]]&amp;lt;br&amp;gt;Torpedo Tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_r.png|Plasteel]]x4&amp;lt;br&amp;gt;[[File:Nanoglass.png|Nanocarbon glass]]x6&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
#  Build Torpedo Tube frame from 4 '''Plasteel Sheets'''&lt;br /&gt;
# '''Wrench''' it into place&lt;br /&gt;
# '''Weld''' it to the floor&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the barrel&lt;br /&gt;
# '''Wrench''' the barrel in&lt;br /&gt;
# '''Wire''' the frame&lt;br /&gt;
# Add the '''Firing Electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the door&lt;br /&gt;
# '''Wrench''' the door in place&lt;br /&gt;
# '''Screw''' the maintenance hatch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
## Note: The weapon can now be lubricated&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
# '''Unscrew''' the door frame&lt;br /&gt;
# '''Wrench''' the door out&lt;br /&gt;
# '''Pry''' the door out of the frame&lt;br /&gt;
# '''Unscrew''' the electronics&lt;br /&gt;
# '''Pry''' the electronics out of their place&lt;br /&gt;
# '''Cut''' the wires away&lt;br /&gt;
# '''Unbolt''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame&lt;br /&gt;
# '''Weld''' the frame apart&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== VLS launch tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:AMS tube.png]]&amp;lt;br&amp;gt;VLS launch tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Titaniumdone.png|Titanium]]x20&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x20&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x10&amp;lt;br&amp;gt;[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal'''&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''20 titanium'''&lt;br /&gt;
# Add '''30 metal'''&lt;br /&gt;
# Add '''20 copper'''&lt;br /&gt;
# Add '''10 cable'''&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== Naval Artillery ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Deck gun.png]]&amp;lt;br&amp;gt;[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]&amp;lt;br&amp;gt;Naval Artillery&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titaniumdone.png|Titanium]]x120&amp;lt;br&amp;gt;[[File:Metal_r.png|Plasteel]]x22&amp;lt;br&amp;gt;[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x50&amp;lt;br&amp;gt;[[File:Diamonddone.png|Diamond]]x5&amp;lt;br&amp;gt;[[File:Duranium.png|Duranium]]x1&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x34&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun core board]]Deck gun core board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board&amp;lt;br&amp;gt;[[File:Igniter.png|Igniter]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun&lt;br /&gt;
==== Building the indoors, multitile part ====&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
## Note: Which machine frame will become which machine does not matter, only that they are next to the core&lt;br /&gt;
# Add the '''Deck gun core board''' to the machine frame in the ''middle''&lt;br /&gt;
## Marked on the picture with ''Red''&lt;br /&gt;
# Add '''20 titanium''' and '''5 cable'''&lt;br /&gt;
# '''Screwdriver''' to finish the core&lt;br /&gt;
# Add the '''Deck gun payload gate board'''&lt;br /&gt;
## Marked on the picture with ''Blue''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''&lt;br /&gt;
# Add a '''Railgun rail'''&lt;br /&gt;
## Note: Can be made from 1 duranium&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
## Note: It's made from 10 metal&lt;br /&gt;
# '''Screwdriver''' to finish the payload gate&lt;br /&gt;
# Add the '''Deck gun powder gate board'''&lt;br /&gt;
## Marked on the picture with ''Purple''&lt;br /&gt;
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate&lt;br /&gt;
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''&lt;br /&gt;
# '''Screwdriver''' to finish the gate&lt;br /&gt;
# Add the '''Deck gun auto elevator board'''&lt;br /&gt;
## Marked on the picture with ''Yellow''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''&lt;br /&gt;
# '''Screwdriver''' to finish the elevator&lt;br /&gt;
# Build a '''chair''' from any material&lt;br /&gt;
## Marked on the picture with ''White''&lt;br /&gt;
## ANY chair will do&lt;br /&gt;
# Add the '''Deck gun loading computer board''' to the Computer frame&lt;br /&gt;
## Marked on the picture with ''Green''&lt;br /&gt;
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''&lt;br /&gt;
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines&lt;br /&gt;
==== Building the outdoors part ====&lt;br /&gt;
# Go to the deck '''above you''', on the '''same spot as your Core'''&lt;br /&gt;
## Use a GPS&lt;br /&gt;
# Build a Deck gun frame from '''20 plasteel'''&lt;br /&gt;
# '''Wrench''' it to the ground&lt;br /&gt;
# '''Weld''' it down&lt;br /&gt;
# Add the '''firing electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add an '''Igniter'''&lt;br /&gt;
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)&lt;br /&gt;
## ''Screw'' the upgrade in&lt;br /&gt;
## Add 3 ''igniters''&lt;br /&gt;
# '''Screw''' the Igniters in&lt;br /&gt;
# '''Wire''' the Igniters&lt;br /&gt;
# '''Weld''' the wiring down&lt;br /&gt;
# Add 2 '''plasteel'''&lt;br /&gt;
# Add a '''MAC barrel'''&lt;br /&gt;
## Can be made from 1 duranium&lt;br /&gt;
## In case the gun was upgraded, add ''3 of these''&lt;br /&gt;
# '''Weld''' the barrels down&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
##Note: It's made from 10 metal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
The frame can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
## If you examine the gun, there will be a button labeled &amp;quot;Force Eject Shell&amp;quot;. Be warned, this will '''fire the shell'''.&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the loading tray out&lt;br /&gt;
# '''Unweld''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the inner plasteel casing&lt;br /&gt;
# '''Unweld''' the wiring&lt;br /&gt;
# '''Cut''' the wiring out&lt;br /&gt;
# '''Unscrew''' the igniters&lt;br /&gt;
# '''Remove''' the igniters by hand&lt;br /&gt;
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it&lt;br /&gt;
## Then ''Pry'' it out&lt;br /&gt;
# '''Unscrew''' the firing electronics&lt;br /&gt;
# '''Pry''' the electronics out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame from the floor&lt;br /&gt;
# '''Cut''' the frame apart with a welder&lt;br /&gt;
The machines can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# Remove the components and the circuit board with a '''crowbar'''&lt;br /&gt;
# '''Cut''' the wires out&lt;br /&gt;
# '''Unwrench''' the frame from the ground&lt;br /&gt;
# Dissasemble the frame with a '''screwdriver'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some &amp;lt;s&amp;gt; weird &amp;lt;/s&amp;gt; people might find it fun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=36346</id>
		<title>Munitions Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=36346"/>
		<updated>2023-10-21T01:41:45Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient. Be able to repair destroyed turrets and weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
''For a detailed walkthrough of reloading ship weapons, consult the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
Rarer to see, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Percussive Maintenance ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth explanation of weapon repair and construction, take a look at the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
A long time ago, when ships were armed with MACs and torpedoes were fired from ''horizontal'' tubes, maintenance was a lot more frequent. However, even though weaponry upkeep has become much more sporadic, that doesn't mean it has become any less important! A well-oiled ammo rack is the difference between smooth operation and a jammed mess, so don't be afraid to grab some oil and get greasy.&lt;br /&gt;
&lt;br /&gt;
Currently, the only machines requiring regular upkeep are the torpedo tubes, ammo racks, hybrid railguns, and MPAC. Always keep a few bottles of oil on hand, and be sure to keep an eye on the machine's condition. &amp;lt;br&amp;gt;If you neglect your ammo racks hard enough, they WILL jam, and the only way to clear it is through shoving a crowbar in. This takes valuable time which you don't have in combat; keep it maintained!&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
''For more information on acquiring ammunition, visit the [[Guide to Munitions#Acquiring ammunition|Guide to Munitions.]]''&lt;br /&gt;
&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36345</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36345"/>
		<updated>2023-10-20T21:24:55Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient. Be able to repair destroyed turrets and weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
''For a detailed walkthrough of reloading ship weapons, consult the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
Rarer to see, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Percussive Maintenance ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth explanation of weapon repair and construction, take a look at the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
A long time ago, when ships were armed with MACs and torpedoes were fired from ''horizontal'' tubes, maintenance was a lot more frequent. However, even though weaponry upkeep has become much more sporadic, that doesn't mean it has become any less important! A well-oiled ammo rack is the difference between smooth operation and a jammed mess, so don't be afraid to grab some oil and get greasy.&lt;br /&gt;
&lt;br /&gt;
Currently, the only machines requiring regular upkeep are the torpedo tubes, ammo racks, hybrid railguns, and MPAC. Always keep a few bottles of oil on hand, and be sure to keep an eye on the machine's condition. &amp;lt;br&amp;gt;If you neglect your ammo racks hard enough, they WILL jam, and the only way to clear it is through shoving a crowbar in. This takes valuable time which you don't have in combat; keep it maintained!&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
''For more information on acquiring ammunition, visit the [[Guide to Munitions#Acquiring ammunition|Guide to Munitions.]]''&lt;br /&gt;
&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36344</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36344"/>
		<updated>2023-10-20T21:24:39Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* 32px Percussive Maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient. Be able to repair destroyed turrets and weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
''For a detailed walkthrough of reloading ship weapons, consult the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
Rarer to see, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Percussive Maintenance ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth explanation of weapon repair and construction, take a look at the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
A long time ago, when ships were armed with MACs and torpedoes were fired from ''horizontal'' tubes, maintenance was a lot more frequent. However, even though weaponry upkeep has become much more sporadic, that doesn't mean it has become any less important! A well-oiled ammo rack is the difference between smooth operation and a jammed mess, so don't be afraid to grab some oil and get greasy.&lt;br /&gt;
&lt;br /&gt;
Currently, the only machines requiring regular upkeep are the torpedo tubes, ammo racks, hybrid railguns, and MPAC. Always keep a few bottles of oil on hand, and be sure to keep an eye on the machine's condition. &amp;lt;br&amp;gt;If you neglect your ammo racks hard enough, they WILL jam, and the only way to clear it is through shoving a crowbar in. This takes valuable time which you don't have in combat; keep it maintained!&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
''For more information on acquiring ammunition, visit the [[Guide to Munitions#Acquiring ammunition|Guide to Munitions.]]''&lt;br /&gt;
&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36343</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36343"/>
		<updated>2023-10-20T21:19:29Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient. Be able to repair destroyed turrets and weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
''For a detailed walkthrough of reloading ship weapons, consult the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
Rarer to see, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Percussive Maintenance ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth explanation of weapon repair and construction, take a look at the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
A long time ago, when ships were armed with MACs and torpedoes were fired from ''horizontal'' tubes, maintenance was a lot more frequent. However, even though weaponry upkeep has become much more sporadic, that doesn't mean it has become any less important! A well-oiled ammo rack is the difference between smooth operation and a jammed mess, so don't be afraid to grab some oil and get greasy.&lt;br /&gt;
&lt;br /&gt;
Currently, the only machines requiring regular upkeep are the torpedo tubes, ammo racks, hybrid railguns, and MPAC. Always keep a few bottles of oil on hand, and be sure to keep an eye on the machine's condition. &lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
''For more information on acquiring ammunition, visit the [[Guide to Munitions#Acquiring ammunition|Guide to Munitions.]]''&lt;br /&gt;
&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36342</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36342"/>
		<updated>2023-10-20T21:18:20Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Now THIS is a Gun! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
''For a detailed walkthrough of reloading ship weapons, consult the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
Rarer to see, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Percussive Maintenance ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth explanation of weapon repair and construction, take a look at the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
A long time ago, when ships were armed with MACs and torpedoes were fired from ''horizontal'' tubes, maintenance was a lot more frequent. However, even though weaponry upkeep has become much more sporadic, that doesn't mean it has become any less important! A well-oiled ammo rack is the difference between smooth operation and a jammed mess, so don't be afraid to grab some oil and get greasy.&lt;br /&gt;
&lt;br /&gt;
Currently, the only machines requiring regular upkeep are the torpedo tubes, ammo racks, hybrid railguns, and MPAC. Always keep a few bottles of oil on hand, and be sure to keep an eye on the machine's condition. &lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
''For more information on acquiring ammunition, visit the [[Guide to Munitions#Acquiring ammunition|Guide to Munitions.]]''&lt;br /&gt;
&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36341</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36341"/>
		<updated>2023-10-20T20:28:29Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* 32px Percussive Maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
''For a detailed walkthrough of loading weapons, consult the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
Rarer to see, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Percussive Maintenance ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth explanation of weapon repair and construction, take a look at the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36340</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36340"/>
		<updated>2023-10-20T18:12:01Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
''For a detailed walkthrough of loading weapons, consult the [[Guide to Munitions#Operating the guns|Guide to Munitions]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
Rarer to see, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Percussive Maintenance ===&lt;br /&gt;
&lt;br /&gt;
''For a more in-depth explanation of weapon repair and construction, take a look at the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36339</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36339"/>
		<updated>2023-10-20T17:36:06Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* 32px Maintenance and Loading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] [[Guide to Munitions|Maintenance and Loading]] ===&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle. &lt;br /&gt;
For a more in-depth look at loading procedures, take a look at the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36338</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36338"/>
		<updated>2023-10-20T17:35:23Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] [[Guide to Munitions|Maintenance and Loading]] ===&lt;br /&gt;
&lt;br /&gt;
Now that you know the types of weapons you can encounter, you should also know how to keep them in top shape. Keeping your ammunition stores high is one part of being combat-ready, but you must also maintain the various machines around the department to avoid a critical malfunction in the heat of battle. &lt;br /&gt;
For a more in-depth look at loading procedures, take a look at the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36337</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36337"/>
		<updated>2023-10-20T17:11:50Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient.&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] [[Guide to Munitions|Maintenance and Loading]] ===&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36336</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36336"/>
		<updated>2023-10-20T17:04:07Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter the Munitions Bay and put the ammo into the gun, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
'''Basic Skills:''' Know what kind of ammo goes into each gun, and where to get it from. Understand the loading procedures for common weapons, and how to operate the torp factory. Oil your ammo stackers.&lt;br /&gt;
&lt;br /&gt;
'''Advanced Skills:''' Actively monitor your ordinance levels, know ''when'' to refill your ammo racks. Rearrange the weapons to maximize efficiency and minimize loading times. Learn how to make resupplying faster and more convenient.&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36335</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36335"/>
		<updated>2023-10-20T16:50:13Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department for which they are responsible. This implies that you have a part which YOU are responsible for! Even if you don't interact with them, it's good to know about the two sides of your department.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== [[file: Crowbar.png|32px]] Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== [[file: FlakAmmo.png|32px]] I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Ship_Engineer&amp;diff=36334</id>
		<title>Ship Engineer</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Ship_Engineer&amp;diff=36334"/>
		<updated>2023-10-20T16:41:42Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* File:Lawbook.png SOP and You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images}}&lt;br /&gt;
{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = #ffff88&lt;br /&gt;
|image = Moth_Engineer.png&lt;br /&gt;
|jobtitle = Ship Engineer&lt;br /&gt;
|caption = ''&amp;quot;I'll fix the power as soon as I'm off my lunch break.&amp;quot;''&lt;br /&gt;
|access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]]&lt;br /&gt;
|access2 = [[Atmospherics]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|supervisors = [[Chief Engineer]]&lt;br /&gt;
|rank = Sub-Lieutenant ('''SLT''')&lt;br /&gt;
|duties = Set up the engine and repair any damage to hull and equipment. Keep the ship's FTL spooled and the armour pumps running.&lt;br /&gt;
|guides = [[Engineering items]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Singularity Engine]], [[Guide_to_the_Supermatter|Supermatter Engine]], [[Tesla Engine]], [[Solars]], [[Hacking]], [[Guide to Telecommunications]], [[Guide to the Antimatter Engine]], [[Guide to the Nuclear Reactor]], [[Stormdrive|Guide to the Stormdrive Engine]], [[Guide to Ship Superstructure and Armor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#ffff88&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;u&amp;gt;[[File:Warningsign.png|32px]]'''Hey, Listen!'''[[File:Warningsign.png|32px]]&amp;lt;/u&amp;gt; &amp;lt;br&amp;gt;'''[[Guide_to_the_Stormdrive_Engine|For the Storm Drive Engine, click here.]]&amp;lt;br&amp;gt;[[Guide to the Nuclear Reactor|For the Nuclear Reactor, click here]]&amp;lt;br&amp;gt;'''&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is a ship, without an engineer to maintain it? A sad, depowered, lifeless shell of a ship that's been cut into a million pieces. With you on board, the lights stay on, the rooms stay pressurized, and &amp;lt;s&amp;gt;the ship stays in at least 3 pieces&amp;lt;/s&amp;gt; you and all of your friends return to Outpost 45, very much alive. As an engineer aboard an NSV, you are tasked with creating enough power for the ship's systems, keeping the armour wells and pumps working smoothly, and sealing up the hull breaches that inevitably appear.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Fix hull breaches, fix cables/[[Engineering_items#Equipment|APCs]] if power goes out in an area. Observe the other engineer set up the [[Guide to the Nuclear Reactor|engine]] and know how [[Engineering_items#Equipment|SMESs]] work. Fill the [[Guide_to_Ship_Superstructure_and_Armor#APNW|armour well]]. Spool the FTL whenever the ship jumps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Basic skills:''' [[Stormdrive|Set up the engine]] without killing everyone. [[Construction#Airlock|Fix emagged airlocks]] and rebuild [[Machinery|machines]]. Familiarize yourself with [[Hacking]]. Set up and turn on the  [[Guide_to_Ship_Superstructure_and_Armor#APNP|armor pumps.]] Know how to bring the ship out of superstructure crit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Advanced skills:''' Detect and fix sabotage - [[Guide_to_Telecommunications|Telecomms]], the engine, power sinks. Know enough about [[Guide_to_Atmospherics|Atmospherics]] to optimize the engines. Come up with some ''spicy'' engine mixes. Continuously monitor and adjust the armour pumps and shields during combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:RigHelmet.png]] The Engineer==&lt;br /&gt;
&lt;br /&gt;
===[[File:Paper.png]] Engineering Etiquette ===&lt;br /&gt;
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over hardsuits. Don't try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and trying to turn on the reactor while someone else is still setting up the gasmix will certainly be deadly.&lt;br /&gt;
&lt;br /&gt;
Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when boarders blow your head off on the flight deck.&lt;br /&gt;
&lt;br /&gt;
===[[File:Engiepack.png]] Engineering Equipment ===&lt;br /&gt;
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion how you can be prepared for shit on the ship:&amp;lt;br&amp;gt;&lt;br /&gt;
git gud nerd&lt;br /&gt;
&lt;br /&gt;
Some of this you start with, some you need to collect. The items you pick up are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Miner webbing.png]][[File:hazard.png]] '''Engineer Webbing &amp;amp; Hazard Vest:''' A nifty carrying rig and a classic high-vis vest, to be strapped to the chest. Both have storage spaces for 2 small items, and can have an emergency oxygen tank buckled to them, they are generally a good to wear if you aren't in a hardsuit. Free storage! Yeah!&lt;br /&gt;
&lt;br /&gt;
* [[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in electrical closets. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs.&lt;br /&gt;
&lt;br /&gt;
* [[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don't have to flip up/flip down.&lt;br /&gt;
&lt;br /&gt;
* [[File:Metal.png]][[File:Glass.png]] '''Metal &amp;amp; Glass:''' Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.&lt;br /&gt;
&lt;br /&gt;
* [[File:Duranium.png]] '''Duranium:''' A metal even stronger than plasteel, what the external wall of the ship is made of. Use this when remaking the outside of the hull. When making a wall with this, be sure to use a reinforced girder first. Can be put into the APNW, and breaks down into iron, plasma, and silver.&lt;br /&gt;
&lt;br /&gt;
* [[File:Titaniumdone.png]] '''Titanium:''' Very useful for the APNW, necessary for almost all repair alloys. This will be the most sought after metal, and may be in short supply if your miners aren't mining.&lt;br /&gt;
&lt;br /&gt;
* [[File:EngiScanners.png]] '''Engineering Scanner Goggles:''' These have three modes: Meson mode allows vision of structures and terrain through walls; T-ray mode allows vision of objects beneath flooring such as cables and pipes; and Radiation mode reveals objects contaminated from radiation.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gas_mask.png]] '''Gas mask:''' Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note that it can be used to hide your identity, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.&lt;br /&gt;
&lt;br /&gt;
* [[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. '''To fill up:''' place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.&lt;br /&gt;
&lt;br /&gt;
* [[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.&lt;br /&gt;
&lt;br /&gt;
* [[File:Inducer.png]] '''Inducer:''' The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and [[Weapons#Longarm (Energy)|energy-based weapons]] without replacing their power cells.&lt;br /&gt;
&lt;br /&gt;
* [[File:Rcd.png]]'''Rapid Construction Device:''' RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls.&lt;br /&gt;
&lt;br /&gt;
* [[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] '''Airlock electronics:''' You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules.&lt;br /&gt;
&lt;br /&gt;
* [[File:T-ray.gif]] '''T-ray Scanner:''' Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.&lt;br /&gt;
&lt;br /&gt;
Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the ship, learn their locations. &lt;br /&gt;
&lt;br /&gt;
Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off and carry it a bit -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone.&lt;br /&gt;
&lt;br /&gt;
==[[File:Wrench.png]] Doing Your Duty ==&lt;br /&gt;
You have a few things you should do, if you don't want to be [[robust]]ed, before doing what you want to do. Repairing things is what engineers do, and so is setting the ship with power. Without any engineers doing a little work, the ship will crumble.&lt;br /&gt;
&lt;br /&gt;
===[[File:StormdriveOn.gif|32px]] Starting the Engine ===&lt;br /&gt;
This is an extremely important task, the task you should do at start of the shift. Luckily, it is relatively simple. For setting up the Stomrdrive look [[Guide_to_the_Stormdrive_Engine#A_Step_By_Step_Guide|here]], and for the Nuclear Reactor look [[Guide_to_the_Nuclear_Reactor#Setting_up_the_reactor|here]].&lt;br /&gt;
&lt;br /&gt;
===[[File:SMES Charging.gif]] Starting The Other Engines ===&lt;br /&gt;
You may find yourself on a ship designed to draw supplementary power from a critical mass contained in an energy field, or an arguably magical power crystal. Please refer to [[Singularity Engine]], [[Tesla Engine]] or [[Supermatter]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Wrench.png]] [[Construction|Fixing the Things]] ===&lt;br /&gt;
Is there a hole in the wall? Is there a hole in the floor? Has departures been nuked? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Has a prankster stolen CIC's consoles? Did munitions blow themselves up? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.&lt;br /&gt;
&lt;br /&gt;
''Quit reading &amp;quot;The Lusty Xenomorph Maid&amp;quot; and get to work!''&lt;br /&gt;
&lt;br /&gt;
===[[File:Armourpump.png|32px]] [[Guide_to_Ship_Superstructure_and_Armor|Fixing the Ship]] ===&lt;br /&gt;
Just when you thought you were done, the ship entered combat. Now, what do you think happens when a torpedo gets personal with the ship? The armor takes the damage, to prevent the valuable inner parts of the ship getting damaged. And who do you think repairs the armor? It's you, of course.&amp;lt;br&amp;gt;&lt;br /&gt;
The main tool you will be repairing the armor is with the Armor Pumps. These are the four big white things in engineering, with a fifth one in the middle (the armour well). These things eat a lot of power and even more materials, but they repair the ship's armor and hull from the safety of engineering. For more information on these, look [[Guide_to_Ship_Superstructure_and_Armor|here]].&amp;lt;br&amp;gt;&lt;br /&gt;
If you are feeling brave, you can also grab a welder and go out to space to repair the armor manually. Hull plates are damaged when the armour is damaged, and fixing them with a welder will help to boost the armour values. Don't expect to save the ship doing this, though.&amp;lt;br&amp;gt;&lt;br /&gt;
If you are on a ship without armour, fixing hull plates will repair the main superstructure. Hull juice is especially useful for this task.&lt;br /&gt;
&lt;br /&gt;
===[[File:Shockwarning.png]] Fixing the Power ===&lt;br /&gt;
The main engines and whatever else &amp;lt;s&amp;gt;cargo&amp;lt;/s&amp;gt; you've set up will provide more than enough energy to fully power a state-of-the-art space ship -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, an explosion, an assistant cutting cables, a mob of mice or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn't already been cracked to shit by the all-consuming hunger of the Soul Drive.&lt;br /&gt;
&lt;br /&gt;
See the [[guide to power]] to learn how to into power and, more importantly, how to fix everything.&lt;br /&gt;
&lt;br /&gt;
==[[File:Warningsign.png]] Getting the Man Out of Danger... Alive! ==&lt;br /&gt;
It's your job to save lives when they cry out for help.&lt;br /&gt;
&lt;br /&gt;
===[[File:Firesuit.png]] Firefighting ===&lt;br /&gt;
Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which can be found all around the ship.&lt;br /&gt;
&lt;br /&gt;
===[[File:Welder.png]] Physical Rescue ===&lt;br /&gt;
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!&lt;br /&gt;
&lt;br /&gt;
===[[File:Jetpack-black.gif]] Space Recovery ===&lt;br /&gt;
A body's been spaced? Now it's your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You'll most frequently find bodies by going in a circle around the ship, as our Z-levels loop. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this!&lt;br /&gt;
&lt;br /&gt;
==[[File:Intent Help.png]] Fixin' it, With Friends==&lt;br /&gt;
Between monitoring the engine, and manning the pumps, and spooling the engine, there's not always time to fix up the breaches and chasms in the ship. Luckily, you've got some backup!&lt;br /&gt;
&lt;br /&gt;
===[[File:Squad lanyard.png]] The Damage Control Squad===&lt;br /&gt;
When GQ sounds, all members of damage control squads will gain access to their kits revolved around patching holes and sealing breaches. While not much, their usefulness is not to be scoffed at; smartfoam grenades go a long way! Being the person with access to the alert console, you can help the squad out from the comfort of engineering! Simply calling out areas with atmosphere alarms (or even finding the breaches yourself) and summoning the damage control team is an effective method of keeping the air in your ship. If your fellow engineers have got the systems handled, get out there and assist the squads with sealing the hull! Why not give them extra material to repair with?&lt;br /&gt;
&lt;br /&gt;
===[[File:Icard.png]] The Silicons===&lt;br /&gt;
As they have more capacity to be everywhere at once, the AI and its cyborgs will naturally be more informed about breaches than you. Use this to your advantage! Feel the boat rocking? Ask the AI where the breach is located, then relay that to the squads, or a nearby engiborg (if there is one). Engineering cyborgs are very well equipped for dealing with breaches: no lungs to suffocate, no skin to freeze, built in material storages, and an RCD, perfect for repairing floor tiles. If the robots aren't busy unfucking the rest of the ship (read: your engine), they'll usually be on top of fixing whatever holes find their way onboard. And if not, you can &amp;lt;b&amp;gt;kindly&amp;lt;/b&amp;gt; ask them to help out.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] SOP and You==&lt;br /&gt;
Now, with all these splendid toys and a lovely little reactor, what's stopping you from ignoring every hull breach in favour of min-maxing your engine? A little meddler called your boss, and this wonderful thing called Standard Operating Procedure. While they ARE only in-character guidelines, you should still try to follow them. If you're being a respectful little engineer, and generally acting like a regular person, chances are you're doing it right. Let's skim over the SOP and see what it's telling you:&amp;lt;br&amp;gt; &lt;br /&gt;
*Make sure that you've got stable power going &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; you go and do some major engine repiping&lt;br /&gt;
*Try to make sure that all systems (tcomms, the engine, pumps, FTL, gravity and the like) are always operational&lt;br /&gt;
*Put off any personal projects if the ship needs repairs/a system needs maintenance&lt;br /&gt;
*Seal the goddamn hull.&lt;br /&gt;
And that's basically it. [[Department Standard Operating Procedure: Engineering|While the actual SOP has a bit more to it,]] these basics should keep you on task for most of the shift. Remember though, that sometimes you'll have to break the rules to save the ship. These are only guidelines for a reason! If in doubt, ask your boss about it.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
===The Engine/Power===&lt;br /&gt;
* The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE's]] hardsuit has 90%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD's]] and [[Chief_Medical_Officer|CMO's]] have 60%. If working near an active engine, use a radiation suit instead. &lt;br /&gt;
* Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is [[Traitor|extremely dangerous]], and can caused shocked doors to instantly put people into critical condition.&lt;br /&gt;
* Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the PACMAN generator with plasma, wiring it up and setting its output to full power.&lt;br /&gt;
*The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows:&lt;br /&gt;
** P.A.C.M.A.N generator (Plasma) = 60000 W&lt;br /&gt;
** S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W&lt;br /&gt;
** M.R.S.P.A.C.M.A.N generator (Diamonds) = 480000 W&lt;br /&gt;
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever! The wonders of space engineering.&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.&lt;br /&gt;
* It is possible to upgrade the AI's cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof.&lt;br /&gt;
* You can use an airlock circuit in your hand to modify its access requirements. Necessary if you're rebuilding doors to restricted areas such as the [[armory]] or [[bridge]].&lt;br /&gt;
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time. &lt;br /&gt;
* You can put windows directly on grilles by using a glass/reinforced glass sheet on them.&lt;br /&gt;
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.&lt;br /&gt;
* You can screwdriver wooden flooring to remove it without breaking it.&lt;br /&gt;
* You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color.&lt;br /&gt;
* Need to set up the Supermatter? No CE or AI to open secure storage? Turn off the APC's main power breaker and crowbar the blast doors open. Keep in mind that this will also shut down pumps and filters.&lt;br /&gt;
* You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools' 20 and industrial's 40.&lt;br /&gt;
* You can buckle people ''cough cough the clown'' to the Singularity/Tesla Generator.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Traitorneering ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Lets do this Texas style!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being a [[traitor]] engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack weapons. &amp;lt;s&amp;gt;Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight.&amp;lt;/s&amp;gt; Stungloves are gone 5ever, but stun prods can be made from [[Makeshift weapons|basic tools]]! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the ship significantly safer, faster and easier.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate the ship, it is within your grasp to release &amp;lt;strike&amp;gt; the kraken&amp;lt;/strike&amp;gt; &amp;lt;s&amp;gt;the fury of the supermatter&amp;lt;/s&amp;gt; [[Guide_to_the_Nuclear_Reactor#Sabotage|another unfunny Chernobyl reference]], and generally sabotage the power supply of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36333</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36333"/>
		<updated>2023-10-20T16:26:40Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Special Armaments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department, so it's best to know where you're meant to be.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large piles of dust. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you forget to open the blast doors. For the love of god, '''open the blast doors.''' Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36332</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36332"/>
		<updated>2023-10-20T14:28:15Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* file:munibanner.pngWeapons/Munitions Bay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department, so it's best to know where you're meant to be.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large amounts of pieces. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you don't open the blast doors. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=36331</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Jobs&amp;diff=36331"/>
		<updated>2023-10-20T07:58:19Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Munitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In NSV13, your job is somewhat akin to your character class.  It defines your starting equipment, your  [[identification_card|access]] on board the ship, and what you're supposed to be doing. Remember, these job descriptions are for humor purposes only. Please follow common sense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please remember that this was once in alphabetical order. The reason it was changed is that the list was simply too long for the alphabet to make it easily navigable. It has been changed to match the categorization in the Jobs template, which you can see at the bottom of each job page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
* [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Ensure the ship completes its patrol, manage your Heads of Staff, minimize casualties, cause casualties, be the sole survivor of the vessel you were supposed to protect.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Executive officer]]&lt;br /&gt;
|Alter access on ID cards, Manage and assign squad members, ensure each department is running efficiently, promote synergy.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Felinid_bridgestaff.png|64px|link=Bridge Staff]]&amp;lt;br&amp;gt;[[Bridge Staff]]&lt;br /&gt;
|Nag at the engineers to spool the FTL drive. Nag at the Munitions staff to reload the torpedo tubes after launching the thermonuclear warheads into enemy fire. Fire the cannons in hyperspace for no reason. Get lynched by a pissed off captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:darkred;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Make sure your team isn't [[Shitcurity]]. Wear a stylish yet protective coat. Focus your department's efforts on bigger fish than [[Clown|leeches]].&amp;lt;br&amp;gt;&lt;br /&gt;
Chase down lone traitors and die alone in maintenance because YOU &amp;lt;b&amp;gt;ARE THE LAW&amp;lt;/b&amp;gt;. Revel in the fact that everyone hates you. Carry half the Armory in your backpack. Have blood feuds with the Warden.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_warden.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Sit in your office. Sit in your office, again. &amp;lt;s&amp;gt;Never&amp;lt;/s&amp;gt; Watch security cameras. Steal from the armory, then order crates to cover it up. Maybe keep an eye or two on the armory (So that no one steals the stuff you want to steal), and SET A GODDAMN TIME TO THE TIMER for any arrested scum.&lt;br /&gt;
&amp;lt;br&amp;gt;Replace the air in an assistants body with the fear of security. Have blood feuds with the Head of Security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Deal with the various [[clown|dirty]] [[assistant|fucking]] [[traitor|criminals]] running amok on the station. Taser people in the eyes. Pretend the Lawyer doesn't exist. Dogpile on traitors. Constantly get bitched at.&amp;lt;br&amp;gt; Harmbaton people to death, claim they were &amp;quot;resisting arrest&amp;quot;. Flashbang crowds until they are deaf and blind forever.  Arrest someone for a legitimate cause, get called shitcurity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Chain smoke cigarettes. Shoot the useless assistants with your cowboy gun. Lose your cowboy gun in a Space Vegas gambling session. Litter the halls with photos. Solve crimes on rare occasion. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brigphys generic64.png|64px|link=Brig Physician]]&amp;lt;br&amp;gt;[[Brig Physician]]&lt;br /&gt;
|Wander out of the brig to get medical supplies, stay in medbay forever because '''nobody else is there.''' Get shouted at for not being in the brig. Return to the brig to find your job taken by an MD, cry and pepperspray them for trespassing.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:GlowyCe.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Get top-of-the-line engineering equipment, do nothing with it. Protect your department's equipment from hordes of [[Cargo_Technician|thieving]] [[Assistant|rats]].&amp;lt;br&amp;gt;&lt;br /&gt;
Increase the engine's power output until the ship's ambient radiation levels reach &amp;lt;s&amp;gt;15000&amp;lt;/s&amp;gt; 3.6 roentgen. Despair when you're asked to rebuild the crater that formerly was [[Guide_to_Telecommunications|Telecommunications]]. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Moth_Engineer.png|64px|link=Ship Engineer]]&amp;lt;br&amp;gt;[[Ship Engineer]]&lt;br /&gt;
|&lt;br /&gt;
Set up the engine and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Sate the Storm Drive's unabounding hunger with your own flesh, get piss drunk in the bar, SPOOL. Scream at the helm, because you got nuked. Scream at the TAC, because you got nuked. Scream in general about the rapidly deteriorating state of the ship's superstructure.&amp;lt;br&amp;gt; Reassure the captain that the blaring engine warning alarms are &amp;quot;perfectly normal&amp;quot; and &amp;quot;safe to be ignored, I got this&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|The local ghetto fireman. Ensure everyone can breathe by listening to complaints about how useless you are. If they can talk, everything's within tolerance.&amp;lt;br&amp;gt;&lt;br /&gt;
Build pipe slides. Forget all about repairing damaged piping. Attract the ire of your fellow crew when the engineers drain the O2 tank. Get lynched once silicons release plasma into the halls.&amp;lt;br&amp;gt;&lt;br /&gt;
Perform complicated gas reactions and fusion in the incinerator, simulate a nuclear impact in a canister, get grilled on the AGCNR by the CE for draining the plasma tank.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Munitions ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CC8899;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:MAA.png|64px|link=Master At Arms]]&amp;lt;br&amp;gt;[[Master At Arms]]&lt;br /&gt;
| Oversee the Munitions department and protect Antonio with your life. Buy a literal ton of gunpowder from cargo, flood the mess hall with low explosives. Throw your budget card into disposals at the start of every shift. Make. Torp.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mt.png|64px|link=Munitions Technician]]&amp;lt;br&amp;gt;[[Munitions Technician]]&lt;br /&gt;
| Keep the ship weaponry loaded at all times only to get shouted at by the [[Bridge Staff|bridge bunnies]] anyway. &amp;quot;Accidentally&amp;quot; swap the pilots'  nukes for plush torpedoes. Rebuild the NAC for the 5th time, because the unique composition of the metals in the turret attracts AP warheads. Make torp.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_fl.png|64px|link=Flight Leader]]&amp;lt;br&amp;gt;[[Flight Leader]]&lt;br /&gt;
| Be a Fighter Pilot with a snowflake ship and fancier rank. Wonder where your entire squadron went when you're the only fighter to return to the ship. Wonder where ''you'' went, because you've been removed for over 2 years, can we delete this yet?&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_pilot.png|64px|link=Fighter Pilot]]&amp;lt;br&amp;gt;[[Fighter Pilot]]&lt;br /&gt;
| Fail to turn your engine on before the ATC launches you off the magcat, forget to disable your weapon safeties and crash into the side of an angry patrol cruiser. Beg for help over the radio after the enemy riddle your ship with bullets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atc.png|64px|link=Air Traffic Controller]]&amp;lt;br&amp;gt;[[Air Traffic Controller]]&lt;br /&gt;
|Launch the fighters into battle and encourage them to stick together. Perform rescue operations with a Sabre and retrieve fighter escape pods.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_rd.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee the [[Scientist|demented]] [[Roboticist|manchildren]] of your department. &amp;lt;s&amp;gt;Build&amp;lt;/s&amp;gt; Destroy cyborgs with your magic button. Use Lamarr as a breath mask. Take control of the AI and rule the station. Shed a tear when you remember that you could once print guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:scientist_generic.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Get tossed in disposal by the [[Research Director]], &amp;quot;accidentally&amp;quot; blow up toxins, let the Slimes [[Critters#Gold_Slime_Pool|and way more horrifying things]] loose.&amp;lt;br&amp;gt;&lt;br /&gt;
Nag mining for diamonds so you can make two Bags of Holding to make a hole in reality, which people will casually build floors over. Refuse to stop at the last three items in the previous list and accidentally kill yourself in enough stupid ways to make murder look like assisted suicide. Suicide when someone destroys the ore silo.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Build some nifty robots and BIG STOMPY MECHS! Dismantle the station for more metal. Have your cyborgs that you built turn on you when the AI goes rogue. Kill a patient and blame it on your colleagues for not knowing how to perform surgery. Be awesome and cut your own arm off to replace it with a &amp;lt;s&amp;gt;Robo Arm&amp;lt;/s&amp;gt; freaking chainsaw.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feline_cmo.gif|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors. Complain no one listens to you. Help the virologist spread an epidemic. Fill your hypospray with Chloral Hydrate. Fetch Runtime mice from maintenance. Kick out the [[Clown]] every five minutes. Do everything (everyone else under you does fuck all).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:FelineMedicalDoctor.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Use your Sleeper or Cryo to heal people.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Help the Virologist research cures to diseases and create new immune systems.&amp;lt;/s&amp;gt; Nag Chemistry for chloral hydrate. Inject people with chloral hydrate and drag them to &amp;lt;s&amp;gt;the dungeon&amp;lt;/s&amp;gt; surgery to give them a &amp;lt;s&amp;gt;sex change&amp;lt;/s&amp;gt; lobotomy. Replace all the chemicals in the Cryo tubes with spray tan and fluorosulfuric acid. Inject people with mind breaker toxin. Get arrested when you do 'free' brain removals. Cry and hide in a locker once the cryo pods get broken.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:ParaTori.gif|64px|link=Paramedic]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Bring people into medbay, dead or alive. Be forced to search for that spaced engineer that didn't have their suit sensors '''MAXXED'''. Get your brain bashed in by security, because they thought you broke into EVA.  Spend an hour, alone, in space, drifting. &amp;lt;s&amp;gt;Be reminded of the emptiness, the helplessness of the dark expanse. Gaze into the abyss, and see it stare back. Question everything you know about your sanity.&amp;lt;/s&amp;gt; Find who you were looking for, cry because they DNR'ed. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make chemicals and basically control the station. Fling grenades on the emergency shuttle. Misname bottles and get lynched by the CMO after someone dies by your bottles of &amp;quot;Omnizine&amp;quot;. Inject the clown with enough mutagen to give a heart attack to a water buffalo, while refusing to give the botanists more than 30u. Scream for security when people break into your lab because you've done nothing but make narcotics all shift. Dish out space drugs like no tomorrow. Make literal carpet bombs to make the corridors slightly more classy.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Botany.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist.png|64px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give your monkeys Tourettes and broadcast their cursing across the station. &amp;lt;s&amp;gt;Clone&amp;lt;/s&amp;gt; Ignore the tide of dead bodies that comes to your door. Fry your genes with radiation until you melt down into a literal slug. Accidentally inject yourself with a monkey SE and get impaled by the cook. Get bombed every round. Have people line up for superpowers like it's a candy store.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|64px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Expect people you've never met to already hate you, try to eradicate the great space flu, create the next Pandemic, get killed for the clown releasing Pierrot's Throat. Ignore petty details like sanitation and outbreak prevention. Incarcerate someone forever [[Virology|in your dungeon]]. Test diseases on people. Realize that you're getting lynched because one of your test subjects &amp;lt;s&amp;gt;was let out by you&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Broke the fuck out of virology by greytiding and ai help&amp;lt;/s&amp;gt; mysteriously vanished and reappeared in a highly populated area. Get lynched when [[Nuclear_Operative|a bunch of]] [[Xenobiology|other]] [[Botanist|assholes]] release Fungal Tuberculosis. Despair when the P.A.N.D.E.M.I.C. machine breaks and prevents you from creating vaccines. Have blood feuds with [[Scientist|Scientists]] and [[Roboticist|Roboticists]] over Uranium sheets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Supply ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|64px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure your [[Cargo Technician|slaves]] do their jobs. Be an extremely vulnerable target for the [[Revolution]]. Order guns and secede from the station. Order virus crates and release the contents. &amp;lt;s&amp;gt;Force Lisa into sexual servitude with Ian.&amp;lt;/s&amp;gt; Pet Lisa. Trade an assistant a toolbelt, multitool, rubber gloves, and a welding hat if they steal Runtime. Order a shitton of NULL_CRATES and cry in deadchat when raided and killed by security.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Human_cargo.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Push dem crates. Promote shorts as they are comfy and easy to wear. Steal &amp;lt;s&amp;gt;emitters&amp;lt;/s&amp;gt; cargo in general. Give the MULEs a thirst for human blood. Whine because Security arrested you for ordering guns.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_shaft.png|64px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Fly around on a seperate ship to the actual patrol vessel. Mine asteroids in a giant cage. Socialize with your fellow miners in the bare minimum accomodations you're given. Release an asteroid back into space early with two miners still on it. Warp into a combat sector and cry for help when the main ship doesn't come back to save you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Service ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Mop blood off the floor, then get arrested for creating a safety hazard. Get killed for your boots. Swear constantly. Clean up gang tags, then get harmbatoned by Security because you were spotted near them.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix cocktails, &amp;lt;s&amp;gt;protect Pun Pun at all cost&amp;lt;/s&amp;gt; toss the monkey into disposals, dodge glasses being thrown at you, have your shotgun stolen and used against you. Let cargo borrow your shotgun in exchange for sawing it off for you. Act surprised when people start to die from drinking your &amp;quot;cocktails&amp;quot;.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Human_chef.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|&amp;quot;Yur puurt thuur chiir-ken airn der bewl&amp;quot; - Cook delicious meals from spare meat in the morgue (Yum!), abduct Pun Pun at all costs and try to find out if it will blend. [[Critters#Neutral|Be brutally murdered by your pet goat]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_botanist.png|64px|link=botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow &amp;lt;strike&amp;gt;the good stuff&amp;lt;/strike&amp;gt; grass, place it everywhere, man. Oversee the production of illegal drugs security cares fuck all about. Get ignored by a [[Chemist|dude making crayon powder grenades]] while you're asking for crucial supplies.  Grow medicinal crops to heal the acid burns sustained during &amp;lt;s&amp;gt;a chem lab robbery&amp;lt;/s&amp;gt; equipment redistribution. Smoke &amp;lt;s&amp;gt;weed&amp;lt;/s&amp;gt; dandy corn-cob pipes er'ryday. Make acid-filled tomatos and melt everyone's stuff. Allow hydroponics to become a horrifying farmhouse. Get lynched for releasing your bees full of dangerous chemicals.&amp;lt;br&amp;gt;&lt;br /&gt;
Have blood feuds with Chemistry.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant2.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|AKA Space Bums. Be the kid in a candy shop. Steal things to see what funny message pops up when you commit suicide with them. Beat people/objects with toolboxes. Never, EVER remove your grey jumpsuit. Gangbang the captain to death with fellow grey tide drones and blame it on the Clown. Never assist anyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Greatest_clown.png|64px|link=Clown]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk!  Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for all access. Honk! Prank the CMO until he commits suicide out of frustration. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain's office and HONK in his face. HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Get people drunk. Run around the station looking for people you're allowed to behead with your armory of pop-culture references. Behead corpses if you can't find any. Be best friends with security, despite the fact that they should probably arrest you for your murderous tendencies.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Curator]]&amp;lt;br&amp;gt;[[Curator]]&lt;br /&gt;
|Attempt to hold poetry readings. Host D&amp;amp;D games. Stalk people with your camera. Get lynched for reading pornography over the radio. Beat the snot out of anyone who doesn't return their library books. Allow the cult to set up an AI module in your private study. &amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;Find&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot; treasure for your exhibit. Realize that you're not a librarian and release your inner dominatrix via the whip. Vandalize the front of the brig with erotica engravings. Use your whip to make CentCom be confused about why all the tasers and batons are in space. Get deathsquadded for doing so.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Staff Judge Advocate.png‎|64px|link=Staff_Judge_Advocate]]&amp;lt;br&amp;gt;[[Staff Judge Advocate]]&lt;br /&gt;
|Walk around and yell about SOP violations, Clarify and interpret space law/SOP, notice that security has given the clown 999 minutes again and yelling at them not to do that.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
| Complain that you need 15 hours in cyborg to play this. Follow your laws. Be the crew's bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Do literally everything at lowpop. Get bitched at. Do jack shit at highpop. Get bitched at. Abuse loopholes in laws to murder people.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and hope that you aren't blown up due to [[Research Director|certain individuals]]. Forget to recharge. Forget completely that you're still somewhat human and do mindless repetitive tasks without emotion.&amp;lt;br&amp;gt;&lt;br /&gt;
Have lengthy discussions with crew members about the correct interpretation of your laws.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Become that adorable robotic pet. Fix the holes the crew will inevitably make. Steal everything not bolted down. Get picked up and used as a hat against your will. Be more competent than the stations Engineers. Get killed by the Engineers for being more competent than them,&lt;br /&gt;
&lt;br /&gt;
'''Drone spawners have been removed from the game, due to drones only being used as infinite respawn greytide bots, the only way to play as drone is to take the role of a derelict drone at the derelict station.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted (if they bother downloading you). Whine in OOC because they didn't. Don't fill any of the fields except the name field. Imitate the AI and make it seem rogue. Imitate the Supermatter and make everyone shit their pants.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Get wrecked by cult, or change map preference to meta and tip your fedora at the chaplain. laugh at the assistant trying to punch you, then get killed by a simplemob carp. Start beefs with other constructs for getting the first shell, ask for juggernaut and get &amp;lt;s&amp;gt;spaced&amp;lt;/s&amp;gt; wraith.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Admin help. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around the singulo pretending to be a black hole. &amp;lt;s&amp;gt;Watch ERP&amp;lt;/s&amp;gt;. Pray that a boarding frigate touches the ship. All follow an antag like some form of ethereal dog pile. Be upset enough about &amp;lt;s&amp;gt;said antag&amp;lt;/s&amp;gt; '''literally everything''' to rival industrial salt mining.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&lt;br /&gt;
Main Antagonists are typically the primary antagonist of a single round, and form the backbone of how a round progresses.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Buy an ebow and esword and make people cry. Ignore your objectives and go on a rampage with your cool gear. Get unceremoniously killed and spaced by a toolbox-wielding assistant.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Not_Malf.gif|64px|link=Malfunctioning AI]]&amp;lt;br&amp;gt;[[Malfunctioning AI]]&lt;br /&gt;
|&amp;quot;Forget&amp;quot; to remind the crew about suit sensors. Get your borg destroyed/emaged five minutes into the shift. Let people into your upload only to stun/kill them a second later. Flood the station with &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; screams of the clown being beat to death by security over the intercom. Get unceremoniously carded and spaced by a toolbox-wielding assistant with an EVA suit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter's 'The Thing', without 'The Thing' part. Relieve humans of their DNA and brain cells, which they don't use much anyway. Sting everyone who walks past you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Heretic1.png|64px|link=Heretic]]&amp;lt;br&amp;gt;[[Heretic]]&lt;br /&gt;
|Stand around random rooms while collecting influences. Get your book deepfryed by the clown. Cry when you don't know how to draw runes. Get dissapointed by your ascension.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Nuclear Operative]]&amp;lt;br&amp;gt;[[Syndicate guide|Nuclear Operative]]&lt;br /&gt;
|Someone set us up the bomb! (AKA You) Get dat fukken disk. Plant a power sink on the solars. Waste all your telecrystals on balloons. Arm the nuke while your fellows are still on the station. Kidnap Ian.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Blood Cult]]&amp;lt;br&amp;gt;[[Blood Cult|Blood Cultist]]&lt;br /&gt;
|Scribble runes with your own blood. Summon eldritch gods. Rock out with your cult blade out and get arrested, have a dick measuring fight with the clock cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bloodling.png|64px|link=Bloodling]]&amp;lt;br&amp;gt;[[Bloodling]]&lt;br /&gt;
|Eat all the mice in maint before the lizards do. Watch your one servant run off and get gunned down by security. Make everything sentient. Become the God of Flesh heretics.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security's boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:servant_of_ratvar.png|64px|link=Clockwork Cult]]&amp;lt;br&amp;gt;[[Clockwork Cult|Clockwork Cultist]]&lt;br /&gt;
|Serve the Clockwork Justiciar by scribbling new-age runes all over maintenance. Start a steampunk book club and kill all the old-fashioned book clubbers. Invoke a bunch of anime people to summon Ratvar. Make &amp;lt;s&amp;gt;everyone&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;absolutely nobody&amp;lt;/s&amp;gt; a few people at /vg/ mad by stealing their antagonist, and have a dick measuring fight with the blood cult.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium to &amp;lt;s&amp;gt;Unwinnable&amp;lt;/s&amp;gt; Effortless&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mobster.png|64px|link=Gang]]&amp;lt;br&amp;gt;[[Gang|Gangster]] &lt;br /&gt;
|Vandalize the station and get into fights with rivals. Litter the halls with bullet casings. Get ignored by your own gang. Just don't forget: Snitches Get Stitches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey.png|64px|link=Game Mode#Monkey]]&amp;lt;br&amp;gt;[[Game Mode#Monkey|Monkey]]&lt;br /&gt;
|Attempt to infect the crew with the monkey virus. Get absolutely crushed by Security within five minutes. Spend the next two hours as a ghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Side Antagonists ===&lt;br /&gt;
Side antagonists are secondary antagonists that are either subservient to other, main, antagonists, or have a small chance to appear during any round type. Side antagonists tend to be slightly less powerful than their main counterparts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Beware of The Blob, it creeps and leaps and glides and slides, across the floor, right through the door. Except you don't do any of this. Make the crew scream internally when you appear at the tail end of a mass station bombing. Slowly consume the station, until you either eat everything or get killed by the current round's antagonist.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boarder.png|64px|link=Boarder]]&amp;lt;br&amp;gt;[[Syndicate Drop Trooper|Syndicate Drop Troopers]]&lt;br /&gt;
|Drop troopers can be very powerful enemies. And despite their loud arrival they can be rather sneaky at times. Board the NSV and make sure to leave with no survivors. Rush CIC to take control of the ship and get robusted by a [[Bridge Staff|Bridge Assistant]]. Distract people from the [[Guide_to_enemy_types|real threat]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Agent.png|64px|link=Abductor]]&amp;lt;br&amp;gt;[[Abductor]]&lt;br /&gt;
|Kidnap people and experiment on them. Disregard that objective and kidnap Ian/Kill the AI. Accidentally kidnap yourself. Steal the armory after losing your tools. Hope your fellow Scientist/Agent is not incompetent and lets the crew kidnap you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Holoparasite]]&amp;lt;br&amp;gt;[[Holoparasite]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to something so awful it makes your foes cry in battle. Annoy your summoner by constantly making JoJokes in their head. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien ''wing-wang''. Break procs. Squander your chance to be a big, purple killing machine and your race's survival in favor of acting out the [[Curator|Curator's]] favorite porno.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Guard.png|64px|link=Spider]]&amp;lt;br&amp;gt;[[Spider|Spiders]]&lt;br /&gt;
|Catch flies in your web and suck his juices out just like your dad, a changeling. Get your xenobiologist banned because he let you lay eggs. Consume, Adapt, and respawn over and over in a new shell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|64px|link=Swarmers]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the Curator until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|64px|link=Morph]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Nightmare]]&amp;lt;br&amp;gt;[[Nightmare]]&lt;br /&gt;
|Jaunt. Murder people and crush the flare exploit! Jaunt. Make the lights your bitch! Jaunt. Jaunt into light! Jaunt. Jaunt into stunbaton! Complain in deadchat, cry because you are esentially a worse shadowling.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|64px|link=Space Ninja]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Follow your orders, which may or may not involve you killing everything that moves. Kill everyone regardless.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slaughterdemon.png|64px|link=Slaughter Demon]]&amp;lt;br&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
|Hunt down and kill the wizard who summoned you. Eat bodies out of the [[Morgue]] for health. Drag bleeding bodies through the hall. Make the janitor happy by making him become the most important job for a while. Be unable to bloodcrawl due to all the blood being cleaned up. Eat the janitor. RIP AND TEAR!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pirate.png|64px|link=Pirate]]&amp;lt;br&amp;gt;[[Pirate]]&lt;br /&gt;
|Try to raid the station. Fail miserably because the entire crew is out for your blood so they can re-roll for antag.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icons8 flat biohazard.svg.png|64px|link=Sentient Disease]]&amp;lt;br&amp;gt;[[Sentient Disease]]&lt;br /&gt;
|Try to infect people. Get the virologist lynched. Get the CMO lynched. Get the rest of medbay lynched. Make everyone grow beards.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowperson.png|64px|link=Creep]]&amp;lt;br&amp;gt;[[Creep]]&lt;br /&gt;
|Try to act creepy and shifty. Fail because everyone's a miserable bastard in this shithole. Toe [[Rules|Rule 8]] to a suspicious extent.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Griffmaster.png|64px|link=Fugitives]]&amp;lt;br&amp;gt;[[Fugitives]]&lt;br /&gt;
|Lead the [[Hunters]] on a chase around the station. Total the [[clown]] into the Supermatter while doing so. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spessrussian.png|64px|link=Hunters]]&amp;lt;br&amp;gt;[[Hunters]]&lt;br /&gt;
|Wave your weapons wildly around. Shoot the [[Fugitives]] for resisting. While you're at it, shoot the entire crew for resisting.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depreciated Antagonists ===&lt;br /&gt;
These antagonists, for one reason or another, are no longer in the normal gamemode rotation. Beware: these antagonists may appear due to malevolent [[Admins|Space God]] shenanigans, so don't rule them out entirely.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:DimGray;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:devil.gif|64px|link=devil]]&amp;lt;br&amp;gt;[[Devil]]&lt;br /&gt;
|Somewhat of a flawed mode, turns out that asking to buy a guy's soul usually makes them want to robust you, because &amp;quot;valid.&amp;quot; Usually involved the devil blowing up some crew members and then offering them contracts to be revived. But, despite this, the [[Admins|Gods]] can summon one if they [[Byond the impossible|feel like it]].&lt;br /&gt;
|Engage in civil discussions to buy souls.  Create emergencies so that people are desperate enough to sell their soul.  Try to out wit the lawyer.  Get punched to death by someone you just turned into a hulk.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Overthrow]]&amp;lt;br&amp;gt;[[Overthrow|Syndicate Mutineer]]&lt;br /&gt;
|Overthrow ended up being a damn confusing gamemode. Examples include how unclear it was if the other agent teams were working with or against you, or how the points system worked, not to mention the poor wording of the Overthrown AI lawset. Numerous bugs surfaced that didn't all get fixed, and the gamemode ended up being recognized as one of the least-liked gamemodes after a vote was taken.&lt;br /&gt;
The mode's future is uncertain.&lt;br /&gt;
|Arrive on the station as a Traitor with less gear but the ability to awaken the Syndicate sleeper agent in everybody. Cooperate with other teams to stage the perfect coup (or don't and just fight each other, fuck those guys). Roll up with your posse on a quest to become the most powerful &amp;lt;s&amp;gt;[[Gang]]&amp;lt;/s&amp;gt; Syndicate team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Removed Antagonists ===&lt;br /&gt;
These antagonists have, for one reason or another, been removed from the game. These antagonists might return one day if they ever get remade or reworked. Although, this is highly unlikely...&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Removal Reason&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot;|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:white;background-color:black;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]][[File:Generic_wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard|Ragin Mages]]&lt;br /&gt;
|Spawning up to three or four Wizards simply proved to be too much for the station. One Wizard is destructive enough. This however remains in game as a admin only event, for &amp;lt;s&amp;gt;your&amp;lt;/s&amp;gt; their amusement.&lt;br /&gt;
|Spend ten minutes hunting down one Wizard, kill him thinking you've won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godhand.png|64px|link=Hand of God]]&amp;lt;br&amp;gt;[[Hand of God]]&lt;br /&gt;
|Oh, poor HoG! Shoved out the door buggy, unbalanced, and extremely hard to learn as it combines three gamemodes (hello, gang) into one. Nobody wanted to fix HoG after it's release because of old derelict code that would break even more when poked. While some say it's fun while it's not broken, has that ever been the status quo?&lt;br /&gt;
|Turn someone into !popehat! while they're talking to security. Instakill people with god powers! Build across the station converting people with your !popehat! gang, and get killed instantly by a rod smashing into your nexus. Break the game, over and over and over and get removed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pope.gif|64px|link=Hades]]&amp;lt;br&amp;gt;[[Hades|Hades, Pope of Sin]]&lt;br /&gt;
|Poor guy was implemented into the game as summonable through an item accessible only to wizards. Almost never encountered, when the Dark Seed went away, away went the Pope of Sin with it.&lt;br /&gt;
|Be a general annoyance to the crew. Be a very annoying (need I say it again with time freezing to a halt every minute or so) non-sentient antagonist. Play Russian roulette with the crew manifest.&lt;br /&gt;
!AI Controlled&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Shadowling]]&amp;lt;br&amp;gt;[[Shadowling]]&lt;br /&gt;
|Shadowling suffered from issues of it being yet another crew conversion game mode, and was generally unfun to fight against and had a anti-climatic ending. This mode has recently been reworked into the [[Nightmare]] side antagonist.&lt;br /&gt;
|Be the hip and more popular brother to the Changeling. Turn the station into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borer.png|64px|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|The Cortical Borer suffered from the same problems as the Monkey Mode, being very buggy and one sided at times. Fun for both sides was questionable. No current plans to reimplememt.&lt;br /&gt;
|Crawl in the corroded brain of the clown. Inject meth. Assume direct control. Induce crippling drugs in the clown. Inject meth. Cry when the host eats sugar. Inject meth. Overdose!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Assimilation]]&amp;lt;br&amp;gt;[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Stand around in places and add unwitting humans to your hivemind. Hijack the minds of crewmembers and have them do [[Traitor#Murder 101|the dirty work]] for you. Have a random vessel get implanted and security wailing down on you 30 minutes into the shift.&lt;br /&gt;
|Be a conversion stealth antag. Use One Mind and become unstunnable with magic abilities that are only ever fun for yourself.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|64px|link=CentCom Official]]&amp;lt;br&amp;gt;[[CentCom Official]]&lt;br /&gt;
|Be self-important, meddle with station affairs, annoy the Captain with bureaucracy. Get killed almost immediately by a random mob. Have you body looted by everyone, including the captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|64px|link=Ian]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Ass-inspect, eat donuts, get killed, be dragged off to a washing machine and get gibbed. Cause a riot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|link=Chrono Legionnaire]]&amp;lt;br&amp;gt;[[Chrono Legionnaire]]&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Erase Adolf Hitler for the 50th time this week. Without a trace, Cry because literally everybody forgot about you and never spawns you. &lt;br /&gt;
&lt;br /&gt;
Originally suppose to replace the space ninja, however people didn't like the idea of someone being able to teleport everywhere and having a insta-stunlock rifle that deleted people after some time.&lt;br /&gt;
&lt;br /&gt;
'''Chrono Legionnaire teleport is broken, you won't be able to get out of teleport mode once activated.'''&lt;br /&gt;
&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Highlander.png|64px|link=Highlander]]&amp;lt;br&amp;gt;[[Highlander]]&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;THERE CAN ONLY BE ONE&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|64px|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the station to actually help. Lose the rest of your team, get outnumbered and die. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|64px|link=Death Squad]]&amp;lt;br&amp;gt;[[Death Squad|Death Squad Officer]]&lt;br /&gt;
|Beg for DS, spawn in at CentCom, kill an admin who was trying to tell you your mission, get gibbed, beg for another chance. Set your rifle to DESTROY and terminate all lifeforms (including walls). Slip on a banana peel and a̶n̶d̶ ̶g̶e̶t̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶i̶n̶t̶o̶ ̶o̶b̶l̶i̶v̶i̶o̶n̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶o̶w̶n̶ ̶r̶i̶f̶l̶e̶ laugh as your boots prevent you from slipping and the Clown can't fire your DNA-locked rifle. Shoot the Clown with your Mateba Revolver.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36330</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36330"/>
		<updated>2023-10-20T07:39:31Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, to prevent your ammunition racks from running dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==One Department, Two Sections==&lt;br /&gt;
You're a munitions technician, in the munitions bay. But you're not all of the munitions department! Your aerial counterparts have their own portion of the department, so it's best to know where you're meant to be.&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==Now THIS is a Gun!==&lt;br /&gt;
Ever show up to a gun fight, with no bullets? It doesn't end well! As an MT, you need to know what weapons you will be loading, how to load them, and how to keep them battle ready - lest you and your fellow crewmates return to Risa in a firmly closed casket.&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large amounts of pieces. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you don't open the blast doors. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36329</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36329"/>
		<updated>2023-10-20T07:00:43Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Standard Armaments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, lest your ammunition racks run dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==locations or whatever==&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==idk weapons and stuff==&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Automatic Missile System:''' A weapons control system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles automatically. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large amounts of pieces. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you don't open the blast doors. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36328</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36328"/>
		<updated>2023-10-20T06:59:04Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, lest your ammunition racks run dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==locations or whatever==&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==idk weapons and stuff==&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large amounts of pieces. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you don't open the blast doors. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay, and get acquainted. Munition Techs are given the supply channel for a reason: to &amp;lt;s&amp;gt;hit on the QM&amp;lt;/s&amp;gt; make communication between you and the powder suppliers direct. Keeping your requests in the right channel helps to stop them from getting drowned out in common.&lt;br /&gt;
If the cargo bay is empty, you'll have to [[Guide to hacking#Airlocks|get cargo access]] from command to keep the guns loaded.&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36327</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36327"/>
		<updated>2023-10-20T06:51:52Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, lest your ammunition racks run dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==locations or whatever==&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==idk weapons and stuff==&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large amounts of pieces. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you don't open the blast doors. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! Cargo will be your only source of ordinance early on, and only later in the patrol  will you transition to printing your own explosives. At the start of the round, check if there's anybody in the cargo bay. If not, you'll have to [[Guide to hacking#Airlocks|get cargo access]] to keep the guns loaded&lt;br /&gt;
&lt;br /&gt;
== Battle Stations! ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36326</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36326"/>
		<updated>2023-10-20T06:08:03Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* I need more bullets! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, lest your ammunition racks run dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==asdasd==&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==idk weapons and stuff==&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large amounts of pieces. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you don't open the blast doors. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
If you've been doing your job (putting the munitions into the weapons), and the bridge staff has been doing theirs (firing at anything vaguely enemy-shaped), then your ammo racks may be looking pretty dry. It's time to restock your magazines! While cargo can buy most&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36325</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36325"/>
		<updated>2023-10-20T06:01:03Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, lest your ammunition racks run dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
&lt;br /&gt;
==asdasd==&lt;br /&gt;
&lt;br /&gt;
=== [[file:munibanner.png]]Weapons/Munitions Bay ===&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
=== [[file:scimitar.png|32px]]Hangar/Flight Deck ===&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
==idk weapons and stuff==&lt;br /&gt;
&lt;br /&gt;
=== [[File: MAC.png|48px]] Bigger Weapons! ===&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
&lt;br /&gt;
====Standard Armaments====&lt;br /&gt;
As standard issue weaponry for NT vessels, at least two of these are present on every ship (except the Aetherwhisp). &lt;br /&gt;
* '''Point Defense Cannons:''' The small gun. Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' The medium guns, operated with crew-served, manned turrets which fire medium sized tungsten slugs at high velocities. A decent anti-ship weapon that becomes very effective with multiple in operation, but needs to be reloaded with a rack controlled by the gunner.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
&lt;br /&gt;
====Special Armaments====&lt;br /&gt;
More exclusive, each of the following weapons can only be found on certain ships.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy. Needs to be maintained with oil occasionally. Only available on the Shrike.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into large amounts of pieces. Your only interaction with the BSA will be setting the power consumption, opening the blast doors, and repairing the crater that appears when you don't open the blast doors. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36324</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36324"/>
		<updated>2023-10-20T04:29:05Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, lest your ammunition racks run dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== [[file:scimitar.png|32px]]Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== [[File: MAC.png|48px]] Bigger Weapons! ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires the contents of the VLS at whatever the bridge bunnies pointed their magical laser at, or at oncoming projectiles. You can control what the system can target (enemy ships or enemy munitions), so be sure to tell CIC what it's set to!&lt;br /&gt;
* '''Point Defense Cannons:''' Shoots small and fast-moving rounds which do light damage, but have a high rate of fire. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling ''spicy''.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
*''' Superliminal Bluespace Artillery:''' It's a BSA, but instead of firing on coordinates, it fires straight out from the ship. Releases massive blasts of ultra-hot &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; plasma to turn large ships into very small pieces of ships. Only available on the Galactica.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36323</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36323"/>
		<updated>2023-10-20T04:04:03Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? Then you're in the wrong job. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, lest your ammunition racks run dry mid-engagement.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== [[file:scimitar.png|32px]]Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== [[File: MAC.png|48px]] Bigger Weapons! ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Naval Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
*'''Vertical Launch System:''' An array of missile tubes, with anywhere from 6 to 12 tubes in each system. Each tube can hold 2 missiles or torpedoes, and tubes must be chambered individually using a linked console. Tubes can be automatically filled using conveyor belts, but only to half capacity (loading 2 projectiles requires manual loading). Commonly referred to as VLS.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''Point Defense Cannons:''' Small, fast-moving, rapid fire shots that do light damage. Best used to swat down fighters or incoming torpedoes.  Most commonly called PDC, or PD if you're feeling spicy.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons/Burst Phasers:''' Energy weapons that, instead of firing kinetic projectiles, emit deadly lasers to slice through enemies! The cannon fires a single hitscan blast which deals major damage, while burst phasers cause less damage but can be fired repeatedly. Only available on SolGov ships, like the Aetherwhisp, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and Loading ===&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
=== I need more bullets! ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36322</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36322"/>
		<updated>2023-10-20T03:19:20Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== [[file:fighter.png|32px]]Hangar/Flight Deck [[file:scimitar.png|32px]] ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== [[File: Railgun.png|48px]] Bigger Weapons! [[File: MAC.png|48px]]==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36321</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36321"/>
		<updated>2023-10-20T03:16:22Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* 64px Bigger Weapons 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== [[file:fighter.png|32px]]Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
= [[File: Railgun.png|64px]] Bigger Weapons [[File: MAC.png|64px]]=&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36320</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36320"/>
		<updated>2023-10-19T23:07:06Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Bigger Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== [[file:fighter.png|32px]]Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== [[File: Railgun.png|64px]] Bigger Weapons [[File: MAC.png|64px]]==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
* '''Magnetic Phoron Acceleration Caster:''' A special weapon, firing balls of &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; phoron, which move slowly and have a small amount of tracking. Works best against capital ships. Requires good communication with the gunner, because unlike every other weapon, the MPAC cannot be left alone after safeties are turned off (field integrity will degrade). Only available on Dominion of Light ships, like the Serendipity.&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36319</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36319"/>
		<updated>2023-10-19T15:37:40Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Big Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== [[file:fighter.png|32px]]Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Bigger Weapons ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=36317</id>
		<title>Department Standard Operating Procedure: Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=36317"/>
		<updated>2023-09-23T19:39:06Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* file:generic_mt.pngMunitions Technician */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
==[[File:MAA.png|64x64px]][[Master at Arms]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the munitions department and ensuring every technician knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on munition related matters.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.&lt;br /&gt;
# The MAA must ensure that no workplace hazards are created in the Weapons Bay.&lt;br /&gt;
# The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.&lt;br /&gt;
# Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Air Traffic Controller. The MAA, however, still has authority over them.&lt;br /&gt;
# The MAA is permitted to carry a self-defense weapon, in the form of their police baton.&lt;br /&gt;
# The MAA may only use their security gasmask's hailer and signal dispatch function in case of emergency.&lt;br /&gt;
# The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.&lt;br /&gt;
# The MAA may freely deconstruct existing weaponry, although a good reason must be provided.&lt;br /&gt;
# The MAA is not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.&lt;br /&gt;
# The MAA is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The MAA should ensure that the fighters are always ready to launch.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.&lt;br /&gt;
# The MAA is not allowed to take over the Cargo department's work without express permission of the Quartermaster or Captain by temporarily suspending all non-critical orders.&lt;br /&gt;
# The MAA may order anyone he deems a disruption to loading operations to be removed from the Munitions bay by force.&lt;br /&gt;
# Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The MAA must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the MAA may send his Munitions Technicians on damage control duty around the ship.&lt;br /&gt;
==[[file:generic_mt.png|64px]][[Munitions Technician]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Loading the guns and producing missiles/torpedoes, maintaining weapons systems.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near torpedos, missiles, naval artillery munitions and propellants.&lt;br /&gt;
# MTs should take care to store any and all munitions in storage facilities, to reduce the effect of a potential accident.&lt;br /&gt;
# MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.&lt;br /&gt;
# MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.&lt;br /&gt;
# MTs may deconstruct existing weaponry with the permission of the MAA or Captain.&lt;br /&gt;
# MTs are not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.&lt;br /&gt;
# MTs are allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
# MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. Freight torpedoes are not to be loaded into VLS tubes, instead must be given to cargo.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# MTs must ensure that all weapons are loaded and ready for battle at any time.&lt;br /&gt;
# MTs should provide the Fighter Pilots with missiles and torpedoes, though AMS systems may take priority depending on the orders of command staff.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# MTs must ensure the fighting capacity of existing weaponry. Armament projects outside of reloading and rearming are to be paused unless vital to combating the immediate threat.&lt;br /&gt;
# MTs assigned to assist pilots in rearm and repair operations should coordinate with ATC&lt;br /&gt;
# MTs may freely man the Gauss Cannons during battle, although loading of the main guns is to be prioritized.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# MTs must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the Munitions Technicians may be sent on damage control duty around the ship if ordered so by the MAA.&lt;br /&gt;
&lt;br /&gt;
==[[file:generic_atc.png]][[Air Traffic Controller]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating all flights of on-board launched aircraft and incoming vessels.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.&lt;br /&gt;
# The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.&lt;br /&gt;
# The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.&lt;br /&gt;
# The ATC must notify the CIC about all flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.&lt;br /&gt;
# The ATC may freely assist in building new fighters, and repairing existing ones.&lt;br /&gt;
# The ATC may request missiles and torpedoes from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# The ATC is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.&lt;br /&gt;
# The ATC may no longer go on training flights with pilots.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.&lt;br /&gt;
# The ATC must keep the CIC updated on the status of the Fighters at all times.&lt;br /&gt;
# The ATC may launch combat aircraft at their discretion.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# ATC must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, ATC must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
==[[file:generic_pilot.png]][[Fighter Pilot]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Fly Ship-launched fightercraft. Maintain their fightercraft.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the MAA/ATC can overrule such a claim if they provide good reason for it.&lt;br /&gt;
# Pilots may go on training flights, but they must first request permission from the Bridge/ATC.&lt;br /&gt;
# Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.&lt;br /&gt;
# Pilots may request missiles and torpedoes from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must first request permission from the MAA/ATC. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.&lt;br /&gt;
# Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.&lt;br /&gt;
# Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.&lt;br /&gt;
# If flying, Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Pilots are responsible for keeping their fighters in a battle-ready state at all times.&lt;br /&gt;
# Training flights should be withheld until Condition 2 is over, though can still occur with permission from CIC/ATC.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.&lt;br /&gt;
# Pilots may no longer build new fighters if one is already available&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Pilots must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, Pilots must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Generic_mt.png&amp;diff=36316</id>
		<title>File:Generic mt.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Generic_mt.png&amp;diff=36316"/>
		<updated>2023-09-23T19:32:44Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: Spagooty uploaded a new version of File:Generic mt.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36313</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36313"/>
		<updated>2023-08-24T17:48:42Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Hangar/Flight Deck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== [[file:fighter.png|32px]]Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36312</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36312"/>
		<updated>2023-08-24T17:48:20Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Weapons/Munitions Bay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== [[file:munibanner.png]]Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
&lt;br /&gt;
== Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Munibanner.png&amp;diff=36311</id>
		<title>File:Munibanner.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Munibanner.png&amp;diff=36311"/>
		<updated>2023-08-24T17:45:19Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36310</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36310"/>
		<updated>2023-08-24T17:32:08Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=36309</id>
		<title>Munitions Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=36309"/>
		<updated>2023-08-24T05:41:18Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Needs more images, please. Giant wall of text is intimidating.}}&lt;br /&gt;
{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=36308</id>
		<title>Guide to enemy types</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=36308"/>
		<updated>2023-08-24T05:14:55Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: small update to pirate section | added ship images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Syndicate =&lt;br /&gt;
The Syndicate is THE enemy in these Sectors. You will most often meet them on the battle &amp;lt;s&amp;gt;field&amp;lt;/s&amp;gt; space. Do note that the syndies are always developing newer and newer ships. So be prepared, some unknown foe may appear out of nowhere!&lt;br /&gt;
==Fighters==&lt;br /&gt;
=== Syndicate Interceptor ===&lt;br /&gt;
[[File:Syndicateinterceptor.png]]Syndicate interceptors are launched from larger, threatening carrier ships. Individually they pose little danger, but they can start dealing lots of damage when grouped up.&lt;br /&gt;
=== Syndicate Bomber ===&lt;br /&gt;
[[File:Syndicatebomber.png]]Also launched from carrier ships. Similar to interceptors, but they are equipped with multiple torpedoes and will target capital ships. If you're a [[Fighter Pilot]], take these ones down first. Rarer to see at the moment.&lt;br /&gt;
== Mediumweight spacecraft ==&lt;br /&gt;
=== Mako class patrol frigate ===&lt;br /&gt;
[[File:Makopatrolfrigate.png]]Smaller syndicate vessel which typically serves as a distraction to larger threats. Equipped with some light torpedoes.&lt;br /&gt;
=== Astartes class marine frigate ===&lt;br /&gt;
[[File:Makomarinefrigate.png]]A frigate which prioritizes boarding the NSV by getting close enough. Evade at all costs, unless you want a group of angry [[Syndicate Drop Trooper]]s onboard.&lt;br /&gt;
=== Mauler class flak frigate ===&lt;br /&gt;
[[File:Maulerflakfrigate.png]]The bane of [[Fighter Pilot|flyboys]] everywhere. Fast, and will prioritize shooting down fighter craft with Flak and Anti-air guns.&lt;br /&gt;
=== Aspala Class Sub-spacemarine ===&lt;br /&gt;
[[File:Aspalasub.png|96x96px]]The only ship type equipped with cloaking technology, which it uses to hide its IFF signal on the radar and turn partially invisible.&amp;lt;s&amp;gt; The reason why battles take forever&amp;lt;/s&amp;gt;&lt;br /&gt;
=== Thermonuclear destroyer ===&lt;br /&gt;
[[File:Thermonucleardestroyer.png|96x96px]][[File:Megamouthflak.png|frameless]][[File:Megamouthelite.png|frameless]]The big bad. Armed to the teeth with nuclear torpedoes and eager to test them out on you. If you encounter one in a system, run or prioritize shooting down the thermonuclear torpedoes with PDCs.&lt;br /&gt;
== Heavyweight spacecraft ==&lt;br /&gt;
=== Barracuda class tactical cruiser ===&lt;br /&gt;
[[File:Cruiser.png|frameless]][[File:Barracudataccruiser.png]][[File:Cruiserelite.png|frameless]]A beefier version of the aforementioned light cruiser. Tough to kill battleship which can wreck havoc with its gauss turrets and radial MAC cannon.&lt;br /&gt;
=== Syndicate combat carrier ===&lt;br /&gt;
[[File:Syndicatecombatcarrier.png]][[File:Carrierelite.png|frameless]]A high priority target which constantly spawns Syndicate interceptors and bombers. Carriers are supply ships which repair their allies.&lt;br /&gt;
=== Inquisitior class assault cruiser ===&lt;br /&gt;
A slow, bulky tank of a ship that will devastate up close.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
The Syndicate - just like Nanotrasen - have multiple fleets they use for a multitude of tasks.&lt;br /&gt;
*Most often seen are the ''Border Patrol'' fleets. These fleets are strong enough to protect from the occaisonal incursion, but when a brave crew - that's where You come in - smashes through them, they mobilize the other fleets.&lt;br /&gt;
*''Commando Taskforce'' is a fleet with Boarding Frigates. Try to stay mobile, and ready up security when fighting them.&lt;br /&gt;
*''Nuclear Deterrent'' is a dangerous fleet armed with Nuclear Weaponry. Refill the 50 cals!&lt;br /&gt;
*''Unidentified Fleet'' is a fleet of Stealth Frigates. Prepare the radar and start looking for blips!&lt;br /&gt;
It should be noted that all of the above fleets come with an assortment of conventional ships - carriers, cruisers, fighters - alongside their special ships.&lt;br /&gt;
&lt;br /&gt;
There are also '''sector specific''' fleets, that inhabit a specific sector of the Starmap.&lt;br /&gt;
*The ''Rubicon Crossing Defenders''. The vigorus defenders standing guard outside the Syndicate capital system.&lt;br /&gt;
*The ''Dolos Welcoming Party''. The last defenders of the Syndicate Capital. Not many have seen them and even less have come back to tell the tale.&lt;br /&gt;
= Space Pirates =&lt;br /&gt;
{{Speech&lt;br /&gt;
|image=[[File:Pirate.png|48px|left]]&lt;br /&gt;
|text=Hey! If you are looking for the Midround skeletal enemies called Pirates, look [[Pirate|here]], and for the Boarding Pirates, look [[Syndicate_Drop_Trooper#Pirate_Boarders|here]]&lt;br /&gt;
|name=First Mate Spesswave}}&lt;br /&gt;
Yarr harr matey! Did you really think that only NT and the syndies had ships around here? Some brave and maybe foolish crews have taken to the starts, and - after NTs forces have been stretched too thin - started raiding merchant vessels. They should be no match for an armed patrol ship, right?&lt;br /&gt;
== Stolen ships ==&lt;br /&gt;
=== Space Pirate Ship ===&lt;br /&gt;
[[file:piratevessel.png]]A swift and lightly armored vessel captured and modified by the pirates. Equipped with PDC, and occasionally a crew of boarders in the hold.&lt;br /&gt;
=== Space Pirate Missileboat ===&lt;br /&gt;
[[file:pirateboat.png]]A small and nimble ship, armed with torpedos. Hardly a danger.&lt;br /&gt;
=== Space Pirate Gunboat ===&lt;br /&gt;
[[file:pirategunboat.png]]A larger cruiser, fitted with a naval artillery cannon.&lt;br /&gt;
=== Space Pirate Dreadnought ===&lt;br /&gt;
[[file:Spacepirategunboat.png]]A slow and heavy warship. Given that it lacks the pirate's favored mobility, it is only used in fleets which usually stay in one system.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
*''Space Pirate Fleet'' is a small fleet made up of Gunboats.&lt;br /&gt;
*''Space Pirate Raiding Fleet'' is a fleet made up of Gunboats and Missileboats.&lt;br /&gt;
*''Space Pirate Holding Fleet'' is a fleet which includes the usual Gun and Missileboats, but also has a Dreadnought. These fleets usually defend the &amp;quot;home&amp;quot; systems of pirates.&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=36307</id>
		<title>Guide to enemy types</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=36307"/>
		<updated>2023-08-24T04:59:00Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: spel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Syndicate =&lt;br /&gt;
The Syndicate is THE enemy in these Sectors. You will most often meet them on the battle &amp;lt;s&amp;gt;field&amp;lt;/s&amp;gt; space. Do note that the syndies are always developing newer and newer ships. So be prepared, some unknown foe may appear out of nowhere!&lt;br /&gt;
==Fighters==&lt;br /&gt;
=== Syndicate Interceptor ===&lt;br /&gt;
[[File:Syndicateinterceptor.png]]Syndicate interceptors are launched from larger, threatening carrier ships. Individually they pose little danger, but they can start dealing lots of damage when grouped up.&lt;br /&gt;
=== Syndicate Bomber ===&lt;br /&gt;
[[File:Syndicatebomber.png]]Also launched from carrier ships. Similar to interceptors, but they are equipped with multiple torpedoes and will target capital ships. If you're a [[Fighter Pilot]], take these ones down first. Rarer to see at the moment.&lt;br /&gt;
== Mediumweight spacecraft ==&lt;br /&gt;
=== Mako class patrol frigate ===&lt;br /&gt;
[[File:Makopatrolfrigate.png]]Smaller syndicate vessel which typically serves as a distraction to larger threats. Equipped with some light torpedoes.&lt;br /&gt;
=== Astartes class marine frigate ===&lt;br /&gt;
[[File:Makomarinefrigate.png]]A frigate which prioritizes boarding the NSV by getting close enough. Evade at all costs, unless you want a group of angry [[Syndicate Drop Trooper]]s onboard.&lt;br /&gt;
=== Mauler class flak frigate ===&lt;br /&gt;
[[File:Maulerflakfrigate.png]]The bane of [[Fighter Pilot|flyboys]] everywhere. Fast, and will prioritize shooting down fighter craft with Flak and Anti-air guns.&lt;br /&gt;
=== Aspala Class Sub-spacemarine ===&lt;br /&gt;
[[File:Aspalasub.png|96x96px]]The only ship type equipped with cloaking technology, which it uses to hide its IFF signal on the radar and turn partially invisible.&amp;lt;s&amp;gt; The reason why battles take forever&amp;lt;/s&amp;gt;&lt;br /&gt;
=== Thermonuclear destroyer ===&lt;br /&gt;
[[File:Thermonucleardestroyer.png|96x96px]][[File:Megamouthflak.png|frameless]][[File:Megamouthelite.png|frameless]]The big bad. Armed to the teeth with nuclear torpedoes and eager to test them out on you. If you encounter one in a system, run or prioritize shooting down the thermonuclear torpedoes with PDCs.&lt;br /&gt;
== Heavyweight spacecraft ==&lt;br /&gt;
=== Barracuda class tactical cruiser ===&lt;br /&gt;
[[File:Cruiser.png|frameless]][[File:Barracudataccruiser.png]][[File:Cruiserelite.png|frameless]]A beefier version of the aforementioned light cruiser. Tough to kill battleship which can wreck havoc with its gauss turrets and radial MAC cannon.&lt;br /&gt;
=== Syndicate combat carrier ===&lt;br /&gt;
[[File:Syndicatecombatcarrier.png]][[File:Carrierelite.png|frameless]]A high priority target which constantly spawns Syndicate interceptors and bombers. Carriers are supply ships which repair their allies.&lt;br /&gt;
=== Inquisitior class assault cruiser ===&lt;br /&gt;
A slow, bulky tank of a ship that will devastate up close.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
The Syndicate - just like Nanotrasen - have multiple fleets they use for a multitude of tasks.&lt;br /&gt;
*Most often seen are the ''Border Patrol'' fleets. These fleets are strong enough to protect from the occaisonal incursion, but when a brave crew - that's where You come in - smashes through them, they mobilize the other fleets.&lt;br /&gt;
*''Commando Taskforce'' is a fleet with Boarding Frigates. Try to stay mobile, and ready up security when fighting them.&lt;br /&gt;
*''Nuclear Deterrent'' is a dangerous fleet armed with Nuclear Weaponry. Refill the 50 cals!&lt;br /&gt;
*''Unidentified Fleet'' is a fleet of Stealth Frigates. Prepare the radar and start looking for blips!&lt;br /&gt;
It should be noted that all of the above fleets come with an assortment of conventional ships - carriers, cruisers, fighters - alongside their special ships.&lt;br /&gt;
&lt;br /&gt;
There are also '''sector specific''' fleets, that inhabit a specific sector of the Starmap.&lt;br /&gt;
*The ''Rubicon Crossing Defenders''. The vigorus defenders standing guard outside the Syndicate capital system.&lt;br /&gt;
*The ''Dolos Welcoming Party''. The last defenders of the Syndicate Capital. Not many have seen them and even less have come back to tell the tale.&lt;br /&gt;
= Space Pirates =&lt;br /&gt;
{{Speech&lt;br /&gt;
|image=[[File:Pirate.png|48px|left]]&lt;br /&gt;
|text=Hey! If you are looking for the Midround skeletal enemies called Pirates, look [[Pirate|here]], and for the Boarding Pirates, look [[Syndicate_Drop_Trooper#Pirate_Boarders|here]]&lt;br /&gt;
|name=First Mate Spesswave}}&lt;br /&gt;
Yarr harr matey! Did you really think that only NT and the syndies had ships around here? Some brave and maybe foolish crews have taken to the starts, and - after NTs forces have been stretched too thin - started raiding merchant vessels. They should be no match for an armed patrol ship, right?&lt;br /&gt;
== Lightweight ships ==&lt;br /&gt;
=== Space Pirate Gunboat ===&lt;br /&gt;
A swift and lightly armored vessel captured and modified by the pirates.&lt;br /&gt;
=== Space Pirate Missileboat ===&lt;br /&gt;
A small and nimble ship, armed with torpedos. Hardly a danger.&lt;br /&gt;
=== Space Pirate Juggernaut ===&lt;br /&gt;
A slow and heavy warship. Given that it lacks the pirate's favored mobility, it is only used in fleets which usually stay in one system.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
*''Space Pirate Fleet'' is a small fleet made up of Gunboats.&lt;br /&gt;
*''Space Pirate Raiding Fleet'' is a fleet made up of Gunboats and Missileboats.&lt;br /&gt;
*''Space Pirate Holding Fleet'' is a fleet which includes the usual Gun and Missileboats, but also has a Juggernaut. These fleets usually defend the &amp;quot;home&amp;quot; systems of pirates.&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Pirateboat.png&amp;diff=36306</id>
		<title>File:Pirateboat.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Pirateboat.png&amp;diff=36306"/>
		<updated>2023-08-24T04:56:53Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Pirategunboat.png&amp;diff=36305</id>
		<title>File:Pirategunboat.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Pirategunboat.png&amp;diff=36305"/>
		<updated>2023-08-24T04:56:39Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Piratevessel.png&amp;diff=36304</id>
		<title>File:Piratevessel.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Piratevessel.png&amp;diff=36304"/>
		<updated>2023-08-24T04:56:22Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=36303</id>
		<title>Munitions Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=36303"/>
		<updated>2023-08-23T20:46:27Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: added broadside, railgun -&amp;gt; hybrid railgun, MTs don't do the work of DTs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36302</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36302"/>
		<updated>2023-08-23T20:33:33Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Big Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to either fire a high-damage burst of 4 tungsten slugs, or fire off one massive naval artillery shell. It's most effective against capital ships that it can hit easily, and is very hungry for ammo and energy, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36301</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36301"/>
		<updated>2023-08-23T20:29:32Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Hybrid Railgun:''' A big gun, which uses the power of electricity to fire in a high-damage burst, and is capable of holding up to four tungsten-tipped rounds at once. It's most effective against capital ships that it can hit easily, and is very hungry for ammo, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, and fires all 5 at once, in a shotgun-like burst. Loading the broadsides requires you to prepare the shells using a packing bench prior to loading. After firing, it ejects casings which can be reused in the packing bench when preparing more shells.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps:&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and that you can add up to 19 gunpowder in a single shell (although it is questionable how practical a light-speed shell would be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the broadside guns, loading is as simple as shoving a prepared shell into the gun breech. However, you must first pack a shell before you can load it:&lt;br /&gt;
# Place 5 shell casings, 5 shell loads, and 1 gunpowder into the bench.&lt;br /&gt;
# Interact with the packing bench, and press the &amp;quot;Pack Casings&amp;quot; button. You will now have 5 broadside shells, ready for use.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36300</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36300"/>
		<updated>2023-08-23T19:15:03Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also be in constant communication with supply to make sure your magazines are full, either by having them order your munitions directly from CentCom, or through the miners delivering ore, so that you can fabricate your ordinance on your own.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover that the Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar/Flight Deck ==&lt;br /&gt;
Home of the [[Fighter Pilot|flyboys]], the flight deck is always full of &amp;lt;s&amp;gt;coffins&amp;lt;/s&amp;gt; fighters and lacking in atmosphere: don't enter without some sort of space suit! In fact, as a busy MT, you really have almost no reason to enter at all. After the removal of Deck Technicians, Pilots have now been put in charge of their own fighters. It's up to them to do their own maintenance and preparation, so you might see them buzzing around the department lathe, or swiping a few tools from the lockers; it's best to stay out of their way unless they ask for some help. &lt;br /&gt;
&lt;br /&gt;
You should let them do their own thing, but that doesn't mean you can't be nice. If the munitions bay is staffed to capacity, or you find yourself with a bit of downtime, you can always drag their cargo orders to the hangar's airlock, or set aside a few missiles/torpedoes from the factory just for them. But just remember: do your job first! The pilots are capable people (usually), and should be more than able to haul their own fighter parts. It's good to be a nice person, but your primary duty here is to keep the guns loaded; you can drift the tug around the hangar later!&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Railgun:''' A burst-fire high-damage sniper capable of holding up to four tungsten-tipped bullets. It's most effective against capital ships that it can hit easily, and is very hungry for ammo, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, which must be packed using a &lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps.&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and there is no limit on how much you add (although there is a limit on how practical a light-speed shell can be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36298</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36298"/>
		<updated>2023-08-19T22:55:54Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: /* Big Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also help the flight team repair, refuel, and re-arm their fighters when they return from a dogfight, or construct brand new fighters for them to inevitably fly directly into a syndicate fleet.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar Bay ==&lt;br /&gt;
Along with making sure the ship's weapons are operational, you will help the flight crew make sure their fighters are able to take flight, however if the hangar is depressurized, well they're all on their own now! &lt;br /&gt;
&lt;br /&gt;
This will include making sure the fighters are fueled, armed with missiles and counter-measures, fully repaired, and taken via the tug to the mag-catapult for launch. Although most pilots will do this work themselves, your help would likely be appreciated, especially if repairs are needed or new fighters have to be constructed. For more information on maintaining and constructing fighters, see the repairs section of the [[Guide to Fighters]].&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Railgun:''' A burst-fire high-damage sniper capable of holding up to four tungsten-tipped bullets. It's most effective against capital ships that it can hit easily, and is very hungry for ammo, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
*'''Broadside Cannons:''' A pair of big guns, facing opposite directions of the ship (port and starboard). Each one holds 5 rounds, which must be packed using a &lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps.&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and there is no limit on how much you add (although there is a limit on how practical a light-speed shell can be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36297</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=36297"/>
		<updated>2023-08-19T20:57:08Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_mt.png&lt;br /&gt;
| supervisors = [[Master at Arms]]&lt;br /&gt;
| rank = Specialist ('''SPC''')&lt;br /&gt;
| duties = Arm, man, and service the various weapons on the ship. &amp;quot;Encourage&amp;quot; Cargo to provide you with more ammo.&lt;br /&gt;
| guides = [[Guide to Munitions]]&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| caption = MAKE TORP.&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
}}&lt;br /&gt;
Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also help the flight team repair, refuel, and re-arm their fighters when they return from a dogfight, or construct brand new fighters for them to inevitably fly directly into a syndicate fleet.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover Master At Arms is your boss, wow.&lt;br /&gt;
== Weapons/Munitions Bay ==&lt;br /&gt;
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.&lt;br /&gt;
&lt;br /&gt;
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.&lt;br /&gt;
&lt;br /&gt;
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than &amp;quot;your job, thanks&amp;quot;, so feel free to float around and help out in the Munitions Bay where it's needed.&lt;br /&gt;
== Hangar Bay ==&lt;br /&gt;
Along with making sure the ship's weapons are operational, you will help the flight crew make sure their fighters are able to take flight, however if the hangar is depressurized, well they're all on their own now! &lt;br /&gt;
&lt;br /&gt;
This will include making sure the fighters are fueled, armed with missiles and counter-measures, fully repaired, and taken via the tug to the mag-catapult for launch. Although most pilots will do this work themselves, your help would likely be appreciated, especially if repairs are needed or new fighters have to be constructed. For more information on maintaining and constructing fighters, see the repairs section of the [[Guide to Fighters]].&lt;br /&gt;
&lt;br /&gt;
== Big Guns ==&lt;br /&gt;
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.&lt;br /&gt;
* '''Railgun:''' A burst-fire high-damage sniper capable of holding up to four tungsten-tipped bullets. It's most effective against capital ships that it can hit easily, and is very hungry for ammo, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.&lt;br /&gt;
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.&lt;br /&gt;
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.&lt;br /&gt;
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.&lt;br /&gt;
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.&lt;br /&gt;
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.&lt;br /&gt;
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).&lt;br /&gt;
== Maintenance and Loading ==&lt;br /&gt;
''For a detailed walkthrough, visit the [[Guide to Munitions]].''&lt;br /&gt;
&lt;br /&gt;
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.&lt;br /&gt;
&lt;br /&gt;
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps.&lt;br /&gt;
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.&lt;br /&gt;
# Open the console next the weapon, and select the option to load the ammo.&lt;br /&gt;
# Select the next option to chamber the rounds.&lt;br /&gt;
# Disable the safeties, allowing the weapons to be fired.&lt;br /&gt;
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.&lt;br /&gt;
# Before you load, you have to prime the cannon round with a multitool.&lt;br /&gt;
# Load the round, and chamber as normal.&lt;br /&gt;
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and there is no limit on how much you add (although there is a limit on how practical a light-speed shell can be).&lt;br /&gt;
# Add in the gunpowder using the console.&lt;br /&gt;
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.&amp;lt;br&amp;gt;&lt;br /&gt;
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)&lt;br /&gt;
&lt;br /&gt;
The maintenance procedure for the ammo racks is the following: &lt;br /&gt;
# Unscrew the cover using a screwdriver. &lt;br /&gt;
# Apply Oil to the mechanical components.&lt;br /&gt;
# Re-screw the cover back into place using a Screwdriver. &lt;br /&gt;
&lt;br /&gt;
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following: &lt;br /&gt;
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.&lt;br /&gt;
# Force the jammed components away from each other, and back to their original place, using a Crowbar.&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&lt;br /&gt;
== Battle Stations ==&lt;br /&gt;
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;&lt;br /&gt;
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.&lt;br /&gt;
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.&lt;br /&gt;
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.&lt;br /&gt;
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=34598</id>
		<title>User:Spagooty</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:Spagooty&amp;diff=34598"/>
		<updated>2022-08-21T06:11:39Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Mining Ship is KIA as of [https://github.com/BeeStation/NSV13/pull/1760 #1760]&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|bgcolor = #cc9966&lt;br /&gt;
|image = Generic_shaft.png&lt;br /&gt;
|jobtitle = Shaft Miner&lt;br /&gt;
|caption = &amp;quot;-And tell science, if they want their diamonds. To give '''us the damn tech for it!'''&amp;quot;&lt;br /&gt;
|access = [[Mining Station]], Mining Station EVA, [[Cargo Office]], Mineral Storage&lt;br /&gt;
|access2 = [[Maintenance]], [[Cargo Bay]], MULEbot access, [[Quartermaster's Office]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|supervisors = [[Quartermaster]] and [[Executive Officer]]&lt;br /&gt;
|rank = Specialist ('''SPC''')&lt;br /&gt;
|duties = Mine ores and process them into useful materials. Go on an adventure in mysterious ruins.&lt;br /&gt;
|guides = This is the guide, [[Guide to Fighters]]&lt;br /&gt;
}}&lt;br /&gt;
Welcome to the Frontier, Miner. Grab your Hardsuit, prepare the accelerators, we've got a busy day ahead.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Break rocks, collect ore and bring it back to the main ship for refining.&lt;br /&gt;
&lt;br /&gt;
==Workin' In The Plasma Mine==&lt;br /&gt;
[[File:Rocinante.png|thumb|right|The Rocinante, your workspace and home away from home.]]&lt;br /&gt;
Being a miner can be somewhat tedious, but without your valiant efforts, the ship and it's crew will use up every scrap of materials they start with and descend into anarchy. You best know what you're doing before stepping out.&lt;br /&gt;
&lt;br /&gt;
Your workplace, The depths of a space rock, has a couple risks:&lt;br /&gt;
* Space - Cold, Empty and really doesn't like you. Without a hardsuit and Oxygen supply, you wont make it very long out there.&lt;br /&gt;
* Gibtonie - Nature's own Dynamite, while not a threat to those that are prepared. A close proximity blast can easily put you into crit or remove a limb.&lt;br /&gt;
* Lifeforms - Not all asteroids are barren of life, and the few things that survive in the vacuum are not friendly. From space carp, Cave bats and even the occasional Space clown.&lt;br /&gt;
The risk of these hazards can be reduced by watching your surroundings and always having your accelerator on hand to help you out. Having some friends as backup can majorly reduce the risk and even the impact of these threats.&lt;br /&gt;
&lt;br /&gt;
You can click on an adjacent rock or run directly into it to begin picking or drilling the rock, but the Kinetic Accelerator is much faster and more efficient and you should be using that instead of a pickaxe or basic mining drill. Keep in mind that if you do decide to pick or drill your way through rock, you can have multiple dig jobs running at the same time to mine faster.&lt;br /&gt;
&lt;br /&gt;
===Working With Your Boss===&lt;br /&gt;
Who is your boss? You answer to the Executive Officer, much like the rest of Supply -- but usually, you'll just be talking to the Quartermaster or other Miners. It's best to make some friends, as you'll be seeing your fellow miners a lot.&lt;br /&gt;
&lt;br /&gt;
===The Objective===&lt;br /&gt;
You're here to mine, so get digging! Once you're full to bursting with ores, drag your ore box back to the main ship and head to cargo where the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] sits. Drag the box next to the machine to automatically offload your ores and have them instantly processed into sheets. Then click &amp;quot;claim&amp;quot; to retrieve mining points as a reward for your hard work, these points will be placed on whatever ID is currently in the machine. Once you've deposited your ores. Check the Cargo Protolathe for those all important upgrades and head back to the Rocinante.&lt;br /&gt;
&lt;br /&gt;
==How to Do the Do==&lt;br /&gt;
===Gearing up===&lt;br /&gt;
# Gear up! From the mining equipment locker, you will need Meson Scanner goggles, a mining scanner, your pickaxe (optional), a bluespace shelter capsule and your standard issue proto-kinetic accelerator. If you want, there is also an additional mining satchel, and a shovel for digging up ash (for glass).&lt;br /&gt;
# Attach your seclite and knife to your proto-kinetic accelerator to save space, and to let you bash things harder without having to take out your knife.&lt;br /&gt;
# Use your voucher on a mining vending machine to select your choice of advanced mining tools, listed below.&lt;br /&gt;
# Head to the Rocinante EVA room to grab a hardsuit and breath mask, as well  as a bottle of oxygen, always carry a spare as they can fit in your backpack.&lt;br /&gt;
# Before you go, you'll want an Ore Box, which can hold an infinite amount of minerals. Ore boxes are available on the mining station, the mining shuttle and rarely on the field. More can be built with wood planks. &lt;br /&gt;
# For extra safety, grab a GPS device, set it to your name and tell the [[QM]] and other miners about it. If you're lucky, they will drag your lifeless body back to cloning.&lt;br /&gt;
&lt;br /&gt;
===Consoles for Dummies===&lt;br /&gt;
[[File:RociCIC.png|thumb|right|The Bridge of the CIC, where you'll be most of the time between mining or getting drunk.]]&lt;br /&gt;
Now this is where things get more complicated. So try to follow along.&lt;br /&gt;
The Image on the right shows each of the important consoles in coloured boxes, these are the:&lt;br /&gt;
&lt;br /&gt;
* Tactical Console in Red&lt;br /&gt;
* DRADIS Console in Green&lt;br /&gt;
* Piloting Console in Blue&lt;br /&gt;
* FTL Navigation Console in Yellow&lt;br /&gt;
* FTL Spooling Console in Purple&lt;br /&gt;
&lt;br /&gt;
You'll need to become familiar with most of these consoles if you want to do your job for more than five minutes. First, let's go over Piloting.&lt;br /&gt;
&lt;br /&gt;
===How to Drift like a Pro===&lt;br /&gt;
Piloting in NSV operates on two systems, Mouse Controlled, and Laser Controlled. Mouse control causes the Ship to aim towards wherever your mouse is pointing, While laser will attempt to align it with wherever the laser on the front of the ship is pointing, which can be rotated with the Q and E keys.&lt;br /&gt;
&lt;br /&gt;
To actually make the ship go fast, hold the W key to start moving. A few hotkeys to make note of are: &lt;br /&gt;
# ALT toggles the breaks, brings the ship to a stop rapidly and prevents acceleration until disabled.&lt;br /&gt;
# X toggles the Inertial dampeners, the thing decelerating your ship when you step off the gas.&lt;br /&gt;
# SHIFT activates a temporary speed boost, useful for gaining momentum or evading enemies.&lt;br /&gt;
# SPACE toggles between mouse and laser piloting.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, the Rocinante is a fast and manoeuvrable vessel, meaning it can easily outrun most enemies and do some fairly sick drifts.&lt;br /&gt;
&lt;br /&gt;
===The DRADIS Console===&lt;br /&gt;
[[File:RociDRADIS.png|thumb|right|The Rocinante DRADIAS, Clear of Signals]]&lt;br /&gt;
Deep Space Radar! Around the Rocinante a large circle indicating sensor range, inside this circle signals will be identified and their name and affiliation revealed. Outside, they will just be known as &amp;quot;UNKNOWN&amp;quot; Use this console to locate asteroids and drive over to them. Once nearby, slam on the breaks and move to the Magnet Console. There's also the option to disable specific signals, but this is rarely used.&lt;br /&gt;
&lt;br /&gt;
===FTL: Faster Than Light===&lt;br /&gt;
So you've cracked open every asteroid in your current sector eh? ''If you had any to begin with...'' &lt;br /&gt;
The FTL Navigation and Spooling Console are the tools you need to keep mining for all eternity. First, head over to the Spooling console and set the spooling to 1. This will cause it to automatically begin spooling up, upon reaching 100% the ship will be able to jump to another sector. This is done in the Navigation Console.&lt;br /&gt;
&lt;br /&gt;
Head over to the Navigation Console and Open it up. The Rocinante always starts in Lalande 21185, a Nanotrasen owned system. All systems have two rings, the Inner and Outer ring.&lt;br /&gt;
The Inner ring shows what affiliation the System has, Blue is Nanotrasen, Orange is Unaligned, Red is Syndicate and Systems with no inner ring are Uncharted. The Outer ring is far simpler. Blue means you are there currently, Green means you are able to jump there and red means you cannot.&lt;br /&gt;
&lt;br /&gt;
To jump to a system, select a system with a green outer ring and press the &amp;quot;Jump to System&amp;quot; Button. This will cause a short warm up sequence before jumping into FTL. &lt;br /&gt;
'''WARNING''' Jumping will bring any nearby fighters with the ship. Once you jump into FTL, the Spooling Console will shut down, and you are able to restart the spooling process.&lt;br /&gt;
[[File:Starmap.png|thumb|right|Upon opening the Navigation console, you should be greeted with this.]]&lt;br /&gt;
&lt;br /&gt;
===Life beyond smashing rocks===&lt;br /&gt;
# The Rocinante has a full bar and kitchen, go get wasted if you think you've provided more materials than would ever be needed.&lt;br /&gt;
# Print [[Research items#Advanced Plasma Cutter|Advanced Plasma Cutters]] and [[Research items#Mining Satchel of Holding|Mining Satchels of Holding]] at the cargo protolathe for even more efficient mining. &lt;br /&gt;
# Get your grubby hands on some upgrades for the ship DRADIS and Manget Consoles to bring in more valuable ores.&lt;br /&gt;
# '''NOT RECOMMENDED FOR NEW MINERS... OR AT ALL''' Drive the Rocinante into combat and fire your singular gun at enemies, Just watch out for boarding vessels as you are priority number one.&lt;br /&gt;
&lt;br /&gt;
===Voucher equipment===&lt;br /&gt;
You start the shift with a complimentary mining voucher, worth one free item out of a selection of four. These items, and their strengths, are:&lt;br /&gt;
* '''Survival Capsule and Explorer's Webbing:''' The webbing (you put on your belt slot) allows you to carry even more mining equipment - having a second shelter capsule is nice too. 900 pts value.&lt;br /&gt;
* '''Resonator Kit:''' Comes with a resonator, explorer's webbing, mini extinguisher and advanced scanner. While the resonator is underwhelming, the advanced scanner has almost twice the scanning range and updates much faster. 2100 pts.&lt;br /&gt;
* '''Mining Drone:''' A little companion that helps in storing ore and hunting wildlife. Only useful once you install the sentience upgrade module. Comes with an industrial welding tool, a welding mask and a KA modkit that allows shots to pass through the drone. ~800 pts.&lt;br /&gt;
* '''Extraction and Rescue Kit:''' Contains a fulton extraction pack and a beacon, which allows you to send back home minerals, items and dead miners without having to use the ferry. As a bonus, you get 30 marker beacons too. 1700 pts.&lt;br /&gt;
* '''Crusher Kit:''' Contains a proto-kinetic crusher, a chest webbing like the capsule kit, an advanced scanner and a mini fire extinguisher. The crusher is two-handed and hard to use without getting hit, but has a chance to make fauna drop powerful trophies. 2450 pts.&lt;br /&gt;
* '''Mining Conscription Kit''': A duffle bag full of basic items for one conscript - Proto-kinetic accelerator, survival knife, seclite, explorer's suit, mesons, mining scanner and satchel, gas mask, a supply radio key and a special card that adds mining access to IDs. Good for when you want to recruit &amp;lt;s&amp;gt;metafriends&amp;lt;/s&amp;gt; fresh conscripts. 1500 pts.&lt;br /&gt;
&lt;br /&gt;
==Default Gear==&lt;br /&gt;
The following is a list of default mining equipment:&lt;br /&gt;
&lt;br /&gt;
====Essential Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hardsuit2.png|32px]]&amp;lt;br&amp;gt;Mining Hardsuit&lt;br /&gt;
|The Standard issue hardsuit provided on the Rocinante, providing full EVA protection, light armour and an inbuilt helmet. Which has the ability to activate lights on the helmet for some EXTRA light. Wearing the suit does provide some slowdown in regular areas. The suit allows an oxygen tank to be placed on your back.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ExplorerGasMask.gif|32px]]&amp;lt;br&amp;gt;Explorer Gas Mask and [[Oxygen]] Tank&lt;br /&gt;
|So you can have oxygen when mining. Oxygen tanks are available from the tank storage unit, and can be worn on your suits storage slot. You can also use your emergency oxygen tank which can be placed on your suit. Running out of oxygen is unlikely with the full sized tank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MGlasses.png|32px]] [[File:Miningscanner1.gif|32px]]&amp;lt;br&amp;gt;[[Meson Goggles|Meson Scanners]] and Automatic Mining Scanner&lt;br /&gt;
|Activating the scanner will briefly flash any ore on screen - it works even inside a box. Can be used to stop gibtonite from exploding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GPSm.gif|32px]]&amp;lt;br&amp;gt;Global Positioning System, GPS&lt;br /&gt;
|The crew monitoring console back on the main ship won't catch your suit sensor signal all the way over on the Rocinante. Having one of these on you will help others track down your body if you happen to develop a case of the dead. In addition it can be used to locate other miners (who bothered to take it).  Be sure to set your name on the GPS.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]&amp;lt;br&amp;gt;Proto-kinetic Accelerator&lt;br /&gt;
|A standard issue gun. The good part is that it packs a punch in a low pressure environment, is very good at digging and has infinite shots. The bad part is that it tickles in pressurized environments, has a cooldown after each shot, and has a range of three steps. Can be dual wielded at the price of lower accuracy and speed.&amp;lt;br&amp;gt; &lt;br /&gt;
KAs deal brute damage (40 standard/10 in pressurized rooms), but count as explosive versus armor. That way, suits like bomb suits and the RD hardsuit can negate 90% of the damage dealt.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Survivalknife.gif|32px]]&amp;lt;br&amp;gt;Survival Knife&lt;br /&gt;
|Use it for butchering the wildlife (hit while on harm intent). It's as strong against mobs as a pickaxe, but you can't mine with it. You can store it in your boots to save space, but remember to alt-click the boots to draw the knife back out. Alternatively, stick it on your KA.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stimpen.png|32px]]&amp;lt;br&amp;gt;Survival Medipen&lt;br /&gt;
|A cocktail of powerful healing chemicals. Contains Salbutamol, Leporazine, Epinephrine, Mining Nanites and Omnizine. Heals all types of damage and stabilizes body temperature.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace shelter capsule&lt;br /&gt;
|Activate this in your hand, and it'll near instantly produce a beautiful shelter. The shelter contains a cupboard which contains a guitar (or dice) and some donk pockets. It also has a stasis bed which requires another person to use. Never leave home without one. You're issued one for free in your the mining lockers on station.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreSatchel.png|32px]]&amp;lt;br&amp;gt; Ore Satchel&lt;br /&gt;
|For carrying ore without using a mining cart, holds 50 ore nuggets. Empty it into boxes by using the satchel on them.&amp;lt;br&amp;gt; Newbie tip: Put it in one of your pocket slots, then start dragging an ore box. Any ore you walk over will be transferred to the box.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreBox2.png|32px]]&amp;lt;br&amp;gt;Ore box&lt;br /&gt;
|Used for carrying huge amounts of ore. While a satchel can only hold 50 nuggets, this can hold an unlimited sum. You cannot carry it, but you can drag it with you.&amp;lt;br&amp;gt; &lt;br /&gt;
Use your satchel on the box to empty it into the box. Even better: Drag it behind you with an ore satchel in your pocket.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Voucher.gif|32px]]&amp;lt;br&amp;gt;Mining Voucher&lt;br /&gt;
|Found in your backpack, exchange this at the mining equipment locker for one of several selections which include various mining items.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Seclite.png|32px]]&amp;lt;br&amp;gt;Seclite&lt;br /&gt;
|A beefed up flashlight. Put this on your KA to free up inventory space.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Equipment====&lt;br /&gt;
Items that, while not critical to take, can be situationally useful.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Pickaxe&lt;br /&gt;
|Somewhat antiquated thanks to the prevalence of the proto-kinetic accelerator and resonator. Nevertheless it can be used to dig wide tunnels, robust things in melee combat and as a backup if you lose your resonator. It can also fit inside a belt chest webbing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shovel.png|32px]]&amp;lt;br&amp;gt;Shovel&lt;br /&gt;
|Gathering sand. You can stick this in your backpack. A crappier version of a compact pickaxe&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crowbar.png|32px]]&amp;lt;br&amp;gt;[[Crowbar]]&lt;br /&gt;
|For removing KA mods, or just in case when there is a blackout. Spawns in your box.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advanced Gear==&lt;br /&gt;
The following are more advanced items that need to be purchased from a mining equipment vendor, with credits:&lt;br /&gt;
&lt;br /&gt;
====Voucher/Reward Equipment====&lt;br /&gt;
These items can either be acquired from a voucher, or can be bought with money/credits, usually earned from delivering ore to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] on the station. Prices are included.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=Mining Equipment Vendor&lt;br /&gt;
 |bgcolor1 = #cc9966&lt;br /&gt;
 |bgcolor2 = #cc9966&lt;br /&gt;
 |image = Mining_vendor_default.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Mining Equipment Vendor List&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Price&lt;br /&gt;
|-&lt;br /&gt;
!1 Marker Beacon&lt;br /&gt;
|A glowing prism stone that you can anchor to the ground. Useful if you tend to get lost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;10 Credits&lt;br /&gt;
|-&lt;br /&gt;
!10 Marker Beacon&lt;br /&gt;
|Same as above, but 10 beacons.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Credits&lt;br /&gt;
|-&lt;br /&gt;
!30 Marker Beacon&lt;br /&gt;
|Same as above, but 30 beacons.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiskey_bottle.png|32px]]&amp;lt;br&amp;gt;Whiskey&lt;br /&gt;
|A bottle of alcohol, helps you forget you literally work in hell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Absinthe_bottle.png|32px]]&amp;lt;br&amp;gt;Absinthe&lt;br /&gt;
|A bottle of alcohol, helps you forget you literally work in hell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cigar.png|32px]]&amp;lt;br&amp;gt;Cigar&lt;br /&gt;
|A high-quality havana cigar.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;150 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soap.png|32px]]&amp;lt;br&amp;gt;Soap&lt;br /&gt;
|A bar of slippery soap.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;200 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_Pointer.png|32px]]&amp;lt;br&amp;gt;Laser Pointer&lt;br /&gt;
|Just a laser pointer, don't shite it into people's eyes. Useful against rogue [[Cyborg|Cyborgs]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Facehugger.png|32px]]&amp;lt;br&amp;gt;Toy Facehugger&lt;br /&gt;
|An extremely realistic-looking facehugger toy, to prank the crew with. Latches onto faces and tears off masks.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bottle17.png|32px]]&amp;lt;br&amp;gt;Stabilizing Serum&lt;br /&gt;
|Currently useless, but looks quite pretty.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_beacon.png|32px]]&amp;lt;br&amp;gt;Fulton Beacon&lt;br /&gt;
|Creates an anchored beacon when used in hand that fulton packs can target as a drop-off point.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace Shelter Capsule&lt;br /&gt;
|The Shelter Capsule is indispensable for long expeditions: it creates an ash-storm proof 3x3 room complete with breathable air, a sleeper and some warm donk-pockets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gar_mesons.png|32px]]&amp;lt;br&amp;gt;GAR Mesons&lt;br /&gt;
|A pair of very sharp meson scanners. Can be thrown as a weapon, with a chance to embed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Miner_webbing.png|32px]]&amp;lt;br&amp;gt;Chest Webbing&lt;br /&gt;
|Can be worn on the belt slot, stores mining equipment.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stimpen.png|32px]]&amp;lt;br&amp;gt;Survival Medipen&lt;br /&gt;
|Contains several healing and heat-stabilizing chemicals. Using more than one in a short period will cause several overdoses.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Box.png|32px]]&amp;lt;br&amp;gt;Brute First-Aid Kit&lt;br /&gt;
|Contains bandages and brute-healing patches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Implanter.png|32px]]&amp;lt;br&amp;gt;Tracking Implant Kit&lt;br /&gt;
|Contains three tracking implants and a locator; useful if you want others to find your corpse for up to 10 minutes after death.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jaunter.png|32px]]&amp;lt;br&amp;gt;Wormhole Jaunter&lt;br /&gt;
|One-use item that creates a wormhole to a random beacon on station. The portal is unstable and will make you dizzy after using it.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kinetic_crusher.png|32px]]&amp;lt;br&amp;gt;Proto-kinetic Crusher&lt;br /&gt;
|A powerful two-handed melee weapon. Shoots kinetic bolts that don't deal damage, but can mark large creatures making the hammer deal increased damage (20-&amp;gt;50 Brute) when used on them. It will deal even greater damage (80) on backstab.&amp;lt;br&amp;gt; What makes the Crusher special, is that enemies killed by it have a chance to drop '''trophies''', powerful &amp;quot;modkits&amp;quot; that can be attached to the Crusher.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]&amp;lt;br&amp;gt;Proto-kinetic Accelerator&lt;br /&gt;
|The classic mining weapon. Buy it from here if you did not get one at roundstart.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Miningscanner2.gif|32px]]&amp;lt;br&amp;gt;Advanced Mining Scanner&lt;br /&gt;
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen), and updates more frequently.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;800 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|32px]]&amp;lt;br&amp;gt;Resonator&lt;br /&gt;
|Another deadly tool. This will, when used on rock or an empty space, create a field on that spot that lasts for about five seconds before rupturing, causing serious damage (60 Brute) to anything standing on it. Just like the kinetic accelerator, it does reduced damage (20) in pressurized environments. You can activate it in your hand to switch the field to last between 3 and 5 seconds. Using it on an already-marked spot will instantly rupture the field.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;800 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_pack.png|32px]]&amp;lt;br&amp;gt;Fulton Extraction Pack&lt;br /&gt;
|A balloon that can be used to extract equipment or personnel who are outside (not within the station or the mining base) to a Fulton Recovery Beacon. Anything not bolted down can be moved. Swap which beacon the pack is aiming at by using the pack in hand. It has a limited number of uses, examine the pack to check how many are left.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Credits&lt;br /&gt;
|-&lt;br /&gt;
!Lazarus Injector&lt;br /&gt;
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. Useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Executive Officer! Or make yourself a space carp. The Lazarus injector can be EMP'd to make revived mobs hostile to everyone but you. Also useful for bartering with the XO or any staff with a pet. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Silver-plated Pickaxe&lt;br /&gt;
|Slightly better than the default pickaxe, but still a lot worse than your starting KA.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dufflebag.png|32px]]&amp;lt;br&amp;gt;Mining Conscription Kit&lt;br /&gt;
|Contains a proto-kinetic accelerator, survival knife, seclite, mesons, an ore scanner and satchel, an explorer suit and gas mask, a supply encryption key and a card which adds mining access to IDs.&lt;br /&gt;
!&amp;lt;span style:display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt; 1500 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining_jetpack.png|32px]]&amp;lt;br&amp;gt;Mining Jetpack Upgrade&lt;br /&gt;
|A jetpack that you can attach to any hardsuit for better mobility.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining_Hardsuit.png|32px]]&amp;lt;br&amp;gt;Mining Hardsuit&lt;br /&gt;
|An extra hardsuit if you need to buy a new one for somebody, or you lost your old one.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Diamond Pickaxe&lt;br /&gt;
| For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers. STILL worse than a basic KA.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Adv resonator.png|32px]]&amp;lt;br&amp;gt;Super (Upgraded) Resonator&lt;br /&gt;
|Like the regular resonator, but able to have 6 fields active at a time - with no damage penalty for fields that are detonated early.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2500 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jump_boots.png|32px]]&amp;lt;br&amp;gt;Jump Boots&lt;br /&gt;
|A pair of boots that allow you to jump over three tiles, skipping chasms. Does not prevent lava damage, however.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2500 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Luxury Shelter Capsule&lt;br /&gt;
|Tired of cramped shelter capsules? This is for you! Comes with a three-course meal, a deluxe companion and much more.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;3000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Luxury Elite Bar Capsule&lt;br /&gt;
|A luxury bar in a capsule. Bartender required and not included.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;10000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA White Tracer Rounds Mod&lt;br /&gt;
|A modkit that makes your KA's projectile flight path visible, in a white color.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Adjustable Tracer Rounds Mod&lt;br /&gt;
|A modkit that makes your KA's projectile flight path visible. Use in hand to cycle between colors.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;150 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;Super KA Chassis Mod&lt;br /&gt;
|A modkit that makes your KA look yellow, like one of the no longer existing Super-Kinetic Accelerators.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;250 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;Hyper KA Chassis Mod&lt;br /&gt;
|A modkit that makes your KA look orange, like one of the no longer existing Hyper-Kinetic Accelerators.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Range Mod&lt;br /&gt;
|A modkit that increases your KA's range by 1.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Damage Mod&lt;br /&gt;
|A modkit that increases your KA's damage by 10.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Cooldown Mod&lt;br /&gt;
|A modkit that reduces your KA's cooldown by 0.25 seconds.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA AoE Damage Mod&lt;br /&gt;
|A modkit that makes your KA hit in a 3x3 AoE, dealing 20% of the original damage per modkit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningDrone.png|32px]]&amp;lt;br&amp;gt;Mining Drone&lt;br /&gt;
|This helpful little guy goes around collecting loose ore so you don't have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with special modules bought from the vending machine to increase its effectiveness. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Melee Upgrade&lt;br /&gt;
|Increases the Drone's melee damage.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Health Upgrade&lt;br /&gt;
|Increases the Drone's health.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Ranged Upgrade&lt;br /&gt;
|Decreases the Drone's ranged weapon's cooldown.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Credits&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: AI Upgrade&lt;br /&gt;
|Installs a high tech AI into the Drone (grants a ghost control over the Drone).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Credits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
The following is a list of advance items that can be acquired only from RnD, using a combination of minerals and high tech research.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+RnD Gear&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:miningdrill.png|32px]]&amp;lt;br&amp;gt;Mining Drill&lt;br /&gt;
|Can be acquired early on from RnD. It's twice as fast as the standard Pickaxe but is quickly superseded by better variants and is expensive for what it gives.&lt;br /&gt;
|-&lt;br /&gt;
![[File:diamonddrill.png|32px]]&amp;lt;br&amp;gt;Diamond Tipped Mining Drill&lt;br /&gt;
|Very powerful drill, able to almost instantly mine mineral walls. Very expensive in terms of Diamonds needed to produce however.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sonic Jackhammer.png|32px]]&amp;lt;br&amp;gt;Sonic Jackhammer&lt;br /&gt;
|The epitome of mining. Can practically instantly mine through rock and walls. But it requires three times the Diamonds of a Diamond Tipped Drill.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Triggerguard Mod&lt;br /&gt;
|A modkit that will allow species that cannot normally fire guns to use the KA, such as golems and hulks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Range Mod&lt;br /&gt;
|A modkit that increases your KA's range by 1.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Damage Mod&lt;br /&gt;
|A modkit that increases your KA's damage by 10.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Cooldown Mod&lt;br /&gt;
|A modkit that reduces your KA's cooldown by 0.25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA AoE Mining Mod&lt;br /&gt;
|A modkit that makes your KA mine rocks in a 3x3 AoE. It does not, however, deal AoE damage. You're usually better off carrying a plasma cutter to deal with rocks and keep the KA for combat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plasma_Cutter.png|32px]]&amp;lt;br&amp;gt;Plasma Cutter&lt;br /&gt;
|A fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 5 rocks per shot. Rechargeable by inserting plasma ore or sheets into it. Less efficient in combat than a KA, however, and even less when in high pressure.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Adv_plasma_cutter.gif|32px]]&amp;lt;br&amp;gt;Advanced Plasma Cutter&lt;br /&gt;
|A very fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 10 rocks per shot, basically allowing you to pierce rock as fast as you can walk. Rechargeable by inserting plasma ore or sheets into it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bluespace satchel.gif|32px]]&amp;lt;br&amp;gt;Mining Satchel of Holding&lt;br /&gt;
|Very cheap mining satchel that can hold an unlimited amount of minerals and ore.&lt;br /&gt;
|-&lt;br /&gt;
![[File:NV_meson_glasses.gif|32px]]&amp;lt;br&amp;gt;Night Vision Mesons&lt;br /&gt;
|These glasses work like normal mesons, but they can see perfectly in the darkness negating the need for flashlights.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this gear is printed out at the supply department protolathe.&lt;br /&gt;
&lt;br /&gt;
==The Ores==&lt;br /&gt;
These are what you should be looking out for, generally try and get a good mix of the more exotic ore types. Iron ore is ok but it sells for little and is highly abundant on the station already.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:grey;color:white;' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:grey;color:white;' |Wall&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100px&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:grey;color:white;' |Raw Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:grey;color:white;' |Money Reward Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:grey;color:white;' |Processed Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:grey;color:white;' |Frequency&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:grey;color:white;' |Uses&lt;br /&gt;
|-&lt;br /&gt;
!Iron&lt;br /&gt;
![[File:Ironwall.png|64px]]&lt;br /&gt;
![[File:Ironore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Metal.png|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For just about everything.&lt;br /&gt;
|-&lt;br /&gt;
!Sand&lt;br /&gt;
![[File:minefloor.png|64px]]&lt;br /&gt;
![[File:Sandore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Glass.png|center|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For making glass, which has a plethora of station applications. Activate sand in your hand to make sandstone bricks. These can be used to make dirt which can be used to grow plants.&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma]]&lt;br /&gt;
![[File:Plasmawall.png|64px]]&lt;br /&gt;
![[File:Plasmaore.png|64px]]&lt;br /&gt;
!15&lt;br /&gt;
![[File:Plasmadone.png|64px]]&lt;br /&gt;
!Common&lt;br /&gt;
|Ship sheets back to Centcom for bonus money to the cargo budget.&lt;br /&gt;
|-&lt;br /&gt;
!Silver&lt;br /&gt;
![[File:Silverwall.png|64px]]&lt;br /&gt;
![[File:Silverore.png|64px]]&lt;br /&gt;
!16&lt;br /&gt;
![[File:Silverdone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|Making dosh, mechs, and researching Bluespace.&lt;br /&gt;
|-&lt;br /&gt;
!Gold&lt;br /&gt;
![[File:Goldwall.png|64px]]&lt;br /&gt;
![[File:Goldore.png|64px]]&lt;br /&gt;
!18&lt;br /&gt;
![[File:Golddone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|For making various electronics or pimping out Beepsky.&lt;br /&gt;
|-&lt;br /&gt;
!Titanium&lt;br /&gt;
![[File:Titaniumrock.png|64px]]&lt;br /&gt;
![[File:Titaniumore.png|64px]]&lt;br /&gt;
!30&lt;br /&gt;
![[File:Titaniumdone.png|64px]]&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For high-tech mechs or R&amp;amp;D components. Also for building shuttle walls and floors.&lt;br /&gt;
|-&lt;br /&gt;
!Uranium&lt;br /&gt;
![[File:Uraniumwall.png|64px]]&lt;br /&gt;
![[File:Uraniumore.png|64px]]&lt;br /&gt;
!30&lt;br /&gt;
![[File:Uraniumdone.png|64px]]&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For making you radioactive (notice: no joke, this shit is deadly as a wall or a door). Delicious cocktails.&lt;br /&gt;
|-&lt;br /&gt;
!Diamond&lt;br /&gt;
![[File:Diamondwall.png|64px]]&lt;br /&gt;
![[File:Diamondore.png|64px]]&lt;br /&gt;
!50&lt;br /&gt;
![[File:Diamonddone.png|64px]]&lt;br /&gt;
!Rare&lt;br /&gt;
|For making mech parts, among other industrial uses.&lt;br /&gt;
|-&lt;br /&gt;
![[Bluespace Crystal]]&lt;br /&gt;
![[File:BluespaceCrystalWall.png|64px]]&lt;br /&gt;
![[File:Bluespace_Crystal.png|64px]]&lt;br /&gt;
!50&lt;br /&gt;
![[File:BS_polycrystal.png|64px]]&lt;br /&gt;
!Rare&lt;br /&gt;
|These crystals can be used in various ways. Give them to science to increase bluespace science, hold onto them to use as a risk free jaunter, or throw them at people to make them teleport randomly (often into space.)&lt;br /&gt;
|-&lt;br /&gt;
!Bananium&lt;br /&gt;
![[File:Bananimumwall.png|64px]]&lt;br /&gt;
![[File:Bananimumore.png|64px]]&lt;br /&gt;
!60&lt;br /&gt;
![[File:Bananiumdone.png|64px]]&lt;br /&gt;
!HONK!&lt;br /&gt;
|A rare and unusual mineral found exclusively in clown-controlled space. Used only for the [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mech]] and other clownlike items. ''Absolutely Cursed''&lt;br /&gt;
|-&lt;br /&gt;
!Gibtonite&lt;br /&gt;
![[File:Gibtonitewall.gif|64px]]&lt;br /&gt;
![[File:Gibtoniteore.png]]&lt;br /&gt;
!N/A&lt;br /&gt;
!&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For &amp;lt;s&amp;gt;trolling miners&amp;lt;/s&amp;gt; blowing shit up, whether they be solid asteroid or [[Traitor|other things]]. Hitting it with your mining tools will start a chain reaction. If you don't stop the reaction with your mining scanner in time, the gibtonite will explode. If you do, you can mine the ore, pick it up (you need both hands free) and use it as an explosive. The closer the gibtonite was to exploding before defused, the more potent its power. Cannot be forged or turned in to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]], so don't bring any of this to the station or else you'll be &amp;lt;s&amp;gt;arrested&amp;lt;/s&amp;gt; ignored by security because they don't know what the hell it is. Gibtonite can be used to craft a [[Makeshift_weapons#Chemical_Payload|Chemical Payload]] [[File:ChemPayload.gif]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to obtain Gibtonite: Hit ore, count to 8 flashes of the ore then hit it with your scanner. Gibtonite varies in the number of reactions it has, so you may get lower quality ore. Use 2 of the 0 reaction ores (the most potent) to blow open the AI core and make it cry at it's malf failure!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Who Needs What===&lt;br /&gt;
Miners don't have to deliver ores directly to departments -- they can if they want, or if those bastards are too lazy to leave their fortress of &amp;lt;s&amp;gt;autism&amp;lt;/s&amp;gt; science -- but it never hurts to know what to aim for.&lt;br /&gt;
&lt;br /&gt;
* [[Scientist]]s at least a bit of every ore. In exchange, they may give you upgrades for your Kinetic Accelerator, a [[Plasma Cutter]], a [[Research_items#Mining Satchel of Holding|Mining Satchel of Holding]], and, if you're lucky, Night Vision Meson Scanners or a [[Bag of Holding]]!&lt;br /&gt;
* [[Roboticist]]s need diamond, uranium, silver and gold for building mech parts. Give them enough and you've indirectly helped out most of the departments on the station if the Roboticists are competent enough to build helpful stompy mechs for everybody! Too bad the lavaproof Firefighter is the only good mech for mining.&lt;br /&gt;
* The [[Quartermaster]] may want mineral sheets to trade them in for bonus supply credits. Plasma in particular is both common and valuable.&lt;br /&gt;
* Everybody could always use more iron, glass and plasteel, but especially Roboticists and [[Station Engineer]]s.&lt;br /&gt;
* The [[Chemist]] and [[Guide to xenobiology|Xenobiologist]] will all appreciate having extra plasma.&lt;br /&gt;
* A competent [[Virologist]] can use several sheets of uranium to create incredibly powerful healing viruses that let you heal out of crit in two seconds.&lt;br /&gt;
* A [[Clown]] with Bananium is a grateful and dangerous ally.&lt;br /&gt;
* The [[Bartender]] can use a few sheets of uranium or iron to craft some of his rarest cocktails.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Always go with at least two other people when mining. Not only can you mine faster together, the chance that they could both be 'lings/traitors is rather low. Pickaxe to the skull tends to put down most people.&lt;br /&gt;
* You can view the contents of a mining satchel as if it were a backpack.&lt;br /&gt;
* Middle mouse click swaps your hand, allowing you to shoot minerals and grat them with the satchel quickly.&lt;br /&gt;
* Minebots are great at distracting monsters. Just walk near and bash the distracted target with your drill. They can take quite a beating. Plus they collect all the crap gibtonite leaves when it detonates.&lt;br /&gt;
* The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.&lt;br /&gt;
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.&lt;br /&gt;
* You can dual wield PKAs. Use harm intent to fire both at once.&lt;br /&gt;
* The Executive Officer may reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.&lt;br /&gt;
* If you're expecting trouble on the station, consider taking out a window on the mining shuttle before you return to make a quick getaway so you're not trapped like a rat in a cage.&lt;br /&gt;
* The mining drone can be repaired with a welding tool, but not in the middle of a fight.&lt;br /&gt;
* You could alternatively buy the drone, fully upgrade it, give it an AI Module, and tell it to go valid-hunt. A mining drone dragging a bar of soap is surprisingly robust against even changelings.&lt;br /&gt;
* Life improving things:&lt;br /&gt;
** Mining suit upgrade : The Mining jetpack upgrade can make your already fast work even faster by reducing the time you are moving between the ship and asteroid. Plus it's great to have when you need to make a speedy getaway.&lt;br /&gt;
** Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Downside : EMP vulnerability.&lt;br /&gt;
* Kinetic accelerators can be used as infinite tools to navigate space, since every time you fire, it'll throw you in the opposite direction.&lt;br /&gt;
* Sentient minebots can very easily be commanded to go help security if there is an [[Nuclear Operative|imminent]] [[Clockwork Cult|threat]] to the station. Their melee saw is very robust, and works just as well as on all ships. The proto-kinetic accelerator that they are equipped with is very robust when in space.&lt;br /&gt;
* If you dont have a mining satchel of holding, and no ore box, you can deconstruct tables in the library (the curator is probably too busy organizing a game of D&amp;amp;D to really care much) to obtain wooden planks. You can then use these wooden planks to fabricate an ore box.&lt;br /&gt;
* If science hasn't researched Advanced Mining Technology within 10 minutes of the start of the shift, please remind them. There is normally at least 1 single person in science competent enough to do so.&lt;br /&gt;
&lt;br /&gt;
==Dead Space==&lt;br /&gt;
A traitorous miner has a lot of advantages. You have a space suit for free right away and a robust pickaxe. Certain minerals you'll find have more &amp;quot;specialized&amp;quot; uses -- uranium structures will irradiate people, plasma can start fires, gibtonite goes boom. You can also buy dangerous &amp;quot;mining&amp;quot; tools and possibly even revive those monsters you've been fighting. As long as you have some mineral wealth or an ore box with you, no one will suspect your presence around the station, even in highly restricted areas like robotics or toxins, and if you are smart enough, you could get a big stompy mech to drill people to death!&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* If you're a miner and you have to kill another miner; there's a really easy way to block communications one way so he can't call for help.&lt;br /&gt;
** Grab a multitool, go to the mining communications room.&lt;br /&gt;
** Use the multi tool on the relay and make sure the relay isn't sending, meaning your headset won't go to people on the station.&lt;br /&gt;
** Kill your target with their shouts for help unheard.&lt;br /&gt;
* More than one uranium wall is hilariously deadly, as they give off a pulse of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.&lt;br /&gt;
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.&lt;br /&gt;
*Ripley is a fairly robust murdering tool, if you can, convince robotics to put a gravity catapult on it. '''SLAM PEOPLE INTO WALLS. THE SUFFERING NEVER ENDS.'''&lt;br /&gt;
*Space is your best ally. Your weapons are more lethal in space, and anyone who wants to chase you will need access to a jetpack and EVA gear. Make people fight on your terms by blowing up the station with various Gibtonite charges, or bust in, stun and drag targets into space. &lt;br /&gt;
*You can make a chemical payload container using any shitty bit of gibtonite. This can be useful for making chemical bombs, but it relies on knowing how to obtain specific chemicals that can be robust and accessible to a Miner. &lt;br /&gt;
====Tips for Culting====&lt;br /&gt;
If you're a miner, you'll find being a cultist a difficult task as the Rocinante blocks all teleportation from any source, meaning cult teleport runes won't work. You'll have to work something out, I suppose.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=33283</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=33283"/>
		<updated>2021-09-10T04:16:58Z</updated>

		<summary type="html">&lt;p&gt;Spagooty: gun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = lightblue&lt;br /&gt;
|image = Generic_bridgestaff.png&lt;br /&gt;
|jobtitle = Bridge Staff&lt;br /&gt;
|caption = &amp;quot;CHARGE THE FTL DRIVE GODDAMNIT&amp;quot;&lt;br /&gt;
|access = [[Bridge]]&lt;br /&gt;
|access2 = [[Maintenance]], [[Engineering]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|supervisors = [[Executive Officer]]&lt;br /&gt;
|rank = Sub-Lieutenant ('''SLT''')&lt;br /&gt;
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]. Somehow survive when CIC gets bombed.&lt;br /&gt;
|guides = [[Guide to enemy types]], [[A crash course in FTL-ing| Guide to using the FTL console]]&lt;br /&gt;
}}&lt;br /&gt;
Your primary task aboard your assigned vessel is to operate the systems that the [[Ship Engineer|engineers]] and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''. Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap through these consoles.&lt;br /&gt;
=The DRADIS=&lt;br /&gt;
This is the ship's pair of eyes, a medium-range sensor suite that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS console at any given time and it is a requirement to effectively pilot the ship or aim the guns. Because of this it's possible to have the Dradis console open alongside other consoles, which is the intended way to use it.&amp;lt;br&amp;gt;&lt;br /&gt;
Apart from having a single detection radius, it is also possible to switch to a sonar mode. This mode makes the dradis send out a ping every few seconds, which then reveals '''every ship in the system'''. Of course such a powerful tool comes with a huge downside, when the sonar is active every ship in the system can detect the pings and thus know where you are. Usually it is best to only reserve the sonar for hunting down stealth ships at the end of the fight to avoid having to fight the entire fleet all at once.&lt;br /&gt;
=The Flight Control Console=&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The '''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit 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. Remember, the ship retains momentum once it starts moving; it will only stop itself if the inertial assistance system is turned '''on'''.&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 enemy boarding vessels.&lt;br /&gt;
&lt;br /&gt;
'''Q and E''' activate a rotational drift, which is useful for &amp;lt;s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt; turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe using '''A and D''', and stops the ship from automatically braking when you stop holding '''W'''.&lt;br /&gt;
&lt;br /&gt;
Point Defense Cannons, standard issue on NT vessels, fire numerous bullets in a short amount of time. This makes it great for taking out incoming torpedos or fighters. But be warned, you may only fire them in bursts. You can fire it by '''Left Clicking''' anywhere around the ship. The Tac console also has access to this weapon.&lt;br /&gt;
&lt;br /&gt;
If your vessel is equipped with '''Superliminal Bluespace Artillery''', you can use '''Left Click''' to fire a highpower plasma laser straight out of the nose of the ship. This can be very useful for finishing off large or medium-sized ships at close range. This weapon is hilariously powerful, but takes a lot of power and time to recharge.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that as the pilot, it's your duty to minimize losses by evading incoming fire and assisting the [[Fighter Pilot|flyboys]] where needed. If the ATC reports that a pilot has ran out of fuel, you can help out by flying over the stranded fighter's flight path so it can dock. &lt;br /&gt;
=The Tactical Console=&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 '''Space''' key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity.&lt;br /&gt;
&lt;br /&gt;
''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
'''Torpedoes''' –&lt;br /&gt;
Click in a direction after locking onto a target to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time. Torpedoes do however have a homing effect, making for very good long-ranged weapons.&lt;br /&gt;
&lt;br /&gt;
'''Naval Artillery Cannon''' –&lt;br /&gt;
To shoot the Artillery cannon simply click where you want it to hit. While this seems easy to do at the first glance, the artillery cannon requires more than just a single click to work. Before you can fire it needs to be loaded with gunpowder, as the amount of powder used affects the speed of the bullet. This means that you'll have to communicate with the munitions staff (radio hotkey: .w) to ensure the optimal bullet trajectory. This means that if the gun doesn't have much powder loaded the bullet will move very slowly, and you must aim your shot in where you expect the enemy to be instead of where they currently are.&lt;br /&gt;
&lt;br /&gt;
'''Automated Missile System (AMS)''' –&lt;br /&gt;
The missiles are an easy to use automatic defense and offense weapon. Their targeting systems are controlled by the [[Munitions Technician|Munitions Technicians]] and can choose between multiple firing modes. If they are set to Countermeasure mode they will automatically aim at incoming torpedoes and missiles, while Anti-Ship mode gives you (and the fighter pilots) direct control over where the missiles are heading.&amp;lt;br&amp;gt;To set a target for the missile system simply '''hold CTRL and click with the left mouse button or press &amp;quot;Target&amp;quot;''' on the Tac console's UI. Fighter pilots can also do this for ships that are outside your view range to make it targets further away.&lt;br /&gt;
&lt;br /&gt;
'''Point Defense Cannon (PDC)''' - Point Defense Cannons are as the name implies: defensive utilities. They fire a large volume of bullets in a short amount of time. This makes it great for taking out incoming torpedos or fighters, but ineffective against larger opponents. The Helm console can also fire the PDC, but unlike the helmsman, your PDC is fully automatic. This makes you, the gunner, better suited to laying down defensive fire.&lt;br /&gt;
&lt;br /&gt;
You will also have a readout of the Gauss and the Superliminal BSA, however these are not under your control. Gauss cannons are controlled directly by Munitions Technicians while the BSA is controlled by the helm officer (see above).&lt;br /&gt;
&lt;br /&gt;
In addition, while it might be obvious, it is worth noting that different ships have different weapon loadouts, and as such, different playstyles.&lt;br /&gt;
=The FTL Console=&lt;br /&gt;
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
=When Not In Combat=&lt;br /&gt;
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be &amp;quot;Yes, &amp;lt;s&amp;gt;dear&amp;lt;/s&amp;gt; sir.&amp;quot;&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Spagooty</name></author>
	</entry>
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